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Unified Diff: src/core/SkRadialShadowMapShader.cpp

Issue 2311223004: added in radial shadows (Closed)
Patch Set: moving lights Created 4 years, 3 months ago
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Index: src/core/SkRadialShadowMapShader.cpp
diff --git a/src/core/SkRadialShadowMapShader.cpp b/src/core/SkRadialShadowMapShader.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..24b54a5e2be3a1f2271c194b7e2dddbf076e1ff7
--- /dev/null
+++ b/src/core/SkRadialShadowMapShader.cpp
@@ -0,0 +1,429 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkLights.h"
+#include "SkPoint3.h"
+#include "SkRadialShadowMapShader.h"
+
+////////////////////////////////////////////////////////////////////////////
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+
+/** \class SkRadialShadowMapShaderImpl
+ This subclass of shader applies shadowing radially around a light
+*/
+class SkRadialShadowMapShaderImpl : public SkShader {
+public:
+ /** Create a new shadowing shader that shadows radially around a light
+ */
+ SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader,
+ sk_sp<SkLights> lights,
+ int diffuseWidth, int diffuseHeight)
+ : fOccluderShader(std::move(occluderShader))
+ , fLight(std::move(lights))
+ , fWidth(diffuseWidth)
+ , fHeight(diffuseHeight) { }
+
+ bool isOpaque() const override;
+
+#if SK_SUPPORT_GPU
+ sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
+#endif
+
+ class ShadowMapRadialShaderContext : public SkShader::Context {
+ public:
+ // The context takes ownership of the states. It will call their destructors
+ // but will NOT free the memory.
+ ShadowMapRadialShaderContext(const SkRadialShadowMapShaderImpl&, const ContextRec&,
+ SkShader::Context* occluderContext,
+ void* heapAllocated);
+
+ ~ShadowMapRadialShaderContext() override;
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+ uint32_t getFlags() const override { return fFlags; }
+
+ private:
+ SkShader::Context* fOccluderContext;
+ uint32_t fFlags;
+
+ void* fHeapAllocated;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+ SK_TO_STRING_OVERRIDE()
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRadialShadowMapShaderImpl)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+ size_t onContextSize(const ContextRec&) const override;
+ Context* onCreateContext(const ContextRec&, void*) const override;
+
+private:
+ sk_sp<SkShader> fOccluderShader;
+ sk_sp<SkLights> fLight;
+
+ int fWidth;
+ int fHeight;
+
+ friend class SkRadialShadowMapShader;
+
+ typedef SkShader INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrContext.h"
+#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "SkGr.h"
+#include "SkGrPriv.h"
+#include "SkImage_Base.h"
+#include "GrInvariantOutput.h"
+#include "SkSpecialImage.h"
+
+class RadialShadowMapFP : public GrFragmentProcessor {
+public:
+ RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder,
+ sk_sp<SkLights> light,
+ int diffuseWidth, int diffuseHeight,
+ GrContext* context) {
+ fLightPos = light->light(0).pos();
+
+ fWidth = diffuseWidth;
+ fHeight = diffuseHeight;
+
+ this->registerChildProcessor(std::move(occluder));
+ this->initClassID<RadialShadowMapFP>();
+ }
+
+ class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLRadialShadowMapFP() { }
+
+ void emitCode(EmitArgs& args) override {
+
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ const char* lightPosUniName = nullptr;
+
+ fLightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ "lightPos",
+ &lightPosUniName);
+
+ const char* widthUniName = nullptr;
+ const char* heightUniName = nullptr;
+
+ fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "width", &widthUniName);
+ fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "height", &heightUniName);
+
+
+ SkString occluder("occluder");
+ this->emitChild(0, nullptr, &occluder, args);
+
+ // Modify the input texture coordinates to index into our 1D output
+ fragBuilder->codeAppend("float distHere;");
+ fragBuilder->codeAppend("float closestDistHere = 0;");
+ fragBuilder->codeAppend("vec2 coords = vMatrixCoord_0_0_Stage0;");
+ fragBuilder->codeAppend("coords.y = 0;");
+ fragBuilder->codeAppend("vec2 destCoords = vec2(0,0);");
+ fragBuilder->codeAppendf("float step = 1.0 / %s;", heightUniName);
+
+ // assume that we are at 0, 0 light pos
+ // TODO use correct light positions
+
+ // this goes through each depth value in the final output buffer,
+ // basically raycasting outwards, and finding the first collision.
+ // we also increment coords.y to 2 instead 1 so our shadows stretch the whole screen.
+ fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 2; coords.y += step) {");
+
+ fragBuilder->codeAppend("float theta = (coords.x * 2.0 - 1.0) * 3.1415;");
+ fragBuilder->codeAppend("float r = coords.y;");
+ fragBuilder->codeAppend("destCoords = "
+ "vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;");
+ fragBuilder->codeAppendf("vec2 lightOffset = (vec2(%s)/vec2(%s,%s) - 0.5)"
+ "* vec2(1.0, 1.0);",
+ lightPosUniName, widthUniName, heightUniName);
+
+ fragBuilder->codeAppend("distHere = texture(uTextureSampler0_Stage1,"
+ "destCoords + lightOffset).b;");
+ fragBuilder->codeAppend("if (distHere > 0.0) {"
+ "closestDistHere = coords.y;"
+ "break;}");
+ fragBuilder->codeAppend("}");
+
+ fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere / 2.0),1);", args.fOutputColor);
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
+ GrProcessorKeyBuilder* b) {
+ b->add32(0); // nothing to add here
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
+ const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowMapFP>();
+
+ const SkVector3& lightPos = radialShadowMapFP.lightPos();
+ if (lightPos != fLightPos) {
+ pdman.set3fv(fLightPosUni, 1, &lightPos.fX);
+ fLightPos = lightPos;
+ }
+
+ int width = radialShadowMapFP.width();
+ if (width != fWidth) {
+ pdman.set1i(fWidthUni, width);
+ fWidth = width;
+ }
+ int height = radialShadowMapFP.height();
+ if (height != fHeight) {
+ pdman.set1i(fHeightUni, height);
+ fHeight = height;
+ }
+ }
+
+ private:
+ SkVector3 fLightPos;
+ GrGLSLProgramDataManager::UniformHandle fLightPosUni;
+
+ int fWidth;
+ GrGLSLProgramDataManager::UniformHandle fWidthUni;
+ int fHeight;
+ GrGLSLProgramDataManager::UniformHandle fHeightUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLRadialShadowMapFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "RadialShadowMapFP"; }
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->mulByUnknownFourComponents();
+ }
+ const SkVector3& lightPos() const {
+ return fLightPos;
+ }
+
+ int width() const { return fWidth; }
+ int height() const { return fHeight; }
+
+private:
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
+ return new GLSLRadialShadowMapFP;
+ }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP>();
+
+ if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.fHeight) {
+ return false;
+ }
+
+ if (fLightPos != radialShadowMapFP.fLightPos) {
+ return false;
+ }
+
+ return true;
+ }
+
+ SkVector3 fLightPos;
+
+ int fHeight;
+ int fWidth;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor
+ (const AsFPArgs& fpargs) const {
+
+ sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs);
+
+ sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::move(occluderFP),
+ fLight, fWidth, fHeight,
+ fpargs.fContext);
+ return shadowFP;
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkRadialShadowMapShaderImpl::isOpaque() const {
+ return fOccluderShader->isOpaque();
+}
+
+SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShaderContext(
+ const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec,
+ SkShader::Context* occluderContext,
+ void* heapAllocated)
+ : INHERITED(shader, rec)
+ , fOccluderContext(occluderContext)
+ , fHeapAllocated(heapAllocated) {
+ bool isOpaque = shader.isOpaque();
+
+ // update fFlags
+ uint32_t flags = 0;
+ if (isOpaque && (255 == this->getPaintAlpha())) {
+ flags |= kOpaqueAlpha_Flag;
+ }
+
+ fFlags = flags;
+}
+
+SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShaderContext() {
+ // The dependencies have been created outside of the context on memory that was allocated by
+ // the onCreateContext() method. Call the destructors and free the memory.
+ fOccluderContext->~Context();
+
+ sk_free(fHeapAllocated);
+}
+
+static inline SkPMColor convert(SkColor3f color, U8CPU a) {
+ if (color.fX <= 0.0f) {
+ color.fX = 0.0f;
+ } else if (color.fX >= 255.0f) {
+ color.fX = 255.0f;
+ }
+
+ if (color.fY <= 0.0f) {
+ color.fY = 0.0f;
+ } else if (color.fY >= 255.0f) {
+ color.fY = 255.0f;
+ }
+
+ if (color.fZ <= 0.0f) {
+ color.fZ = 0.0f;
+ } else if (color.fZ >= 255.0f) {
+ color.fZ = 255.0f;
+ }
+
+ return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ);
+}
+
+// larger is better (fewer times we have to loop), but we shouldn't
+// take up too much stack-space (each one here costs 16 bytes)
+#define BUFFER_MAX 16
+void SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::shadeSpan
+ (int x, int y, SkPMColor result[], int count) {
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ // just fill with white for now
+ SkPMColor accum = convert(SkColor3f::Make(1.0f, 1.0f, 1.0f), 0xFF);
+
+ for (int i = 0; i < n; ++i) {
+ result[i] = accum;
+ }
+
+ result += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkRadialShadowMapShaderImpl::toString(SkString* str) const {
+ str->appendf("RadialShadowMapShader: ()");
+}
+#endif
+
+sk_sp<SkFlattenable> SkRadialShadowMapShaderImpl::CreateProc(SkReadBuffer& buf) {
+
+ // Discarding SkShader flattenable params
+ bool hasLocalMatrix = buf.readBool();
+ SkAssertResult(!hasLocalMatrix);
+
+ sk_sp<SkLights> light = SkLights::MakeFromBuffer(buf);
+
+ int diffuseWidth = buf.readInt();
+ int diffuseHeight = buf.readInt();
+
+ sk_sp<SkShader> occluderShader(buf.readFlattenable<SkShader>());
+
+ return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
+ std::move(light),
+ diffuseWidth, diffuseHeight);
+}
+
+void SkRadialShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ fLight->flatten(buf);
+
+ buf.writeInt(fWidth);
+ buf.writeInt(fHeight);
+
+ buf.writeFlattenable(fOccluderShader.get());
+}
+
+size_t SkRadialShadowMapShaderImpl::onContextSize(const ContextRec& rec) const {
+ return sizeof(ShadowMapRadialShaderContext);
+}
+
+SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec& rec,
+ void* storage) const {
+ size_t heapRequired = fOccluderShader->contextSize(rec);
+
+ void* heapAllocated = sk_malloc_throw(heapRequired);
+
+ void* occluderContextStorage = heapAllocated;
+
+ SkShader::Context* occluderContext =
+ fOccluderShader->createContext(rec, occluderContextStorage);
+
+ if (!occluderContext) {
+ sk_free(heapAllocated);
+ return nullptr;
+ }
+
+ return new (storage) ShadowMapRadialShaderContext(*this, rec, occluderContext, heapAllocated);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkShader> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader,
+ sk_sp<SkLights> light,
+ int diffuseWidth, int diffuseHeight) {
+ if (!occluderShader) {
+ // TODO: Use paint's color in absence of a diffuseShader
+ // TODO: Use a default implementation of normalSource instead
+ return nullptr;
+ }
+
+ return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader),
+ std::move(light),
+ diffuseWidth, diffuseHeight);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader)
+SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
+
+#endif
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