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Unified Diff: src/core/Sk2DShadowMapShader.cpp

Issue 2311223004: added in radial shadows (Closed)
Patch Set: removed extra new line, also fixed some overlength lines Created 4 years, 3 months ago
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« src/core/Sk2DShadowMapShader.h ('K') | « src/core/Sk2DShadowMapShader.h ('k') | no next file » | no next file with comments »
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Index: src/core/Sk2DShadowMapShader.cpp
diff --git a/src/core/Sk2DShadowMapShader.cpp b/src/core/Sk2DShadowMapShader.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..5af7761702650d713c20ed75d127750f9a230fd5
--- /dev/null
+++ b/src/core/Sk2DShadowMapShader.cpp
@@ -0,0 +1,424 @@
+/*
+ * 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 "Sk2DShadowMapShader.h"
+#include "SkLights.h"
+#include "SkPoint3.h"
+#include "SkReadBuffer.h"
+#include "SkShadowShader.h"
+
+////////////////////////////////////////////////////////////////////////////
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+
+/** \class Sk2DShadowMapShaderImpl
+ This subclass of shader applies shadowing
jvanverth1 2016/09/07 14:47:23 Needs a little more detail here. "... shadowing ra
vjiaoblack 2016/09/07 15:21:39 Done.
+*/
+class Sk2DShadowMapShaderImpl : public SkShader {
+public:
+ /** Create a new shadowing shader that shadows
jvanverth1 2016/09/07 14:47:23 "... shadows radially around a light"?
vjiaoblack 2016/09/07 15:21:39 Done.
+ */
+ Sk2DShadowMapShaderImpl(sk_sp<SkShader> occluderShader,
+ sk_sp<SkLights> lights,
jvanverth1 2016/09/07 14:47:23 Nit: indent to (
vjiaoblack 2016/09/07 15:21:39 Done.
+ int diffuseWidth, int diffuseHeight)
+ : fOccluderShader(std::move(occluderShader))
jvanverth1 2016/09/07 14:47:23 Nit: indent 4 spaces
vjiaoblack 2016/09/07 15:21:39 Done.
+ , 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 ShadowMap2DShaderContext : public SkShader::Context {
+ public:
+ // The context takes ownership of the states. It will call their destructors
+ // but will NOT free the memory.
+ ShadowMap2DShaderContext(const Sk2DShadowMapShaderImpl&, const ContextRec&,
+ SkShader::Context* occluderContext,
jvanverth1 2016/09/07 14:47:22 Nit: indent to (
vjiaoblack 2016/09/07 15:21:39 Done.
+ void* heapAllocated);
+
+ ~ShadowMap2DShaderContext() 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(Sk2DShadowMapShaderImpl)
jvanverth1 2016/09/07 14:47:23 Indent
vjiaoblack 2016/09/07 15:21:39 Done.
+
+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 Sk2DShadowMapShader;
+
+ 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 TwoDShadowMapFP : public GrFragmentProcessor {
jvanverth1 2016/09/07 14:47:23 RadialShadowMapFP?
vjiaoblack 2016/09/07 15:21:39 Done.
+public:
+ TwoDShadowMapFP(sk_sp<GrFragmentProcessor> occluder,
+ sk_sp<SkLights> light,
jvanverth1 2016/09/07 14:47:23 Indent to (
vjiaoblack 2016/09/07 15:21:39 Done.
+ int diffuseWidth, int diffuseHeight,
+ GrContext* context) {
+ fLightDir = light->light(0).pos();
+
+ fWidth = diffuseWidth;
+ fHeight = diffuseHeight;
+
+ this->registerChildProcessor(std::move(occluder));
+ this->initClassID<TwoDShadowMapFP>();
+ }
+
+ class GLSLTwoDShadowMapFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLTwoDShadowMapFP() { }
+
+ void emitCode(EmitArgs& args) override {
+
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ const char* lightDirUniName = nullptr;
jvanverth1 2016/09/07 14:47:23 lightPosUniName?
vjiaoblack 2016/09/07 15:21:39 Done.
+
+ fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ "lightDir",
+ &lightDirUniName);
+
+ 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);
+
+ // the above isn't good enough. We need to modify the indexing coordinate.
jvanverth1 2016/09/07 14:47:22 Is this a TODO? Or do you plan to do it in this ch
vjiaoblack 2016/09/07 15:21:39 It's an explanation of what the code below does
+
+ fragBuilder->codeAppendf("float distHere;");
+ fragBuilder->codeAppendf("float closestDistHere = 0;");
+ fragBuilder->codeAppendf("vec2 coords = vMatrixCoord_0_0_Stage0;");
+ fragBuilder->codeAppendf("coords.y = 0;");
+ fragBuilder->codeAppendf("vec2 destCoords = vec2(0,0);");
+ fragBuilder->codeAppendf("float step = 0.0025;");
jvanverth1 2016/09/07 14:47:24 Is there an assumption of texture size here? Shoul
vjiaoblack 2016/09/07 15:21:39 Done.
+
+ // assume that we are at 0, 0 light pos
+ // TODO use correct light positions
jvanverth1 2016/09/07 14:47:23 Could use a comment explaining what this loop is d
vjiaoblack 2016/09/07 15:21:39 Done.
+ fragBuilder->codeAppendf("for (coords.y = 0; coords.y <= 1; coords.y += step) {");
+
+ fragBuilder->codeAppendf("vec2 norm = coords * 2.0 - 1.0;");
+ fragBuilder->codeAppendf("float theta = 3.1415 * 1.5 + norm.x * 3.1415;");
jvanverth1 2016/09/07 14:47:23 It looks like this will vary from pi/2 to 5*pi/2.
vjiaoblack 2016/09/07 15:21:39 Tis right for now. (The light is fixed)
+ fragBuilder->codeAppendf("float r = (1.0 + norm.y) * 0.5;");
jvanverth1 2016/09/07 14:47:23 I think this is just coords.y again.
+ fragBuilder->codeAppendf("destCoords = "
+ "vec2(-r * sin(theta), -r * cos(theta)) /2.0 + 0.5;");
jvanverth1 2016/09/07 14:47:23 The -r is odd to me -- negative polar coords? And
vjiaoblack 2016/09/07 15:21:39 That compiles to + vec(0.5, 0.5)
+ fragBuilder->codeAppendf("distHere = texture(uTextureSampler0_Stage1, "
+ "destCoords).b;");
+ fragBuilder->codeAppendf("if (distHere > 0.0) {"
+ "closestDistHere = 1-coords.y;"
+ "break;}");
+ fragBuilder->codeAppendf("}");
+
+ fragBuilder->codeAppendf("%s = vec4(vec3(closestDistHere),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 TwoDShadowMapFP &twoDShadowMapFP = proc.cast<TwoDShadowMapFP>();
+
+ const SkVector3& lightDir = twoDShadowMapFP.lightDir();
+ if (lightDir != fLightDir) {
+ pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
+ fLightDir = lightDir;
+ }
+
+ int width = twoDShadowMapFP.width();
+ if (width != fWidth) {
+ pdman.set1i(fWidthUni, width);
+ fWidth = width;
+ }
+ int height = twoDShadowMapFP.height();
+ if (height != fHeight) {
+ pdman.set1i(fHeightUni, height);
+ fHeight = height;
+ }
+ }
+
+ private:
+ SkVector3 fLightDir;
+ GrGLSLProgramDataManager::UniformHandle fLightDirUni;
+
+ int fWidth;
+ GrGLSLProgramDataManager::UniformHandle fWidthUni;
+ int fHeight;
+ GrGLSLProgramDataManager::UniformHandle fHeightUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLTwoDShadowMapFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "twoDShadowMapFP"; }
jvanverth1 2016/09/07 14:47:23 "radialShadowMapFP"
vjiaoblack 2016/09/07 15:21:39 Done.
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->mulByUnknownFourComponents();
+ }
+ const SkVector3& lightDir() const {
+ return fLightDir;
+ }
+
+ int width() const {return fWidth; }
+ int height() const {return fHeight; }
+
+private:
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
+ return new GLSLTwoDShadowMapFP;
+ }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const TwoDShadowMapFP& twoDShadowMapFP = proc.cast<TwoDShadowMapFP>();
+
+ if (fWidth != twoDShadowMapFP.fWidth || fHeight != twoDShadowMapFP.fHeight) {
+ return false;
+ }
+
+ if (fLightDir != twoDShadowMapFP.fLightDir) {
+ return false;
+ }
+
+ return true;
+ }
+
+ SkVector3 fLightDir;
jvanverth1 2016/09/07 14:47:23 There's no direction in this case, so fLightPos?
vjiaoblack 2016/09/07 15:21:39 Done.
+
+ int fHeight;
+ int fWidth;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<GrFragmentProcessor> Sk2DShadowMapShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs)
+ const {
+
+ sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs);
+
+ sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<TwoDShadowMapFP>(std::move(occluderFP),
+ std::move(fLight),
+ fWidth, fHeight,
+ fpargs.fContext);
+ return shadowfp;
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool Sk2DShadowMapShaderImpl::isOpaque() const {
+ return fOccluderShader->isOpaque();
+}
+
+Sk2DShadowMapShaderImpl::ShadowMap2DShaderContext::ShadowMap2DShaderContext(
jvanverth1 2016/09/07 14:47:23 SkRadialShadowMapShaderImpl
vjiaoblack 2016/09/07 15:21:39 Done.
+ const Sk2DShadowMapShaderImpl& 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;
+}
+
+Sk2DShadowMapShaderImpl::ShadowMap2DShaderContext::~ShadowMap2DShaderContext() {
+ // 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 Sk2DShadowMapShaderImpl::ShadowMap2DShaderContext::shadeSpan(int x, int y,
+ SkPMColor result[], int count) {
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ for (int i = 0; i < n; ++i) {
jvanverth1 2016/09/07 14:47:23 // Fill with white for now
vjiaoblack 2016/09/07 15:21:39 Done.
+ SkColor3f accum = SkColor3f::Make(1.0f, 1.0f, 1.0f);
jvanverth1 2016/09/07 14:47:23 This and the convert() could be outside the loop.
vjiaoblack 2016/09/07 15:21:39 Done.
+ result[i] = convert(accum, 0xFF);
+ }
+
+ result += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void Sk2DShadowMapShaderImpl::toString(SkString* str) const {
+ str->appendf("2DShadowMapShader: ()");
+}
+#endif
+
+sk_sp<SkFlattenable> Sk2DShadowMapShaderImpl::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<Sk2DShadowMapShaderImpl>(std::move(occluderShader),
+ std::move(light),
+ diffuseWidth, diffuseHeight);
+}
+
+void Sk2DShadowMapShaderImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ fLight->flatten(buf);
+
+ buf.writeInt(fWidth);
+ buf.writeInt(fHeight);
+
+ buf.writeFlattenable(fOccluderShader.get());
+}
+
+size_t Sk2DShadowMapShaderImpl::onContextSize(const ContextRec& rec) const {
+ return sizeof(ShadowMap2DShaderContext);
+}
+
+SkShader::Context* Sk2DShadowMapShaderImpl::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) ShadowMap2DShaderContext(*this, rec, occluderContext, heapAllocated);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkShader> Sk2DShadowMapShader::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<Sk2DShadowMapShaderImpl>(std::move(occluderShader),
+ std::move(light),
+ diffuseWidth, diffuseHeight);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(Sk2DShadowMapShader)
+ SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(Sk2DShadowMapShaderImpl)
jvanverth1 2016/09/07 14:47:23 Indent
vjiaoblack 2016/09/07 15:21:39 Done.
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
+
+#endif
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