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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 "SkRadialShadowMapShader.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 SkRadialShadowMapShaderImpl | |
19 This subclass of shader applies shadowing radially around a light | |
20 */ | |
21 class SkRadialShadowMapShaderImpl : public SkShader { | |
22 public: | |
23 /** Create a new shadowing shader that shadows radially around a light | |
24 */ | |
25 SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader, | |
26 sk_sp<SkLights> lights, | |
27 int diffuseWidth, int diffuseHeight) | |
28 : fOccluderShader(std::move(occluderShader)) | |
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 SkRadialShadowMapShaderImpl&, const Conte xtRec&, | |
44 SkShader::Context* occluderContext, | |
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(SkRadialShadowMapShaderI mpl) | |
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 SkRadialShadowMapShader; | |
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 RadialShadowMapFP : public GrFragmentProcessor { | |
98 public: | |
99 RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder, | |
100 sk_sp<SkLights> light, | |
101 int diffuseWidth, int diffuseHeight, | |
102 GrContext* context) { | |
robertphillips
2016/09/07 17:11:55
fLightPos
| |
103 flightPos = light->light(0).pos(); | |
104 | |
105 fWidth = diffuseWidth; | |
106 fHeight = diffuseHeight; | |
107 | |
108 this->registerChildProcessor(std::move(occluder)); | |
109 this->initClassID<RadialShadowMapFP>(); | |
110 } | |
111 | |
112 class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor { | |
113 public: | |
114 GLSLRadialShadowMapFP() { } | |
115 | |
116 void emitCode(EmitArgs& args) override { | |
117 | |
118 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
119 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
120 | |
121 const char* lightPosUniName = nullptr; | |
122 | |
123 flightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
124 kVec3f_GrSLType, | |
125 kDefault_GrSLPrecision, | |
126 "lightPos", | |
127 &lightPosUniName); | |
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. so we need to modify the indexing co ordinate as below | |
146 fragBuilder->codeAppendf("float distHere;"); | |
147 fragBuilder->codeAppendf("float closestDistHere = 0;"); | |
148 fragBuilder->codeAppendf("vec2 coords = vMatrixCoord_0_0_Stage0;"); | |
149 fragBuilder->codeAppendf("coords.y = 0;"); | |
150 fragBuilder->codeAppendf("vec2 destCoords = vec2(0,0);"); | |
151 fragBuilder->codeAppendf("float step = 1 / %s;", heightUniName); | |
152 | |
153 // assume that we are at 0, 0 light pos | |
154 // TODO use correct light positions | |
155 | |
156 // this goes through each depth value in the final output buffer, | |
157 // basically raycasting outwards, and finding the first collision. | |
158 fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 1; coords.y += step) {"); | |
159 | |
160 fragBuilder->codeAppendf("vec2 norm = coords * 2.0 - 1.0;"); | |
161 fragBuilder->codeAppendf("float theta = 3.1415 * 1.5 + norm.x * 3.1415;"); | |
162 fragBuilder->codeAppendf("float r = coords.y;"); | |
163 fragBuilder->codeAppendf("destCoords = " | |
164 "vec2(-r * sin(theta), -r * cos(theta)) /2.0 + 0.5;"); | |
165 fragBuilder->codeAppendf("distHere = texture(uTextureSampler0_St age1, " | |
166 "destCoords).b;"); | |
167 fragBuilder->codeAppendf("if (distHere > 0.0) {" | |
168 "closestDistHere = 1-coords.y;" | |
169 "break;}"); | |
170 fragBuilder->codeAppendf("}"); | |
171 | |
172 fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere),1);", args .fOutputColor); | |
173 } | |
174 | |
175 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
176 GrProcessorKeyBuilder* b) { | |
177 b->add32(0); // nothing to add here | |
178 } | |
179 | |
180 protected: | |
181 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | |
182 const RadialShadowMapFP &RadialShadowMapFP = proc.cast<RadialShadowM apFP>(); | |
183 | |
184 const SkVector3& lightPos = RadialShadowMapFP.lightPos(); | |
185 if (lightPos != flightPos) { | |
186 pdman.set3fv(flightPosUni, 1, &lightPos.fX); | |
187 flightPos = lightPos; | |
188 } | |
189 | |
190 int width = RadialShadowMapFP.width(); | |
191 if (width != fWidth) { | |
192 pdman.set1i(fWidthUni, width); | |
193 fWidth = width; | |
194 } | |
195 int height = RadialShadowMapFP.height(); | |
196 if (height != fHeight) { | |
197 pdman.set1i(fHeightUni, height); | |
198 fHeight = height; | |
199 } | |
200 } | |
201 | |
202 private: | |
robertphillips
2016/09/07 17:11:55
fLightPos & fLightPosUni
vjiaoblack
2016/09/08 16:40:13
Done.
| |
203 SkVector3 flightPos; | |
204 GrGLSLProgramDataManager::UniformHandle flightPosUni; | |
205 | |
206 int fWidth; | |
207 GrGLSLProgramDataManager::UniformHandle fWidthUni; | |
208 int fHeight; | |
209 GrGLSLProgramDataManager::UniformHandle fHeightUni; | |
210 }; | |
211 | |
212 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
213 GLSLRadialShadowMapFP::GenKey(*this, caps, b); | |
214 } | |
215 | |
216 const char* name() const override { return "RadialShadowMapFP"; } | |
217 | |
218 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
219 inout->mulByUnknownFourComponents(); | |
220 } | |
221 const SkVector3& lightPos() const { | |
222 return flightPos; | |
223 } | |
224 | |
robertphillips
2016/09/07 17:11:55
add space between '{' & 'r' in these two
vjiaoblack
2016/09/08 16:40:13
Done.
| |
225 int width() const {return fWidth; } | |
226 int height() const {return fHeight; } | |
227 | |
228 private: | |
229 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { | |
230 return new GLSLRadialShadowMapFP; | |
231 } | |
232 | |
233 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
234 const RadialShadowMapFP& RadialShadowMapFP = proc.cast<RadialShadowMapFP >(); | |
235 | |
236 if (fWidth != RadialShadowMapFP.fWidth || fHeight != RadialShadowMapFP.f Height) { | |
237 return false; | |
238 } | |
239 | |
240 if (flightPos != RadialShadowMapFP.flightPos) { | |
241 return false; | |
242 } | |
243 | |
244 return true; | |
245 } | |
246 | |
247 SkVector3 flightPos; | |
248 | |
249 int fHeight; | |
250 int fWidth; | |
251 }; | |
252 | |
253 //////////////////////////////////////////////////////////////////////////// | |
254 | |
255 sk_sp<GrFragmentProcessor> | |
robertphillips
2016/09/07 17:11:55
can you put the parameters on their own line rathe
vjiaoblack
2016/09/08 16:40:13
Done.
| |
256 SkRadialShadowMapShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const { | |
257 | |
258 sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor (fpargs); | |
259 | |
robertphillips
2016/09/07 17:11:55
shadowFP
vjiaoblack
2016/09/08 16:40:13
Done.
| |
260 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<RadialShadowMapFP>(std::mov e(occluderFP), | |
robertphillips
2016/09/07 17:11:55
line these 3 up with the first one
You're moving
vjiaoblack
2016/09/08 16:40:13
My bad.
| |
261 std::move(fLight) , | |
262 fWidth, fHeight, | |
263 fpargs.fContext); | |
264 return shadowfp; | |
265 } | |
266 | |
267 #endif | |
268 | |
269 //////////////////////////////////////////////////////////////////////////// | |
270 | |
271 bool SkRadialShadowMapShaderImpl::isOpaque() const { | |
272 return fOccluderShader->isOpaque(); | |
273 } | |
274 | |
275 SkRadialShadowMapShaderImpl::ShadowMap2DShaderContext::ShadowMap2DShaderContext( | |
276 const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec, | |
277 SkShader::Context* occluderContext, | |
278 void* heapAllocated) | |
279 : INHERITED(shader, rec) | |
280 , fOccluderContext(occluderContext) | |
281 , fHeapAllocated(heapAllocated) { | |
282 bool isOpaque = shader.isOpaque(); | |
283 | |
284 // update fFlags | |
285 uint32_t flags = 0; | |
286 if (isOpaque && (255 == this->getPaintAlpha())) { | |
287 flags |= kOpaqueAlpha_Flag; | |
288 } | |
289 | |
290 fFlags = flags; | |
291 } | |
292 | |
293 SkRadialShadowMapShaderImpl::ShadowMap2DShaderContext::~ShadowMap2DShaderContext () { | |
294 // The dependencies have been created outside of the context on memory that was allocated by | |
295 // the onCreateContext() method. Call the destructors and free the memory. | |
296 fOccluderContext->~Context(); | |
297 | |
298 sk_free(fHeapAllocated); | |
299 } | |
300 | |
301 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
302 if (color.fX <= 0.0f) { | |
303 color.fX = 0.0f; | |
304 } else if (color.fX >= 255.0f) { | |
305 color.fX = 255.0f; | |
306 } | |
307 | |
308 if (color.fY <= 0.0f) { | |
309 color.fY = 0.0f; | |
310 } else if (color.fY >= 255.0f) { | |
311 color.fY = 255.0f; | |
312 } | |
313 | |
314 if (color.fZ <= 0.0f) { | |
315 color.fZ = 0.0f; | |
316 } else if (color.fZ >= 255.0f) { | |
317 color.fZ = 255.0f; | |
318 } | |
319 | |
320 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; | |
321 } | |
322 | |
323 // larger is better (fewer times we have to loop), but we shouldn't | |
robertphillips
2016/09/07 17:11:55
Does each one really cost 16 bytes?
vjiaoblack
2016/09/08 16:40:13
I think so - I also copied it from Diego's code, w
| |
324 // take up too much stack-space (each one here costs 16 bytes) | |
325 #define BUFFER_MAX 16 | |
326 void SkRadialShadowMapShaderImpl::ShadowMap2DShaderContext::shadeSpan(int x, int y, | |
robertphillips
2016/09/07 17:11:55
line these two params up with the above '('
vjiaoblack
2016/09/08 16:40:13
Done.
| |
327 SkPMColor result[], int count) { | |
328 do { | |
329 int n = SkTMin(count, BUFFER_MAX); | |
330 | |
331 // just fill with white for now | |
332 SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF); | |
333 | |
334 for (int i = 0; i < n; ++i) { | |
335 result[i] = accum; | |
336 } | |
337 | |
338 result += n; | |
339 x += n; | |
340 count -= n; | |
341 } while (count > 0); | |
342 } | |
343 | |
344 //////////////////////////////////////////////////////////////////////////// | |
345 | |
346 #ifndef SK_IGNORE_TO_STRING | |
347 void SkRadialShadowMapShaderImpl::toString(SkString* str) const { | |
robertphillips
2016/09/07 17:11:55
Wrong string
| |
348 str->appendf("2DShadowMapShader: ()"); | |
349 } | |
350 #endif | |
351 | |
352 sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) { | |
353 | |
354 // Discarding SkShader flattenable params | |
355 bool hasLocalMatrix = buf.readBool(); | |
356 SkAssertResult(!hasLocalMatrix); | |
357 | |
358 sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf); | |
359 | |
360 int diffuseWidth = buf.readInt(); | |
361 int diffuseHeight = buf.readInt(); | |
362 | |
363 sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>()); | |
364 | |
365 return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader), | |
robertphillips
2016/09/07 17:11:55
line these two up with above '('
| |
366 std::move(light), | |
367 diffuseWidth, diffuseHeight); | |
368 } | |
369 | |
370 void SkRadialShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const { | |
371 this->INHERITED::flatten(buf); | |
372 | |
373 fLight->flatten(buf); | |
374 | |
375 buf.writeInt(fWidth); | |
376 buf.writeInt(fHeight); | |
377 | |
378 buf.writeFlattenable(fOccluderShader.get()); | |
379 } | |
380 | |
381 size_t SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const { | |
382 return sizeof(ShadowMap2DShaderContext); | |
383 } | |
384 | |
385 SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec & rec, | |
robertphillips
2016/09/07 17:11:55
line this guy up with above
| |
386 void* storage) const { | |
387 size_t heapRequired = fOccluderShader->contextSize(rec); | |
388 | |
389 void* heapAllocated = sk_malloc_throw(heapRequired); | |
390 | |
391 void* occluderContextStorage = heapAllocated; | |
392 | |
393 SkShader::Context* occluderContext = | |
394 fOccluderShader->createContext(rec, occluderContextStorage); | |
395 | |
396 if (!occluderContext) { | |
397 sk_free(heapAllocated); | |
398 return nullptr; | |
399 } | |
400 | |
401 return new (storage) ShadowMap2DShaderContext(*this, rec, occluderContext, h eapAllocated); | |
402 } | |
403 | |
404 /////////////////////////////////////////////////////////////////////////////// | |
405 | |
406 sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader, | |
robertphillips
2016/09/07 17:11:55
line up
| |
407 sk_sp<SkLights> light, | |
408 int diffuseWidth, int diffuseHeight) { | |
409 if (!occluderShader) { | |
410 // TODO: Use paint's color in absence of a diffuseShader | |
robertphillips
2016/09/07 17:11:55
normalSource ? diffuseShader ?
| |
411 // TODO: Use a default implementation of normalSource instead | |
412 return nullptr; | |
413 } | |
414 | |
415 return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader), | |
robertphillips
2016/09/07 17:11:55
line up
| |
416 std::move(light), | |
417 diffuseWidth, diffuseHeight); | |
418 } | |
419 | |
420 /////////////////////////////////////////////////////////////////////////////// | |
421 | |
robertphillips
2016/09/07 17:11:55
tabbed over too far
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422 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader) | |
423 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl) | |
424 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
425 | |
426 /////////////////////////////////////////////////////////////////////////////// | |
427 | |
428 #endif | |
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