OLD | NEW |
(Empty) | |
| 1 /* |
| 2 * Copyright 2016 Google Inc. |
| 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. |
| 6 */ |
| 7 |
| 8 #include "SkLights.h" |
| 9 #include "SkPoint3.h" |
| 10 #include "SkRadialShadowMapShader.h" |
| 11 |
| 12 //////////////////////////////////////////////////////////////////////////// |
| 13 #ifdef SK_EXPERIMENTAL_SHADOWING |
| 14 |
| 15 |
| 16 /** \class SkRadialShadowMapShaderImpl |
| 17 This subclass of shader applies shadowing radially around a light |
| 18 */ |
| 19 class SkRadialShadowMapShaderImpl : public SkShader { |
| 20 public: |
| 21 /** Create a new shadowing shader that shadows radially around a light |
| 22 */ |
| 23 SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader, |
| 24 sk_sp<SkLights> lights, |
| 25 int diffuseWidth, int diffuseHeight) |
| 26 : fOccluderShader(std::move(occluderShader)) |
| 27 , fLight(std::move(lights)) |
| 28 , fWidth(diffuseWidth) |
| 29 , fHeight(diffuseHeight) { } |
| 30 |
| 31 bool isOpaque() const override; |
| 32 |
| 33 #if SK_SUPPORT_GPU |
| 34 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri
de; |
| 35 #endif |
| 36 |
| 37 class ShadowMapRadialShaderContext : public SkShader::Context { |
| 38 public: |
| 39 // The context takes ownership of the states. It will call their destruc
tors |
| 40 // but will NOT free the memory. |
| 41 ShadowMapRadialShaderContext(const SkRadialShadowMapShaderImpl&, const C
ontextRec&, |
| 42 SkShader::Context* occluderContext, |
| 43 void* heapAllocated); |
| 44 |
| 45 ~ShadowMapRadialShaderContext() override; |
| 46 |
| 47 void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| 48 |
| 49 uint32_t getFlags() const override { return fFlags; } |
| 50 |
| 51 private: |
| 52 SkShader::Context* fOccluderContext; |
| 53 uint32_t fFlags; |
| 54 |
| 55 void* fHeapAllocated; |
| 56 |
| 57 typedef SkShader::Context INHERITED; |
| 58 }; |
| 59 |
| 60 SK_TO_STRING_OVERRIDE() |
| 61 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRadialShadowMapShaderI
mpl) |
| 62 |
| 63 protected: |
| 64 void flatten(SkWriteBuffer&) const override; |
| 65 size_t onContextSize(const ContextRec&) const override; |
| 66 Context* onCreateContext(const ContextRec&, void*) const override; |
| 67 |
| 68 private: |
| 69 sk_sp<SkShader> fOccluderShader; |
| 70 sk_sp<SkLights> fLight; |
| 71 |
| 72 int fWidth; |
| 73 int fHeight; |
| 74 |
| 75 friend class SkRadialShadowMapShader; |
| 76 |
| 77 typedef SkShader INHERITED; |
| 78 }; |
| 79 |
| 80 //////////////////////////////////////////////////////////////////////////// |
| 81 |
| 82 #if SK_SUPPORT_GPU |
| 83 |
| 84 #include "GrContext.h" |
| 85 #include "GrCoordTransform.h" |
| 86 #include "GrFragmentProcessor.h" |
| 87 #include "glsl/GrGLSLFragmentProcessor.h" |
| 88 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| 89 #include "SkGr.h" |
| 90 #include "SkGrPriv.h" |
| 91 #include "SkImage_Base.h" |
| 92 #include "GrInvariantOutput.h" |
| 93 #include "SkSpecialImage.h" |
| 94 |
| 95 class RadialShadowMapFP : public GrFragmentProcessor { |
| 96 public: |
| 97 RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder, |
| 98 sk_sp<SkLights> light, |
| 99 int diffuseWidth, int diffuseHeight, |
| 100 GrContext* context) { |
| 101 fLightPos = light->light(0).pos(); |
| 102 |
| 103 fWidth = diffuseWidth; |
| 104 fHeight = diffuseHeight; |
| 105 |
| 106 this->registerChildProcessor(std::move(occluder)); |
| 107 this->initClassID<RadialShadowMapFP>(); |
| 108 } |
| 109 |
| 110 class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor { |
| 111 public: |
| 112 GLSLRadialShadowMapFP() { } |
| 113 |
| 114 void emitCode(EmitArgs& args) override { |
| 115 |
| 116 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 117 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 118 |
| 119 const char* lightPosUniName = nullptr; |
| 120 |
| 121 fLightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 122 kVec3f_GrSLType, |
| 123 kDefault_GrSLPrecision, |
| 124 "lightPos", |
| 125 &lightPosUniName); |
| 126 |
| 127 const char* widthUniName = nullptr; |
| 128 const char* heightUniName = nullptr; |
| 129 |
| 130 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 131 kInt_GrSLType, |
| 132 kDefault_GrSLPrecision, |
| 133 "width", &widthUniName); |
| 134 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 135 kInt_GrSLType, |
| 136 kDefault_GrSLPrecision, |
| 137 "height", &heightUniName); |
| 138 |
| 139 |
| 140 SkString occluder("occluder"); |
| 141 this->emitChild(0, nullptr, &occluder, args); |
| 142 |
| 143 // Modify the input texture coordinates to index into our 1D output |
| 144 fragBuilder->codeAppend("float distHere;"); |
| 145 fragBuilder->codeAppend("float closestDistHere = 0;"); |
| 146 fragBuilder->codeAppend("vec2 coords = vMatrixCoord_0_0_Stage0;"); |
| 147 fragBuilder->codeAppend("coords.y = 0;"); |
| 148 fragBuilder->codeAppend("vec2 destCoords = vec2(0,0);"); |
| 149 fragBuilder->codeAppendf("float step = 1.0 / %s;", heightUniName); |
| 150 |
| 151 // assume that we are at 0, 0 light pos |
| 152 // TODO use correct light positions |
| 153 |
| 154 // this goes through each depth value in the final output buffer, |
| 155 // basically raycasting outwards, and finding the first collision. |
| 156 // we also increment coords.y to 2 instead 1 so our shadows stretch
the whole screen. |
| 157 fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 2; coords.y
+= step) {"); |
| 158 |
| 159 fragBuilder->codeAppend("float theta = (coords.x * 2.0 - 1.0) *
3.1415;"); |
| 160 fragBuilder->codeAppend("float r = coords.y;"); |
| 161 fragBuilder->codeAppend("destCoords = " |
| 162 "vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;"); |
| 163 fragBuilder->codeAppendf("vec2 lightOffset = (vec2(%s)/vec2(%s,%
s) - 0.5)" |
| 164 "* vec2(1.0, 1.0);", |
| 165 lightPosUniName, widthUniName, heightUn
iName); |
| 166 |
| 167 fragBuilder->codeAppend("distHere = texture(uTextureSampler0_Sta
ge1," |
| 168 "destCoords + lightOf
fset).b;"); |
| 169 fragBuilder->codeAppend("if (distHere > 0.0) {" |
| 170 "closestDistHere = coords.y;" |
| 171 "break;}"); |
| 172 fragBuilder->codeAppend("}"); |
| 173 |
| 174 fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere / 2.0),1);"
, args.fOutputColor); |
| 175 } |
| 176 |
| 177 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 178 GrProcessorKeyBuilder* b) { |
| 179 b->add32(0); // nothing to add here |
| 180 } |
| 181 |
| 182 protected: |
| 183 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { |
| 184 const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowM
apFP>(); |
| 185 |
| 186 const SkVector3& lightPos = radialShadowMapFP.lightPos(); |
| 187 if (lightPos != fLightPos) { |
| 188 pdman.set3fv(fLightPosUni, 1, &lightPos.fX); |
| 189 fLightPos = lightPos; |
| 190 } |
| 191 |
| 192 int width = radialShadowMapFP.width(); |
| 193 if (width != fWidth) { |
| 194 pdman.set1i(fWidthUni, width); |
| 195 fWidth = width; |
| 196 } |
| 197 int height = radialShadowMapFP.height(); |
| 198 if (height != fHeight) { |
| 199 pdman.set1i(fHeightUni, height); |
| 200 fHeight = height; |
| 201 } |
| 202 } |
| 203 |
| 204 private: |
| 205 SkVector3 fLightPos; |
| 206 GrGLSLProgramDataManager::UniformHandle fLightPosUni; |
| 207 |
| 208 int fWidth; |
| 209 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| 210 int fHeight; |
| 211 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
| 212 }; |
| 213 |
| 214 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { |
| 215 GLSLRadialShadowMapFP::GenKey(*this, caps, b); |
| 216 } |
| 217 |
| 218 const char* name() const override { return "RadialShadowMapFP"; } |
| 219 |
| 220 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 221 inout->mulByUnknownFourComponents(); |
| 222 } |
| 223 const SkVector3& lightPos() const { |
| 224 return fLightPos; |
| 225 } |
| 226 |
| 227 int width() const { return fWidth; } |
| 228 int height() const { return fHeight; } |
| 229 |
| 230 private: |
| 231 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { |
| 232 return new GLSLRadialShadowMapFP; |
| 233 } |
| 234 |
| 235 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 236 const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP
>(); |
| 237 |
| 238 if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.f
Height) { |
| 239 return false; |
| 240 } |
| 241 |
| 242 if (fLightPos != radialShadowMapFP.fLightPos) { |
| 243 return false; |
| 244 } |
| 245 |
| 246 return true; |
| 247 } |
| 248 |
| 249 SkVector3 fLightPos; |
| 250 |
| 251 int fHeight; |
| 252 int fWidth; |
| 253 }; |
| 254 |
| 255 //////////////////////////////////////////////////////////////////////////// |
| 256 |
| 257 sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor |
| 258 (const AsFPArgs& fpargs) const { |
| 259 |
| 260 sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor
(fpargs); |
| 261 |
| 262 sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::mov
e(occluderFP), |
| 263 fLight,
fWidth, fHeight, |
| 264 fpargs.f
Context); |
| 265 return shadowFP; |
| 266 } |
| 267 |
| 268 #endif |
| 269 |
| 270 //////////////////////////////////////////////////////////////////////////// |
| 271 |
| 272 bool SkRadialShadowMapShaderImpl::isOpaque() const { |
| 273 return fOccluderShader->isOpaque(); |
| 274 } |
| 275 |
| 276 SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShader
Context( |
| 277 const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec, |
| 278 SkShader::Context* occluderContext, |
| 279 void* heapAllocated) |
| 280 : INHERITED(shader, rec) |
| 281 , fOccluderContext(occluderContext) |
| 282 , fHeapAllocated(heapAllocated) { |
| 283 bool isOpaque = shader.isOpaque(); |
| 284 |
| 285 // update fFlags |
| 286 uint32_t flags = 0; |
| 287 if (isOpaque && (255 == this->getPaintAlpha())) { |
| 288 flags |= kOpaqueAlpha_Flag; |
| 289 } |
| 290 |
| 291 fFlags = flags; |
| 292 } |
| 293 |
| 294 SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShade
rContext() { |
| 295 // The dependencies have been created outside of the context on memory that
was allocated by |
| 296 // the onCreateContext() method. Call the destructors and free the memory. |
| 297 fOccluderContext->~Context(); |
| 298 |
| 299 sk_free(fHeapAllocated); |
| 300 } |
| 301 |
| 302 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
| 303 if (color.fX <= 0.0f) { |
| 304 color.fX = 0.0f; |
| 305 } else if (color.fX >= 255.0f) { |
| 306 color.fX = 255.0f; |
| 307 } |
| 308 |
| 309 if (color.fY <= 0.0f) { |
| 310 color.fY = 0.0f; |
| 311 } else if (color.fY >= 255.0f) { |
| 312 color.fY = 255.0f; |
| 313 } |
| 314 |
| 315 if (color.fZ <= 0.0f) { |
| 316 color.fZ = 0.0f; |
| 317 } else if (color.fZ >= 255.0f) { |
| 318 color.fZ = 255.0f; |
| 319 } |
| 320 |
| 321 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ)
; |
| 322 } |
| 323 |
| 324 // larger is better (fewer times we have to loop), but we shouldn't |
| 325 // take up too much stack-space (each one here costs 16 bytes) |
| 326 #define BUFFER_MAX 16 |
| 327 void SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::shadeSpan |
| 328 (int x, int y, SkPMColor result[], int count) { |
| 329 do { |
| 330 int n = SkTMin(count, BUFFER_MAX); |
| 331 |
| 332 // just fill with white for now |
| 333 SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF); |
| 334 |
| 335 for (int i = 0; i < n; ++i) { |
| 336 result[i] = accum; |
| 337 } |
| 338 |
| 339 result += n; |
| 340 x += n; |
| 341 count -= n; |
| 342 } while (count > 0); |
| 343 } |
| 344 |
| 345 //////////////////////////////////////////////////////////////////////////// |
| 346 |
| 347 #ifndef SK_IGNORE_TO_STRING |
| 348 void SkRadialShadowMapShaderImpl::toString(SkString* str) const { |
| 349 str->appendf("RadialShadowMapShader: ()"); |
| 350 } |
| 351 #endif |
| 352 |
| 353 sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::CreateProc(SkReadBuffer& buf)
{ |
| 354 |
| 355 // Discarding SkShader flattenable params |
| 356 bool hasLocalMatrix = buf.readBool(); |
| 357 SkAssertResult(!hasLocalMatrix); |
| 358 |
| 359 sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf); |
| 360 |
| 361 int diffuseWidth = buf.readInt(); |
| 362 int diffuseHeight = buf.readInt(); |
| 363 |
| 364 sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>()); |
| 365 |
| 366 return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader), |
| 367 std::move(light), |
| 368 diffuseWidth, diffuseHeight); |
| 369 } |
| 370 |
| 371 void SkRadialShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const { |
| 372 this->INHERITED::flatten(buf); |
| 373 |
| 374 fLight->flatten(buf); |
| 375 |
| 376 buf.writeInt(fWidth); |
| 377 buf.writeInt(fHeight); |
| 378 |
| 379 buf.writeFlattenable(fOccluderShader.get()); |
| 380 } |
| 381 |
| 382 size_t SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const { |
| 383 return sizeof(ShadowMapRadialShaderContext); |
| 384 } |
| 385 |
| 386 SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec
& rec, |
| 387 void* storage) c
onst { |
| 388 size_t heapRequired = fOccluderShader->contextSize(rec); |
| 389 |
| 390 void* heapAllocated = sk_malloc_throw(heapRequired); |
| 391 |
| 392 void* occluderContextStorage = heapAllocated; |
| 393 |
| 394 SkShader::Context* occluderContext = |
| 395 fOccluderShader->createContext(rec, occluderContextStorage); |
| 396 |
| 397 if (!occluderContext) { |
| 398 sk_free(heapAllocated); |
| 399 return nullptr; |
| 400 } |
| 401 |
| 402 return new (storage) ShadowMapRadialShaderContext(*this, rec, occluderContex
t, heapAllocated); |
| 403 } |
| 404 |
| 405 /////////////////////////////////////////////////////////////////////////////// |
| 406 |
| 407 sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader, |
| 408 sk_sp<SkLights> light, |
| 409 int diffuseWidth, int diffuseHeigh
t) { |
| 410 if (!occluderShader) { |
| 411 // TODO: Use paint's color in absence of a diffuseShader |
| 412 // TODO: Use a default implementation of normalSource instead |
| 413 return nullptr; |
| 414 } |
| 415 |
| 416 return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader), |
| 417 std::move(light), |
| 418 diffuseWidth, diffuseHeight); |
| 419 } |
| 420 |
| 421 /////////////////////////////////////////////////////////////////////////////// |
| 422 |
| 423 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader) |
| 424 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl) |
| 425 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 426 |
| 427 /////////////////////////////////////////////////////////////////////////////// |
| 428 |
| 429 #endif |
OLD | NEW |