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| 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 "Sk2DShadowMapShader.h" | |
| 9 #include "SkLights.h" | |
| 10 #include "SkPoint3.h" | |
| 11 #include "SkReadBuffer.h" | |
| 12 #include "SkShadowShader.h" | |
| 13 | |
| 14 //////////////////////////////////////////////////////////////////////////// | |
| 15 #ifdef SK_EXPERIMENTAL_SHADOWING | |
| 16 | |
| 17 | |
| 18 /** \class Sk2DShadowMapShaderImpl | |
| 19 This subclass of shader applies shadowing | |
|
jvanverth1
2016/09/07 14:47:23
Needs a little more detail here. "... shadowing ra
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 20 */ | |
| 21 class Sk2DShadowMapShaderImpl : public SkShader { | |
| 22 public: | |
| 23 /** Create a new shadowing shader that shadows | |
|
jvanverth1
2016/09/07 14:47:23
"... shadows radially around a light"?
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 24 */ | |
| 25 Sk2DShadowMapShaderImpl(sk_sp<SkShader> occluderShader, | |
| 26 sk_sp<SkLights> lights, | |
|
jvanverth1
2016/09/07 14:47:23
Nit: indent to (
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 27 int diffuseWidth, int diffuseHeight) | |
| 28 : fOccluderShader(std::move(occluderShader)) | |
|
jvanverth1
2016/09/07 14:47:23
Nit: indent 4 spaces
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 29 , fLight(std::move(lights)) | |
| 30 , fWidth(diffuseWidth) | |
| 31 , fHeight(diffuseHeight) { } | |
| 32 | |
| 33 bool isOpaque() const override; | |
| 34 | |
| 35 #if SK_SUPPORT_GPU | |
| 36 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de; | |
| 37 #endif | |
| 38 | |
| 39 class ShadowMap2DShaderContext : public SkShader::Context { | |
| 40 public: | |
| 41 // The context takes ownership of the states. It will call their destruc tors | |
| 42 // but will NOT free the memory. | |
| 43 ShadowMap2DShaderContext(const Sk2DShadowMapShaderImpl&, const ContextRe c&, | |
| 44 SkShader::Context* occluderContext, | |
|
jvanverth1
2016/09/07 14:47:22
Nit: indent to (
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 45 void* heapAllocated); | |
| 46 | |
| 47 ~ShadowMap2DShaderContext() override; | |
| 48 | |
| 49 void shadeSpan(int x, int y, SkPMColor[], int count) override; | |
| 50 | |
| 51 uint32_t getFlags() const override { return fFlags; } | |
| 52 | |
| 53 private: | |
| 54 SkShader::Context* fOccluderContext; | |
| 55 uint32_t fFlags; | |
| 56 | |
| 57 void* fHeapAllocated; | |
| 58 | |
| 59 typedef SkShader::Context INHERITED; | |
| 60 }; | |
| 61 | |
| 62 SK_TO_STRING_OVERRIDE() | |
| 63 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(Sk2DShadowMapShaderImpl) | |
|
jvanverth1
2016/09/07 14:47:23
Indent
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 64 | |
| 65 protected: | |
| 66 void flatten(SkWriteBuffer&) const override; | |
| 67 size_t onContextSize(const ContextRec&) const override; | |
| 68 Context* onCreateContext(const ContextRec&, void*) const override; | |
| 69 | |
| 70 private: | |
| 71 sk_sp<SkShader> fOccluderShader; | |
| 72 sk_sp<SkLights> fLight; | |
| 73 | |
| 74 int fWidth; | |
| 75 int fHeight; | |
| 76 | |
| 77 friend class Sk2DShadowMapShader; | |
| 78 | |
| 79 typedef SkShader INHERITED; | |
| 80 }; | |
| 81 | |
| 82 //////////////////////////////////////////////////////////////////////////// | |
| 83 | |
| 84 #if SK_SUPPORT_GPU | |
| 85 | |
| 86 #include "GrContext.h" | |
| 87 #include "GrCoordTransform.h" | |
| 88 #include "GrFragmentProcessor.h" | |
| 89 #include "glsl/GrGLSLFragmentProcessor.h" | |
| 90 #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| 91 #include "SkGr.h" | |
| 92 #include "SkGrPriv.h" | |
| 93 #include "SkImage_Base.h" | |
| 94 #include "GrInvariantOutput.h" | |
| 95 #include "SkSpecialImage.h" | |
| 96 | |
| 97 class TwoDShadowMapFP : public GrFragmentProcessor { | |
|
jvanverth1
2016/09/07 14:47:23
RadialShadowMapFP?
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 98 public: | |
| 99 TwoDShadowMapFP(sk_sp<GrFragmentProcessor> occluder, | |
| 100 sk_sp<SkLights> light, | |
|
jvanverth1
2016/09/07 14:47:23
Indent to (
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 101 int diffuseWidth, int diffuseHeight, | |
| 102 GrContext* context) { | |
| 103 fLightDir = light->light(0).pos(); | |
| 104 | |
| 105 fWidth = diffuseWidth; | |
| 106 fHeight = diffuseHeight; | |
| 107 | |
| 108 this->registerChildProcessor(std::move(occluder)); | |
| 109 this->initClassID<TwoDShadowMapFP>(); | |
| 110 } | |
| 111 | |
| 112 class GLSLTwoDShadowMapFP : public GrGLSLFragmentProcessor { | |
| 113 public: | |
| 114 GLSLTwoDShadowMapFP() { } | |
| 115 | |
| 116 void emitCode(EmitArgs& args) override { | |
| 117 | |
| 118 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| 119 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
| 120 | |
| 121 const char* lightDirUniName = nullptr; | |
|
jvanverth1
2016/09/07 14:47:23
lightPosUniName?
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 122 | |
| 123 fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 124 kVec3f_GrSLType, | |
| 125 kDefault_GrSLPrecision, | |
| 126 "lightDir", | |
| 127 &lightDirUniName); | |
| 128 | |
| 129 const char* widthUniName = nullptr; | |
| 130 const char* heightUniName = nullptr; | |
| 131 | |
| 132 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 133 kInt_GrSLType, | |
| 134 kDefault_GrSLPrecision, | |
| 135 "width", &widthUniName); | |
| 136 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 137 kInt_GrSLType, | |
| 138 kDefault_GrSLPrecision, | |
| 139 "height", &heightUniName); | |
| 140 | |
| 141 | |
| 142 SkString occluder("occluder"); | |
| 143 this->emitChild(0, nullptr, &occluder, args); | |
| 144 | |
| 145 // the above isn't good enough. We need to modify the indexing coord inate. | |
|
jvanverth1
2016/09/07 14:47:22
Is this a TODO? Or do you plan to do it in this ch
vjiaoblack
2016/09/07 15:21:39
It's an explanation of what the code below does
| |
| 146 | |
| 147 fragBuilder->codeAppendf("float distHere;"); | |
| 148 fragBuilder->codeAppendf("float closestDistHere = 0;"); | |
| 149 fragBuilder->codeAppendf("vec2 coords = vMatrixCoord_0_0_Stage0;"); | |
| 150 fragBuilder->codeAppendf("coords.y = 0;"); | |
| 151 fragBuilder->codeAppendf("vec2 destCoords = vec2(0,0);"); | |
| 152 fragBuilder->codeAppendf("float step = 0.0025;"); | |
|
jvanverth1
2016/09/07 14:47:24
Is there an assumption of texture size here? Shoul
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 153 | |
| 154 // assume that we are at 0, 0 light pos | |
| 155 // TODO use correct light positions | |
|
jvanverth1
2016/09/07 14:47:23
Could use a comment explaining what this loop is d
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 156 fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 1; coords.y += step) {"); | |
| 157 | |
| 158 fragBuilder->codeAppendf("vec2 norm = coords * 2.0 - 1.0;"); | |
| 159 fragBuilder->codeAppendf("float theta = 3.1415 * 1.5 + norm.x * 3.1415;"); | |
|
jvanverth1
2016/09/07 14:47:23
It looks like this will vary from pi/2 to 5*pi/2.
vjiaoblack
2016/09/07 15:21:39
Tis right for now. (The light is fixed)
| |
| 160 fragBuilder->codeAppendf("float r = (1.0 + norm.y) * 0.5;"); | |
|
jvanverth1
2016/09/07 14:47:23
I think this is just coords.y again.
| |
| 161 fragBuilder->codeAppendf("destCoords = " | |
| 162 "vec2(-r * sin(theta), -r * cos(theta)) /2.0 + 0.5;"); | |
|
jvanverth1
2016/09/07 14:47:23
The -r is odd to me -- negative polar coords? And
vjiaoblack
2016/09/07 15:21:39
That compiles to + vec(0.5, 0.5)
| |
| 163 fragBuilder->codeAppendf("distHere = texture(uTextureSampler0_St age1, " | |
| 164 "destCoords).b;"); | |
| 165 fragBuilder->codeAppendf("if (distHere > 0.0) {" | |
| 166 "closestDistHere = 1-coords.y;" | |
| 167 "break;}"); | |
| 168 fragBuilder->codeAppendf("}"); | |
| 169 | |
| 170 fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere),1);", args .fOutputColor); | |
| 171 } | |
| 172 | |
| 173 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
| 174 GrProcessorKeyBuilder* b) { | |
| 175 b->add32(0); // nothing to add here | |
| 176 } | |
| 177 | |
| 178 protected: | |
| 179 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | |
| 180 const TwoDShadowMapFP &twoDShadowMapFP = proc.cast<TwoDShadowMapFP>( ); | |
| 181 | |
| 182 const SkVector3& lightDir = twoDShadowMapFP.lightDir(); | |
| 183 if (lightDir != fLightDir) { | |
| 184 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); | |
| 185 fLightDir = lightDir; | |
| 186 } | |
| 187 | |
| 188 int width = twoDShadowMapFP.width(); | |
| 189 if (width != fWidth) { | |
| 190 pdman.set1i(fWidthUni, width); | |
| 191 fWidth = width; | |
| 192 } | |
| 193 int height = twoDShadowMapFP.height(); | |
| 194 if (height != fHeight) { | |
| 195 pdman.set1i(fHeightUni, height); | |
| 196 fHeight = height; | |
| 197 } | |
| 198 } | |
| 199 | |
| 200 private: | |
| 201 SkVector3 fLightDir; | |
| 202 GrGLSLProgramDataManager::UniformHandle fLightDirUni; | |
| 203 | |
| 204 int fWidth; | |
| 205 GrGLSLProgramDataManager::UniformHandle fWidthUni; | |
| 206 int fHeight; | |
| 207 GrGLSLProgramDataManager::UniformHandle fHeightUni; | |
| 208 }; | |
| 209 | |
| 210 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| 211 GLSLTwoDShadowMapFP::GenKey(*this, caps, b); | |
| 212 } | |
| 213 | |
| 214 const char* name() const override { return "twoDShadowMapFP"; } | |
|
jvanverth1
2016/09/07 14:47:23
"radialShadowMapFP"
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 215 | |
| 216 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
| 217 inout->mulByUnknownFourComponents(); | |
| 218 } | |
| 219 const SkVector3& lightDir() const { | |
| 220 return fLightDir; | |
| 221 } | |
| 222 | |
| 223 int width() const {return fWidth; } | |
| 224 int height() const {return fHeight; } | |
| 225 | |
| 226 private: | |
| 227 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { | |
| 228 return new GLSLTwoDShadowMapFP; | |
| 229 } | |
| 230 | |
| 231 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
| 232 const TwoDShadowMapFP& twoDShadowMapFP = proc.cast<TwoDShadowMapFP>(); | |
| 233 | |
| 234 if (fWidth != twoDShadowMapFP.fWidth || fHeight != twoDShadowMapFP.fHeig ht) { | |
| 235 return false; | |
| 236 } | |
| 237 | |
| 238 if (fLightDir != twoDShadowMapFP.fLightDir) { | |
| 239 return false; | |
| 240 } | |
| 241 | |
| 242 return true; | |
| 243 } | |
| 244 | |
| 245 SkVector3 fLightDir; | |
|
jvanverth1
2016/09/07 14:47:23
There's no direction in this case, so fLightPos?
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 246 | |
| 247 int fHeight; | |
| 248 int fWidth; | |
| 249 }; | |
| 250 | |
| 251 //////////////////////////////////////////////////////////////////////////// | |
| 252 | |
| 253 sk_sp<GrFragmentProcessor> Sk2DShadowMapShaderImpl::asFragmentProcessor(const As FPArgs& fpargs) | |
| 254 const { | |
| 255 | |
| 256 sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor (fpargs); | |
| 257 | |
| 258 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<TwoDShadowMapFP>(std::move( occluderFP), | |
| 259 std::move(fLight) , | |
| 260 fWidth, fHeight, | |
| 261 fpargs.fContext); | |
| 262 return shadowfp; | |
| 263 } | |
| 264 | |
| 265 #endif | |
| 266 | |
| 267 //////////////////////////////////////////////////////////////////////////// | |
| 268 | |
| 269 bool Sk2DShadowMapShaderImpl::isOpaque() const { | |
| 270 return fOccluderShader->isOpaque(); | |
| 271 } | |
| 272 | |
| 273 Sk2DShadowMapShaderImpl::ShadowMap2DShaderContext::ShadowMap2DShaderContext( | |
|
jvanverth1
2016/09/07 14:47:23
SkRadialShadowMapShaderImpl
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 274 const Sk2DShadowMapShaderImpl& shader, const ContextRec& rec, | |
| 275 SkShader::Context* occluderContext, | |
| 276 void* heapAllocated) | |
| 277 : INHERITED(shader, rec) | |
| 278 , fOccluderContext(occluderContext) | |
| 279 , fHeapAllocated(heapAllocated) { | |
| 280 bool isOpaque = shader.isOpaque(); | |
| 281 | |
| 282 // update fFlags | |
| 283 uint32_t flags = 0; | |
| 284 if (isOpaque && (255 == this->getPaintAlpha())) { | |
| 285 flags |= kOpaqueAlpha_Flag; | |
| 286 } | |
| 287 | |
| 288 fFlags = flags; | |
| 289 } | |
| 290 | |
| 291 Sk2DShadowMapShaderImpl::ShadowMap2DShaderContext::~ShadowMap2DShaderContext() { | |
| 292 // The dependencies have been created outside of the context on memory that was allocated by | |
| 293 // the onCreateContext() method. Call the destructors and free the memory. | |
| 294 fOccluderContext->~Context(); | |
| 295 | |
| 296 sk_free(fHeapAllocated); | |
| 297 } | |
| 298 | |
| 299 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
| 300 if (color.fX <= 0.0f) { | |
| 301 color.fX = 0.0f; | |
| 302 } else if (color.fX >= 255.0f) { | |
| 303 color.fX = 255.0f; | |
| 304 } | |
| 305 | |
| 306 if (color.fY <= 0.0f) { | |
| 307 color.fY = 0.0f; | |
| 308 } else if (color.fY >= 255.0f) { | |
| 309 color.fY = 255.0f; | |
| 310 } | |
| 311 | |
| 312 if (color.fZ <= 0.0f) { | |
| 313 color.fZ = 0.0f; | |
| 314 } else if (color.fZ >= 255.0f) { | |
| 315 color.fZ = 255.0f; | |
| 316 } | |
| 317 | |
| 318 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; | |
| 319 } | |
| 320 | |
| 321 // larger is better (fewer times we have to loop), but we shouldn't | |
| 322 // take up too much stack-space (each one here costs 16 bytes) | |
| 323 #define BUFFER_MAX 16 | |
| 324 void Sk2DShadowMapShaderImpl::ShadowMap2DShaderContext::shadeSpan(int x, int y, | |
| 325 SkPMColor result[], int count) { | |
| 326 do { | |
| 327 int n = SkTMin(count, BUFFER_MAX); | |
| 328 | |
| 329 for (int i = 0; i < n; ++i) { | |
|
jvanverth1
2016/09/07 14:47:23
// Fill with white for now
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 330 SkColor3f accum = SkColor3f::Make(1.0f, 1.0f, 1.0f); | |
|
jvanverth1
2016/09/07 14:47:23
This and the convert() could be outside the loop.
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 331 result[i] = convert(accum, 0xFF); | |
| 332 } | |
| 333 | |
| 334 result += n; | |
| 335 x += n; | |
| 336 count -= n; | |
| 337 } while (count > 0); | |
| 338 } | |
| 339 | |
| 340 //////////////////////////////////////////////////////////////////////////// | |
| 341 | |
| 342 #ifndef SK_IGNORE_TO_STRING | |
| 343 void Sk2DShadowMapShaderImpl::toString(SkString* str) const { | |
| 344 str->appendf("2DShadowMapShader: ()"); | |
| 345 } | |
| 346 #endif | |
| 347 | |
| 348 sk_sp<SkFlattenable> Sk2DShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) { | |
| 349 | |
| 350 // Discarding SkShader flattenable params | |
| 351 bool hasLocalMatrix = buf.readBool(); | |
| 352 SkAssertResult(!hasLocalMatrix); | |
| 353 | |
| 354 sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf); | |
| 355 | |
| 356 int diffuseWidth = buf.readInt(); | |
| 357 int diffuseHeight = buf.readInt(); | |
| 358 | |
| 359 sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>()); | |
| 360 | |
| 361 return sk_make_sp<Sk2DShadowMapShaderImpl>(std::move(occluderShader), | |
| 362 std::move(light), | |
| 363 diffuseWidth, diffuseHeight); | |
| 364 } | |
| 365 | |
| 366 void Sk2DShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const { | |
| 367 this->INHERITED::flatten(buf); | |
| 368 | |
| 369 fLight->flatten(buf); | |
| 370 | |
| 371 buf.writeInt(fWidth); | |
| 372 buf.writeInt(fHeight); | |
| 373 | |
| 374 buf.writeFlattenable(fOccluderShader.get()); | |
| 375 } | |
| 376 | |
| 377 size_t Sk2DShadowMapShaderImpl::onContextSize(const ContextRec& rec) const { | |
| 378 return sizeof(ShadowMap2DShaderContext); | |
| 379 } | |
| 380 | |
| 381 SkShader::Context* Sk2DShadowMapShaderImpl::onCreateContext(const ContextRec& re c, | |
| 382 void* storage) const { | |
| 383 size_t heapRequired = fOccluderShader->contextSize(rec); | |
| 384 | |
| 385 void* heapAllocated = sk_malloc_throw(heapRequired); | |
| 386 | |
| 387 void* occluderContextStorage = heapAllocated; | |
| 388 | |
| 389 SkShader::Context* occluderContext = | |
| 390 fOccluderShader->createContext(rec, occluderContextStorage); | |
| 391 | |
| 392 if (!occluderContext) { | |
| 393 sk_free(heapAllocated); | |
| 394 return nullptr; | |
| 395 } | |
| 396 | |
| 397 return new (storage) ShadowMap2DShaderContext(*this, rec, occluderContext, h eapAllocated); | |
| 398 } | |
| 399 | |
| 400 /////////////////////////////////////////////////////////////////////////////// | |
| 401 | |
| 402 sk_sp<SkShader> Sk2DShadowMapShader::Make(sk_sp<SkShader> occluderShader, | |
| 403 sk_sp<SkLights> light, | |
| 404 int diffuseWidth, int diffuseHeight) { | |
| 405 if (!occluderShader) { | |
| 406 // TODO: Use paint's color in absence of a diffuseShader | |
| 407 // TODO: Use a default implementation of normalSource instead | |
| 408 return nullptr; | |
| 409 } | |
| 410 | |
| 411 return sk_make_sp<Sk2DShadowMapShaderImpl>(std::move(occluderShader), | |
| 412 std::move(light), | |
| 413 diffuseWidth, diffuseHeight); | |
| 414 } | |
| 415 | |
| 416 /////////////////////////////////////////////////////////////////////////////// | |
| 417 | |
| 418 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(Sk2DShadowMapShader) | |
| 419 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(Sk2DShadowMapShaderImpl) | |
|
jvanverth1
2016/09/07 14:47:23
Indent
vjiaoblack
2016/09/07 15:21:39
Done.
| |
| 420 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
| 421 | |
| 422 /////////////////////////////////////////////////////////////////////////////// | |
| 423 | |
| 424 #endif | |
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