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 |