| 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:
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| + /** Create a new shadowing shader that shadows radially around a light
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| + */
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| + SkRadialShadowMapShaderImpl(sk_sp<SkShader> occluderShader,
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| + sk_sp<SkLights> lights,
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| + int diffuseWidth, int diffuseHeight)
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| + : fOccluderShader(std::move(occluderShader))
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| + , fLight(std::move(lights))
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| + , fWidth(diffuseWidth)
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| + , fHeight(diffuseHeight) { }
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| +
|
| + bool isOpaque() const override;
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| +
|
| +#if SK_SUPPORT_GPU
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| + sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
|
| +#endif
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| +
|
| + class ShadowMapRadialShaderContext : public SkShader::Context {
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| + public:
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| + // The context takes ownership of the states. It will call their destructors
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| + // but will NOT free the memory.
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| + ShadowMapRadialShaderContext(const SkRadialShadowMapShaderImpl&, const ContextRec&,
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| + SkShader::Context* occluderContext,
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| + void* heapAllocated);
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| +
|
| + ~ShadowMapRadialShaderContext() override;
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| +
|
| + void shadeSpan(int x, int y, SkPMColor[], int count) override;
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| +
|
| + uint32_t getFlags() const override { return fFlags; }
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| +
|
| + private:
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| + SkShader::Context* fOccluderContext;
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| + uint32_t fFlags;
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| +
|
| + void* fHeapAllocated;
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| +
|
| + typedef SkShader::Context INHERITED;
|
| + };
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| +
|
| + SK_TO_STRING_OVERRIDE()
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| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRadialShadowMapShaderImpl)
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| +
|
| +protected:
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| + void flatten(SkWriteBuffer&) const override;
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| + size_t onContextSize(const ContextRec&) const override;
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| + Context* onCreateContext(const ContextRec&, void*) const override;
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| +
|
| +private:
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| + sk_sp<SkShader> fOccluderShader;
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| + sk_sp<SkLights> fLight;
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| +
|
| + int fWidth;
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| + int fHeight;
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| +
|
| + friend class SkRadialShadowMapShader;
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| +
|
| + typedef SkShader INHERITED;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
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| +
|
| +#if SK_SUPPORT_GPU
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| +
|
| +#include "GrContext.h"
|
| +#include "GrCoordTransform.h"
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| +#include "GrFragmentProcessor.h"
|
| +#include "glsl/GrGLSLFragmentProcessor.h"
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| +#include "glsl/GrGLSLFragmentShaderBuilder.h"
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| +#include "SkGr.h"
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| +#include "SkGrPriv.h"
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| +#include "SkImage_Base.h"
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| +#include "GrInvariantOutput.h"
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| +#include "SkSpecialImage.h"
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| +
|
| +class RadialShadowMapFP : public GrFragmentProcessor {
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| +public:
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| + RadialShadowMapFP(sk_sp<GrFragmentProcessor> occluder,
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| + sk_sp<SkLights> light,
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| + int diffuseWidth, int diffuseHeight,
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| + GrContext* context) {
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| + fLightPos = light->light(0).pos();
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| +
|
| + fWidth = diffuseWidth;
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| + fHeight = diffuseHeight;
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| +
|
| + this->registerChildProcessor(std::move(occluder));
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| + this->initClassID<RadialShadowMapFP>();
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| + }
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| +
|
| + class GLSLRadialShadowMapFP : public GrGLSLFragmentProcessor {
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| + public:
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| + GLSLRadialShadowMapFP() { }
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| +
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| + void emitCode(EmitArgs& args) override {
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| +
|
| + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
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| + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
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| +
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| + const char* lightPosUniName = nullptr;
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| +
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| + fLightPosUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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| + kVec3f_GrSLType,
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| + kDefault_GrSLPrecision,
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| + "lightPos",
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| + &lightPosUniName);
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| +
|
| + const char* widthUniName = nullptr;
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| + const char* heightUniName = nullptr;
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| +
|
| + fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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| + kInt_GrSLType,
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| + kDefault_GrSLPrecision,
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| + "width", &widthUniName);
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| + fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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| + kInt_GrSLType,
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| + kDefault_GrSLPrecision,
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| + "height", &heightUniName);
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| +
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| +
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| + SkString occluder("occluder");
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| + this->emitChild(0, nullptr, &occluder, args);
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| +
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| + // Modify the input texture coordinates to index into our 1D output
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| + fragBuilder->codeAppend("float distHere;");
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| + fragBuilder->codeAppend("float closestDistHere = 0;");
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| + fragBuilder->codeAppend("vec2 coords = vMatrixCoord_0_0_Stage0;");
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| + fragBuilder->codeAppend("coords.y = 0;");
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| + fragBuilder->codeAppend("vec2 destCoords = vec2(0,0);");
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| + fragBuilder->codeAppendf("float step = 1.0 / %s;", heightUniName);
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| +
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| + // assume that we are at 0, 0 light pos
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| + // TODO use correct light positions
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| +
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| + // this goes through each depth value in the final output buffer,
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| + // basically raycasting outwards, and finding the first collision.
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| + // we also increment coords.y to 2 instead 1 so our shadows stretch the whole screen.
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| + fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 2; coords.y += step) {");
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| +
|
| + fragBuilder->codeAppend("float theta = (coords.x * 2.0 - 1.0) * 3.1415;");
|
| + fragBuilder->codeAppend("float r = coords.y;");
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| + fragBuilder->codeAppend("destCoords = "
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| + "vec2(r * cos(theta), - r * sin(theta)) /2.0 + 0.5;");
|
| + fragBuilder->codeAppendf("vec2 lightOffset = (vec2(%s)/vec2(%s,%s) - 0.5)"
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| + "* vec2(1.0, 1.0);",
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| + lightPosUniName, widthUniName, heightUniName);
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| +
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| + fragBuilder->codeAppend("distHere = texture(uTextureSampler0_Stage1,"
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| + "destCoords + lightOffset).b;");
|
| + fragBuilder->codeAppend("if (distHere > 0.0) {"
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| + "closestDistHere = coords.y;"
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| + "break;}");
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| + fragBuilder->codeAppend("}");
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| +
|
| + fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere / 2.0),1);", args.fOutputColor);
|
| + }
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| +
|
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
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| + GrProcessorKeyBuilder* b) {
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| + b->add32(0); // nothing to add here
|
| + }
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| +
|
| + protected:
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| + void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
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| + const RadialShadowMapFP &radialShadowMapFP = proc.cast<RadialShadowMapFP>();
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| +
|
| + const SkVector3& lightPos = radialShadowMapFP.lightPos();
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| + if (lightPos != fLightPos) {
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| + pdman.set3fv(fLightPosUni, 1, &lightPos.fX);
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| + fLightPos = lightPos;
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| + }
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| +
|
| + int width = radialShadowMapFP.width();
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| + if (width != fWidth) {
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| + pdman.set1i(fWidthUni, width);
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| + fWidth = width;
|
| + }
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| + int height = radialShadowMapFP.height();
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| + if (height != fHeight) {
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| + pdman.set1i(fHeightUni, height);
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| + fHeight = height;
|
| + }
|
| + }
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| +
|
| + private:
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| + SkVector3 fLightPos;
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| + GrGLSLProgramDataManager::UniformHandle fLightPosUni;
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| +
|
| + int fWidth;
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| + GrGLSLProgramDataManager::UniformHandle fWidthUni;
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| + int fHeight;
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| + GrGLSLProgramDataManager::UniformHandle fHeightUni;
|
| + };
|
| +
|
| + void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
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| + GLSLRadialShadowMapFP::GenKey(*this, caps, b);
|
| + }
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| +
|
| + const char* name() const override { return "RadialShadowMapFP"; }
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| +
|
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
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| + inout->mulByUnknownFourComponents();
|
| + }
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| + const SkVector3& lightPos() const {
|
| + return fLightPos;
|
| + }
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| +
|
| + int width() const { return fWidth; }
|
| + int height() const { return fHeight; }
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| +
|
| +private:
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| + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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| + return new GLSLRadialShadowMapFP;
|
| + }
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| +
|
| + bool onIsEqual(const GrFragmentProcessor& proc) const override {
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| + const RadialShadowMapFP& radialShadowMapFP = proc.cast<RadialShadowMapFP>();
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| +
|
| + if (fWidth != radialShadowMapFP.fWidth || fHeight != radialShadowMapFP.fHeight) {
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| + return false;
|
| + }
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| +
|
| + if (fLightPos != radialShadowMapFP.fLightPos) {
|
| + return false;
|
| + }
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| +
|
| + return true;
|
| + }
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| +
|
| + SkVector3 fLightPos;
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| +
|
| + int fHeight;
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| + int fWidth;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
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| +
|
| +sk_sp<GrFragmentProcessor> SkRadialShadowMapShaderImpl::asFragmentProcessor
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| + (const AsFPArgs& fpargs) const {
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| +
|
| + sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs);
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| +
|
| + sk_sp<GrFragmentProcessor> shadowFP = sk_make_sp<RadialShadowMapFP>(std::move(occluderFP),
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| + fLight, fWidth, fHeight,
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| + fpargs.fContext);
|
| + return shadowFP;
|
| +}
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| +
|
| +#endif
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| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +bool SkRadialShadowMapShaderImpl::isOpaque() const {
|
| + return fOccluderShader->isOpaque();
|
| +}
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| +
|
| +SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::ShadowMapRadialShaderContext(
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| + const SkRadialShadowMapShaderImpl& shader, const ContextRec& rec,
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| + SkShader::Context* occluderContext,
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| + void* heapAllocated)
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| + : INHERITED(shader, rec)
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| + , fOccluderContext(occluderContext)
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| + , fHeapAllocated(heapAllocated) {
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| + bool isOpaque = shader.isOpaque();
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| +
|
| + // update fFlags
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| + uint32_t flags = 0;
|
| + if (isOpaque && (255 == this->getPaintAlpha())) {
|
| + flags |= kOpaqueAlpha_Flag;
|
| + }
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| +
|
| + fFlags = flags;
|
| +}
|
| +
|
| +SkRadialShadowMapShaderImpl::ShadowMapRadialShaderContext::~ShadowMapRadialShaderContext() {
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| + // The dependencies have been created outside of the context on memory that was allocated by
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| + // the onCreateContext() method. Call the destructors and free the memory.
|
| + fOccluderContext->~Context();
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| +
|
| + sk_free(fHeapAllocated);
|
| +}
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| +
|
| +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
|
|
|