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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 "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 // the above isn't good enough. so we need to modify the indexing co ordinate as below | |
|
jvanverth1
2016/09/08 20:30:56
How about:
// Modify the input texture coordinates
| |
| 144 fragBuilder->codeAppendf("float distHere;"); | |
| 145 fragBuilder->codeAppendf("float closestDistHere = 0;"); | |
| 146 fragBuilder->codeAppendf("vec2 coords = vMatrixCoord_0_0_Stage0;"); | |
| 147 fragBuilder->codeAppendf("coords.y = 0;"); | |
| 148 fragBuilder->codeAppendf("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 fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 1; coords.y += step) {"); | |
| 157 | |
| 158 fragBuilder->codeAppendf("float theta = (coords.x * 2.0 - 1.0) * 3.1415;"); | |
| 159 fragBuilder->codeAppendf("float r = coords.y;"); | |
| 160 fragBuilder->codeAppendf("destCoords = " | |
| 161 "vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;"); | |
| 162 fragBuilder->codeAppendf("distHere = texture(uTextureSampler0_St age1, " | |
| 163 "destCoords).b;"); | |
| 164 fragBuilder->codeAppendf("if (distHere > 0.0) {" | |
| 165 "closestDistHere = 1-coords.y;" | |
| 166 "break;}"); | |
| 167 fragBuilder->codeAppendf("}"); | |
| 168 | |
| 169 fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere),1);", args .fOutputColor); | |
| 170 } | |
| 171 | |
| 172 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
| 173 GrProcessorKeyBuilder* b) { | |
| 174 b->add32(0); // nothing to add here | |
| 175 } | |
| 176 | |
| 177 protected: | |
| 178 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | |
| 179 const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowM apFP>(); | |
| 180 | |
| 181 const SkVector3& lightPos = radialShadowMapFP.lightPos(); | |
| 182 if (lightPos != fLightPos) { | |
| 183 pdman.set3fv(fLightPosUni, 1, &lightPos.fX); | |
| 184 fLightPos = lightPos; | |
| 185 } | |
| 186 | |
| 187 int width = radialShadowMapFP.width(); | |
| 188 if (width != fWidth) { | |
| 189 pdman.set1i(fWidthUni, width); | |
| 190 fWidth = width; | |
| 191 } | |
| 192 int height = radialShadowMapFP.height(); | |
| 193 if (height != fHeight) { | |
| 194 pdman.set1i(fHeightUni, height); | |
| 195 fHeight = height; | |
| 196 } | |
| 197 } | |
| 198 | |
| 199 private: | |
| 200 SkVector3 fLightPos; | |
| 201 GrGLSLProgramDataManager::UniformHandle fLightPosUni; | |
| 202 | |
| 203 int fWidth; | |
| 204 GrGLSLProgramDataManager::UniformHandle fWidthUni; | |
| 205 int fHeight; | |
| 206 GrGLSLProgramDataManager::UniformHandle fHeightUni; | |
| 207 }; | |
| 208 | |
| 209 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| 210 GLSLRadialShadowMapFP::GenKey(*this, caps, b); | |
| 211 } | |
| 212 | |
| 213 const char* name() const override { return "RadialShadowMapFP"; } | |
| 214 | |
| 215 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
| 216 inout->mulByUnknownFourComponents(); | |
| 217 } | |
| 218 const SkVector3& lightPos() const { | |
| 219 return fLightPos; | |
| 220 } | |
| 221 | |
| 222 int width() const { return fWidth; } | |
| 223 int height() const { return fHeight; } | |
| 224 | |
| 225 private: | |
| 226 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { | |
| 227 return new GLSLRadialShadowMapFP; | |
| 228 } | |
| 229 | |
| 230 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
| 231 const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP >(); | |
| 232 | |
| 233 if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.f Height) { | |
| 234 return false; | |
| 235 } | |
| 236 | |
| 237 if (fLightPos != radialShadowMapFP.fLightPos) { | |
| 238 return false; | |
| 239 } | |
| 240 | |
| 241 return true; | |
| 242 } | |
| 243 | |
| 244 SkVector3 fLightPos; | |
| 245 | |
| 246 int fHeight; | |
| 247 int fWidth; | |
| 248 }; | |
| 249 | |
| 250 //////////////////////////////////////////////////////////////////////////// | |
| 251 | |
| 252 sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor | |
| 253 (const AsFPArgs& fpargs) const { | |
| 254 | |
| 255 sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor (fpargs); | |
| 256 | |
| 257 sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::mov e(occluderFP), | |
| 258 fLight, fWidth, fHeight, | |
| 259 fpargs.f Context); | |
| 260 return shadowFP; | |
| 261 } | |
| 262 | |
| 263 #endif | |
| 264 | |
| 265 //////////////////////////////////////////////////////////////////////////// | |
| 266 | |
| 267 bool SkRadialShadowMapShaderImpl::isOpaque() const { | |
| 268 return fOccluderShader->isOpaque(); | |
| 269 } | |
| 270 | |
| 271 SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShader Context( | |
| 272 const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec, | |
| 273 SkShader::Context* occluderContext, | |
| 274 void* heapAllocated) | |
| 275 : INHERITED(shader, rec) | |
| 276 , fOccluderContext(occluderContext) | |
| 277 , fHeapAllocated(heapAllocated) { | |
| 278 bool isOpaque = shader.isOpaque(); | |
| 279 | |
| 280 // update fFlags | |
| 281 uint32_t flags = 0; | |
| 282 if (isOpaque && (255 == this->getPaintAlpha())) { | |
| 283 flags |= kOpaqueAlpha_Flag; | |
| 284 } | |
| 285 | |
| 286 fFlags = flags; | |
| 287 } | |
| 288 | |
| 289 SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShade rContext() { | |
| 290 // The dependencies have been created outside of the context on memory that was allocated by | |
| 291 // the onCreateContext() method. Call the destructors and free the memory. | |
| 292 fOccluderContext->~Context(); | |
| 293 | |
| 294 sk_free(fHeapAllocated); | |
| 295 } | |
| 296 | |
| 297 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
| 298 if (color.fX <= 0.0f) { | |
| 299 color.fX = 0.0f; | |
| 300 } else if (color.fX >= 255.0f) { | |
| 301 color.fX = 255.0f; | |
| 302 } | |
| 303 | |
| 304 if (color.fY <= 0.0f) { | |
| 305 color.fY = 0.0f; | |
| 306 } else if (color.fY >= 255.0f) { | |
| 307 color.fY = 255.0f; | |
| 308 } | |
| 309 | |
| 310 if (color.fZ <= 0.0f) { | |
| 311 color.fZ = 0.0f; | |
| 312 } else if (color.fZ >= 255.0f) { | |
| 313 color.fZ = 255.0f; | |
| 314 } | |
| 315 | |
| 316 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; | |
| 317 } | |
| 318 | |
| 319 // larger is better (fewer times we have to loop), but we shouldn't | |
| 320 // take up too much stack-space (each one here costs 16 bytes) | |
| 321 #define BUFFER_MAX 16 | |
| 322 void SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::shadeSpan | |
| 323 (int x, int y, SkPMColor result[], int count) { | |
| 324 do { | |
| 325 int n = SkTMin(count, BUFFER_MAX); | |
| 326 | |
| 327 // just fill with white for now | |
| 328 SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF); | |
| 329 | |
| 330 for (int i = 0; i < n; ++i) { | |
| 331 result[i] = accum; | |
| 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 SkRadialShadowMapShaderImpl::toString(SkString* str) const { | |
| 344 str->appendf("RadialShadowMapShader: ()"); | |
| 345 } | |
| 346 #endif | |
| 347 | |
| 348 sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::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<SkRadialShadowMapShaderImpl>(std::move(occluderShader), | |
| 362 std::move(light), | |
| 363 diffuseWidth, diffuseHeight); | |
| 364 } | |
| 365 | |
| 366 void SkRadialShadowMapShaderImpl::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 SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const { | |
| 378 return sizeof(ShadowMapRadialShaderContext); | |
| 379 } | |
| 380 | |
| 381 SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec & rec, | |
| 382 void* storage) c onst { | |
| 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) ShadowMapRadialShaderContext(*this, rec, occluderContex t, heapAllocated); | |
| 398 } | |
| 399 | |
| 400 /////////////////////////////////////////////////////////////////////////////// | |
| 401 | |
| 402 sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader, | |
| 403 sk_sp<SkLights> light, | |
| 404 int diffuseWidth, int diffuseHeigh t) { | |
| 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<SkRadialShadowMapShaderImpl>(std::move(occluderShader), | |
| 412 std::move(light), | |
| 413 diffuseWidth, diffuseHeight); | |
| 414 } | |
| 415 | |
| 416 /////////////////////////////////////////////////////////////////////////////// | |
| 417 | |
| 418 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader) | |
| 419 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl) | |
| 420 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
| 421 | |
| 422 /////////////////////////////////////////////////////////////////////////////// | |
| 423 | |
| 424 #endif | |
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