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/*
* 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;");
// we use a max shadow distance of 2 times the max of width/height
fragBuilder->codeAppend("float closestDistHere = 2;");
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