Chromium Code Reviews| Index: src/core/SkRadialShadowMapShader.cpp |
| diff --git a/src/core/SkRadialShadowMapShader.cpp b/src/core/SkRadialShadowMapShader.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..0c6424d57b0c688abdf7ba3a63376b8ffcd393b5 |
| --- /dev/null |
| +++ b/src/core/SkRadialShadowMapShader.cpp |
| @@ -0,0 +1,428 @@ |
| +/* |
| + * 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 "SkRadialShadowMapShader.h" |
| +#include "SkLights.h" |
| +#include "SkPoint3.h" |
| +#include "SkReadBuffer.h" |
| +#include "SkShadowShader.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 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 SkRadialShadowMapShaderImpl&, const ContextRec&, |
| + SkShader::Context* occluderContext, |
| + 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(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) { |
|
robertphillips
2016/09/07 17:11:55
fLightPos
|
| + 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); |
| + |
| + // the above isn't good enough. so we need to modify the indexing coordinate as below |
| + 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 = 1 / %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. |
| + 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;"); |
| + fragBuilder->codeAppendf("float r = coords.y;"); |
| + fragBuilder->codeAppendf("destCoords = " |
| + "vec2(-r * sin(theta), -r * cos(theta)) /2.0 + 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 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: |
|
robertphillips
2016/09/07 17:11:55
fLightPos & fLightPosUni
vjiaoblack
2016/09/08 16:40:13
Done.
|
| + 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; |
| + } |
| + |
|
robertphillips
2016/09/07 17:11:55
add space between '{' & 'r' in these two
vjiaoblack
2016/09/08 16:40:13
Done.
|
| + 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> |
|
robertphillips
2016/09/07 17:11:55
can you put the parameters on their own line rathe
vjiaoblack
2016/09/08 16:40:13
Done.
|
| + SkRadialShadowMapShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const { |
| + |
| + sk_sp<GrFragmentProcessor> occluderFP = fOccluderShader->asFragmentProcessor(fpargs); |
| + |
|
robertphillips
2016/09/07 17:11:55
shadowFP
vjiaoblack
2016/09/08 16:40:13
Done.
|
| + sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<RadialShadowMapFP>(std::move(occluderFP), |
|
robertphillips
2016/09/07 17:11:55
line these 3 up with the first one
You're moving
vjiaoblack
2016/09/08 16:40:13
My bad.
|
| + std::move(fLight), |
| + fWidth, fHeight, |
| + fpargs.fContext); |
| + return shadowfp; |
| +} |
| + |
| +#endif |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +bool SkRadialShadowMapShaderImpl::isOpaque() const { |
| + return fOccluderShader->isOpaque(); |
| +} |
| + |
| +SkRadialShadowMapShaderImpl::ShadowMap2DShaderContext::ShadowMap2DShaderContext( |
| + 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::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 |
|
robertphillips
2016/09/07 17:11:55
Does each one really cost 16 bytes?
vjiaoblack
2016/09/08 16:40:13
I think so - I also copied it from Diego's code, w
|
| +// take up too much stack-space (each one here costs 16 bytes) |
| +#define BUFFER_MAX 16 |
| +void SkRadialShadowMapShaderImpl::ShadowMap2DShaderContext::shadeSpan(int x, int y, |
|
robertphillips
2016/09/07 17:11:55
line these two params up with the above '('
vjiaoblack
2016/09/08 16:40:13
Done.
|
| + 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 { |
|
robertphillips
2016/09/07 17:11:55
Wrong string
|
| + str->appendf("2DShadowMapShader: ()"); |
| +} |
| +#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), |
|
robertphillips
2016/09/07 17:11:55
line these two up with above '('
|
| + 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(ShadowMap2DShaderContext); |
| +} |
| + |
| +SkShader::Context* SkRadialShadowMapShaderImpl::onCreateContext(const ContextRec& rec, |
|
robertphillips
2016/09/07 17:11:55
line this guy up with above
|
| + 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> SkRadialShadowMapShader::Make(sk_sp<SkShader> occluderShader, |
|
robertphillips
2016/09/07 17:11:55
line up
|
| + sk_sp<SkLights> light, |
| + int diffuseWidth, int diffuseHeight) { |
| + if (!occluderShader) { |
| + // TODO: Use paint's color in absence of a diffuseShader |
|
robertphillips
2016/09/07 17:11:55
normalSource ? diffuseShader ?
|
| + // TODO: Use a default implementation of normalSource instead |
| + return nullptr; |
| + } |
| + |
| + return sk_make_sp<SkRadialShadowMapShaderImpl>(std::move(occluderShader), |
|
robertphillips
2016/09/07 17:11:55
line up
|
| + std::move(light), |
| + diffuseWidth, diffuseHeight); |
| +} |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
|
robertphillips
2016/09/07 17:11:55
tabbed over too far
|
| + SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRadialShadowMapShader) |
| + SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRadialShadowMapShaderImpl) |
| + SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| +#endif |