| 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 | 
|  |