adding new GM to demostrate new shadows

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2118553002

Review-Url: https://codereview.chromium.org/2118553002
This commit is contained in:
vjiaoblack 2016-08-01 10:02:31 -07:00 committed by Commit bot
parent abbd6d5e02
commit 53da5ba619
4 changed files with 1163 additions and 0 deletions

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gm/shadowmaps.cpp Normal file
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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 "gm.h"
#include "SkPaintFilterCanvas.h"
#include "SkPathEffect.h"
#include "SkPictureRecorder.h"
#include "SkShadowShader.h"
#include "SkSurface.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
sk_sp<SkImage> diffuse,
sk_sp<SkLights> lights) {
sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode);
sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode);
return SkShadowShader::Make(std::move(povDepthShader),
std::move(diffuseShader),
std::move(lights),
diffuse->width(), diffuse->height());
}
static sk_sp<SkPicture> make_test_picture(int width, int height) {
SkPictureRecorder recorder;
// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
SkASSERT(canvas->getTotalMatrix().isIdentity());
SkPaint paint;
paint.setColor(SK_ColorGRAY);
// LONG RANGE TODO: tag occluders
// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
// and determinate the mapping from z to id
// universal receiver, "ground"
canvas->drawRect(SkRect::MakeIWH(width, height), paint);
// TODO: Maybe add the ID here along with the depth
paint.setColor(0xFFEE8888);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
paint.setColor(0xFF88EE88);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
paint.setColor(0xFF8888EE);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
// TODO: Add an assert that Z order matches painter's order
// TODO: think about if the Z-order always matching painting order is too strict
return recorder.finishRecordingAsPicture();
}
namespace skiagm {
/* We override the onFilter method to draw depths into the canvas
* depending on the current draw depth of the canvas, throwing out
* the actual draw color.
*/
class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
public:
SkShadowPaintFilterCanvas(SkCanvas* canvas) : INHERITED(canvas) { }
// TODO use a shader instead
bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override {
if (*paint) {
int z = this->getZ();
SkASSERT(z <= 0xFF && z >= 0x00);
SkPaint newPaint;
newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
SkColor color = 0xFF000000; // init color to opaque black
color |= z; // Put the index into the blue component
newPaint.setColor(color);
*paint->writable() = newPaint;
}
return true;
}
void onDrawPicture(const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) {
SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
if (this->onFilter(&filteredPaint, kPicture_Type)) {
// we directly call SkCanvas's onDrawPicture because calling the one
// that INHERITED has (SkPaintFilterCanvas) leads to wrong behavior
this->SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
}
}
void updateMatrix() {
this->save();
// When we use the SkShadowPaintFilterCanvas, we can only render
// one depth map at a time. Thus, we leave it up to the user to
// set SkLights to only contain (or contain at the first position)
// the light they intend to use for the current depth rendering.
if (fLights->numLights() > 0 &&
this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
SkVector3 lightDir = this->fLights->light(0).dir();
SkScalar x = lightDir.fX * this->getZ();
SkScalar y = lightDir.fY * this->getZ();
this->translate(x, y);
}
}
void onDrawPaint(const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPaint(paint);
this->restore();
}
void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPoints(mode, count, pts, paint);
this->restore();
}
void onDrawRect(const SkRect& rect, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawRect(rect, paint);
this->restore();
}
void onDrawRRect(const SkRRect& rrect, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawRRect(rrect, paint);
this->restore();
}
void onDrawDRRect(const SkRRect& outer, const SkRRect& inner,
const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawDRRect(outer, inner, paint);
this->restore();
}
void onDrawOval(const SkRect& rect, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawOval(rect, paint);
this->restore();
}
void onDrawPath(const SkPath& path, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPath(path, paint);
this->restore();
}
void onDrawBitmap(const SkBitmap& bm, SkScalar left, SkScalar top,
const SkPaint* paint) override {
this->updateMatrix();
this->INHERITED::onDrawBitmap(bm, left, top, paint);
this->restore();
}
void onDrawBitmapRect(const SkBitmap& bm, const SkRect* src, const SkRect& dst,
const SkPaint* paint, SrcRectConstraint constraint) override {
this->updateMatrix();
this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
this->restore();
}
void onDrawBitmapNine(const SkBitmap& bm, const SkIRect& center,
const SkRect& dst, const SkPaint* paint) {
this->updateMatrix();
this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
this->restore();
}
void onDrawImage(const SkImage* image, SkScalar left, SkScalar top,
const SkPaint* paint) override {
this->updateMatrix();
this->INHERITED::onDrawImage(image, left, top, paint);
this->restore();
}
void onDrawImageRect(const SkImage* image, const SkRect* src, const SkRect& dst,
const SkPaint* paint, SrcRectConstraint constraint) override {
this->updateMatrix();
this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
this->restore();
}
void onDrawImageNine(const SkImage* image, const SkIRect& center,
const SkRect& dst, const SkPaint* paint) {
this->updateMatrix();
this->INHERITED::onDrawImageNine(image, center, dst, paint);
this->restore();
}
void onDrawVertices(VertexMode vmode, int vertexCount, const SkPoint vertices[],
const SkPoint texs[], const SkColor colors[], SkXfermode* xmode,
const uint16_t indices[], int indexCount, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
xmode, indices, indexCount, paint);
this->restore();
}
void onDrawPatch(const SkPoint cubics[], const SkColor colors[], const SkPoint texCoords[],
SkXfermode* xmode, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
this->restore();
}
void onDrawText(const void* text, size_t byteLength,
SkScalar x, SkScalar y, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawText(text, byteLength, x, y, paint);
this->restore();
}
void onDrawPosText(const void* text, size_t byteLength,
const SkPoint pos[], const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
this->restore();
}
void onDrawPosTextH(const void* text, size_t byteLength, const SkScalar xpos[],
SkScalar constY, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
this->restore();
}
void onDrawTextOnPath(const void* text, size_t byteLength, const SkPath& path,
const SkMatrix* matrix, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
this->restore();
}
void onDrawTextRSXform(const void* text, size_t byteLength, const SkRSXform xform[],
const SkRect* cull, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
this->restore();
}
void onDrawTextBlob(const SkTextBlob* blob, SkScalar x, SkScalar y,
const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawTextBlob(blob, x, y, paint);
this->restore();
}
private:
typedef SkPaintFilterCanvas INHERITED;
};
class ShadowMapsGM : public GM {
public:
ShadowMapsGM() {
this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
}
void onOnceBeforeDraw() override {
// Create a light set consisting of
// - bluish directional light pointing more right than down
// - reddish directional light pointing more down than right
// - soft white ambient light
SkLights::Builder builder;
builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
SkVector3::Make(0.2f, 0.1f, 1.0f)));
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
SkVector3::Make(0.1f, 0.2f, 1.0f)));
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
fLights = builder.finish();
}
protected:
static const int kWidth = 400;
static const int kHeight = 400;
SkString onShortName() override {
return SkString("shadowmaps");
}
SkISize onISize() override {
return SkISize::Make(kWidth, kHeight);
}
void onDraw(SkCanvas* canvas) override {
// This picture stores the picture of the scene.
// It's used to generate the depth maps.
sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
for (int i = 0; i < fLights->numLights(); ++i) {
// skip over ambient lights; they don't cast shadows
if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
continue;
}
// TODO: compute the correct size of the depth map from the light properties
// TODO: maybe add a kDepth_8_SkColorType
SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
// Create a new surface (that matches the backend of canvas)
// for each shadow map
sk_sp<SkSurface> surf(canvas->makeSurface(info));
// Wrap another SPFCanvas around the surface
sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
// set the depth map canvas to have the light we're drawing.
SkLights::Builder builder;
builder.add(fLights->light(i));
sk_sp<SkLights> curLight = builder.finish();
depthMapCanvas->setLights(std::move(curLight));
depthMapCanvas->drawPicture(pic);
fLights->light(i).setShadowMap(surf->makeImageSnapshot());
}
sk_sp<SkImage> povDepthMap;
sk_sp<SkImage> diffuseMap;
// TODO: pass the depth to the shader in vertices, or uniforms
// so we don't have to render depth and color separately
// povDepthMap
{
SkLights::Builder builder;
builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
SkVector3::Make(0.0f, 0.0f, 1.0f)));
sk_sp<SkLights> povLight = builder.finish();
SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
// Create a new surface (that matches the backend of canvas)
// to create the povDepthMap
sk_sp<SkSurface> surf(canvas->makeSurface(info));
// Wrap another SPFCanvas around the surface
sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
// set the depth map canvas to have the light as the user's POV
depthMapCanvas->setLights(std::move(povLight));
depthMapCanvas->drawPicture(pic);
povDepthMap = surf->makeImageSnapshot();
}
// diffuseMap
{
SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
kBGRA_8888_SkColorType,
kOpaque_SkAlphaType);
sk_sp<SkSurface> surf(canvas->makeSurface(info));
surf->getCanvas()->drawPicture(pic);
diffuseMap = surf->makeImageSnapshot();
}
SkPaint paint;
paint.setShader(make_shadow_shader(std::move(povDepthMap), std::move(diffuseMap), fLights));
canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
}
private:
sk_sp<SkLights> fLights;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new ShadowMapsGM;)
}
#endif

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'<(skia_src_path)/core/SkXfermodeInterpretation.h',
'<(skia_src_path)/core/SkYUVPlanesCache.cpp',
'<(skia_src_path)/core/SkYUVPlanesCache.h',
'<(skia_src_path)/core/SkShadowShader.cpp',
'<(skia_src_path)/core/SkShadowShader.h',
'<(skia_src_path)/image/SkImage.cpp',
'<(skia_src_path)/image/SkImage_Generator.cpp',

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src/core/SkShadowShader.cpp Normal file
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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 "SkReadBuffer.h"
#include "SkShadowShader.h"
#include "SkPoint3.h"
////////////////////////////////////////////////////////////////////////////
#ifdef SK_EXPERIMENTAL_SHADOWING
#define SK_MAX_NON_AMBIENT_LIGHTS 4
/** \class SkShadowShaderImpl
This subclass of shader applies shadowing
*/
class SkShadowShaderImpl : public SkShader {
public:
/** Create a new shadowing shader that shadows
@param to do to do
*/
SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
sk_sp<SkShader> diffuseShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight)
: fPovDepthShader(std::move(povDepthShader))
, fDiffuseShader(std::move(diffuseShader))
, fLights(std::move(lights))
, fDiffuseWidth(diffuseWidth)
, fDiffuseHeight(diffuseHeight) { }
bool isOpaque() const override;
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
class ShadowShaderContext : public SkShader::Context {
public:
// The context takes ownership of the states. It will call their destructors
// but will NOT free the memory.
ShadowShaderContext(const SkShadowShaderImpl&, const ContextRec&,
SkShader::Context* povDepthContext,
SkShader::Context* diffuseContext,
void* heapAllocated);
~ShadowShaderContext() override;
void shadeSpan(int x, int y, SkPMColor[], int count) override;
uint32_t getFlags() const override { return fFlags; }
private:
SkShader::Context* fPovDepthContext;
SkShader::Context* fDiffuseContext;
uint32_t fFlags;
void* fHeapAllocated;
typedef SkShader::Context INHERITED;
};
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkShadowShaderImpl)
protected:
void flatten(SkWriteBuffer&) const override;
size_t onContextSize(const ContextRec&) const override;
Context* onCreateContext(const ContextRec&, void*) const override;
private:
sk_sp<SkShader> fPovDepthShader;
sk_sp<SkShader> fDiffuseShader;
sk_sp<SkLights> fLights;
int fDiffuseWidth;
int fDiffuseHeight;
friend class SkShadowShader;
typedef SkShader INHERITED;
};
////////////////////////////////////////////////////////////////////////////
#if SK_SUPPORT_GPU
#include "GrCoordTransform.h"
#include "GrFragmentProcessor.h"
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "SkGr.h"
#include "SkGrPriv.h"
#include "SkSpecialImage.h"
#include "SkImage_Base.h"
#include "GrContext.h"
class ShadowFP : public GrFragmentProcessor {
public:
ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
sk_sp<GrFragmentProcessor> diffuse,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight,
GrContext* context) {
// fuse all ambient lights into a single one
fAmbientColor.set(0.0f, 0.0f, 0.0f);
fNumDirLights = 0; // refers to directional lights.
for (int i = 0; i < lights->numLights(); ++i) {
if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
fAmbientColor += lights->light(i).color();
} else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){
fLightColor[fNumDirLights] = lights->light(i).color();
fLightDir[fNumDirLights] = lights->light(i).dir();
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap().get());
// this sk_sp gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
GrTextureParams::ClampNoFilter(),
SkSourceGammaTreatment::kIgnore));
fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
fDepthMapHeight[fNumDirLights] = shadowMap->height();
fDepthMapWidth[fNumDirLights] = shadowMap->width();
fNumDirLights++;
}
}
fWidth = diffuseWidth;
fHeight = diffuseHeight;
this->registerChildProcessor(std::move(povDepth));
this->registerChildProcessor(std::move(diffuse));
this->initClassID<ShadowFP>();
}
class GLSLShadowFP : public GrGLSLFragmentProcessor {
public:
GLSLShadowFP() { }
void emitCode(EmitArgs& args) override {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// add uniforms
int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS);
const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr};
SkString lightDirUniNameBase("lightDir");
SkString lightColorUniNameBase("lightColor");
SkString depthMapWidthUniNameBase("dmapWidth");
SkString depthMapHeightUniNameBase("dmapHeight");
for (int i = 0; i < numLights; i++) {
SkString lightDirUniNameStr(lightDirUniNameBase);
lightDirUniNameStr.appendf("%d", i);
SkString lightColorUniNameStr(lightColorUniNameBase);
lightColorUniNameStr.appendf("%d", i);
SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
depthMapWidthUniNameStr.appendf("%d", i);
SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
depthMapHeightUniNameStr.appendf("%d", i);
fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightDirUniNameStr.c_str(),
&lightDirUniName[i]);
fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightColorUniNameStr.c_str(),
&lightColorUniName[i]);
fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
depthMapWidthUniNameStr.c_str(),
&depthMapWidthUniName[i]);
fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
kDefault_GrSLPrecision,
depthMapHeightUniNameStr.c_str(),
&depthMapHeightUniName[i]);
}
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 povDepth("povDepth");
this->emitChild(0, nullptr, &povDepth, args);
SkString diffuseColor("inDiffuseColor");
this->emitChild(1, nullptr, &diffuseColor, args);
SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS];
for (int i = 0; i < numLights; i++) {
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
// vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
// povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
// and the / 400 brings it back to a sampler coordinate, 0 - 1
// The 400 comes from the shadowmaps GM.
// TODO use real shadowmaps size
SkString offset("offset");
offset.appendf("%d", i);
SkString scaleVec("scaleVec");
scaleVec.appendf("%d", i);
SkString scaleOffsetVec("scaleOffsetVec");
scaleOffsetVec.appendf("%d", i);
fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
offset.c_str(), lightDirUniName[i]);
fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
scaleVec.c_str(),
widthUniName, heightUniName,
depthMapWidthUniName[i], depthMapHeightUniName[i]);
fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
scaleOffsetVec.c_str(), scaleVec.c_str());
fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
"vec2(%s.x, 0 - %s.y)) "
" * %s + vec2(0,1) * %s;\n",
povCoord.c_str(), offset.c_str(), offset.c_str(),
scaleVec.c_str(), scaleOffsetVec.c_str());
fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
povCoord.c_str(),
kVec2f_GrSLType);
}
const char* ambientColorUniName = nullptr;
fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType, kDefault_GrSLPrecision,
"AmbientColor", &ambientColorUniName);
fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
// Essentially,
// diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
SkString totalLightColor("totalLightColor");
fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str());
for (int i = 0; i < numLights; i++) {
fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
povDepth.c_str(), depthMaps[i].c_str());
// Note that dot(vec3(0,0,1), %s) == %s.z * %s
fragBuilder->codeAppendf("%s += %s.z * %s;",
totalLightColor.c_str(),
lightDirUniName[i],
lightColorUniName[i]);
fragBuilder->codeAppendf("}");
}
fragBuilder->codeAppendf("%s += %s;",
totalLightColor.c_str(),
ambientColorUniName);
fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
totalLightColor.c_str());
fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputColor);
}
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
b->add32(shadowFP.fNumDirLights);
}
protected:
void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
const ShadowFP &shadowFP = proc.cast<ShadowFP>();
fNumDirLights = shadowFP.numLights();
for (int i = 0; i < fNumDirLights; i++) {
const SkVector3& lightDir = shadowFP.lightDir(i);
if (lightDir != fLightDir[i]) {
pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
fLightDir[i] = lightDir;
}
const SkColor3f& lightColor = shadowFP.lightColor(i);
if (lightColor != fLightColor[i]) {
pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
fLightColor[i] = lightColor;
}
int depthMapWidth = shadowFP.depthMapWidth(i);
if (depthMapWidth != fDepthMapWidth[i]) {
pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
fDepthMapWidth[i] = depthMapWidth;
}
int depthMapHeight = shadowFP.depthMapHeight(i);
if (depthMapHeight != fDepthMapHeight[i]) {
pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
fDepthMapHeight[i] = depthMapHeight;
}
}
int width = shadowFP.width();
if (width != fWidth) {
pdman.set1i(fWidthUni, width);
fWidth = width;
}
int height = shadowFP.height();
if (height != fHeight) {
pdman.set1i(fHeightUni, height);
fHeight = height;
}
const SkColor3f& ambientColor = shadowFP.ambientColor();
if (ambientColor != fAmbientColor) {
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
fAmbientColor = ambientColor;
}
}
private:
SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_LIGHTS];
SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIENT_LIGHTS];
int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[SK_MAX_NON_AMBIENT_LIGHTS];
int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[SK_MAX_NON_AMBIENT_LIGHTS];
int fWidth;
GrGLSLProgramDataManager::UniformHandle fWidthUni;
int fHeight;
GrGLSLProgramDataManager::UniformHandle fHeightUni;
SkColor3f fAmbientColor;
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
int fNumDirLights;
};
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
GLSLShadowFP::GenKey(*this, caps, b);
}
const char* name() const override { return "shadowFP"; }
void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
inout->mulByUnknownFourComponents();
}
int32_t numLights() const { return fNumDirLights; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
const SkVector3& lightDir(int i) const {
SkASSERT(i < fNumDirLights);
return fLightDir[i];
}
const SkVector3& lightColor(int i) const {
SkASSERT(i < fNumDirLights);
return fLightColor[i];
}
int depthMapWidth(int i) const {
SkASSERT(i < fNumDirLights);
return fDepthMapWidth[i];
}
int depthMapHeight(int i) const {
SkASSERT(i < fNumDirLights);
return fDepthMapHeight[i];
}
int width() const {return fWidth; }
int height() const {return fHeight; }
private:
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) {
return false;
}
if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
return false;
}
for (int i = 0; i < fNumDirLights; i++) {
if (fLightDir[i] != shadowFP.fLightDir[i] ||
fLightColor[i] != shadowFP.fLightColor[i]) {
return false;
}
if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
return false;
}
}
return true;
}
int fNumDirLights;
SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS];
SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS];
GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS];
sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS];
int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS];
int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS];
int fHeight;
int fWidth;
SkColor3f fAmbientColor;
};
////////////////////////////////////////////////////////////////////////////
sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArgs& fpargs) const {
sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor(fpargs);
sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(fpargs);
sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDepthFP),
std::move(diffuseFP),
std::move(fLights),
fDiffuseWidth, fDiffuseHeight,
fpargs.fContext);
return shadowfp;
}
#endif
////////////////////////////////////////////////////////////////////////////
bool SkShadowShaderImpl::isOpaque() const {
return fDiffuseShader->isOpaque();
}
SkShadowShaderImpl::ShadowShaderContext::ShadowShaderContext(
const SkShadowShaderImpl& shader, const ContextRec& rec,
SkShader::Context* povDepthContext,
SkShader::Context* diffuseContext,
void* heapAllocated)
: INHERITED(shader, rec)
, fPovDepthContext(povDepthContext)
, fDiffuseContext(diffuseContext)
, fHeapAllocated(heapAllocated) {
bool isOpaque = shader.isOpaque();
// update fFlags
uint32_t flags = 0;
if (isOpaque && (255 == this->getPaintAlpha())) {
flags |= kOpaqueAlpha_Flag;
}
fFlags = flags;
}
SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
// 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.
fPovDepthContext->~Context();
fDiffuseContext->~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 SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
SkPMColor result[], int count) {
const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
SkPMColor diffuse[BUFFER_MAX];
do {
int n = SkTMin(count, BUFFER_MAX);
fPovDepthContext->shadeSpan(x, y, diffuse, n);
fDiffuseContext->shadeSpan(x, y, diffuse, n);
for (int i = 0; i < n; ++i) {
SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
// This is all done in linear unpremul color space (each component 0..255.0f though)
for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
const SkLights::Light& light = lightShader.fLights->light(l);
if (SkLights::Light::kAmbient_LightType == light.type()) {
accum.fX += light.color().fX * SkColorGetR(diffColor);
accum.fY += light.color().fY * SkColorGetG(diffColor);
accum.fZ += light.color().fZ * SkColorGetB(diffColor);
} else {
// scaling by fZ accounts for lighting direction
accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor);
accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
}
}
result[i] = convert(accum, SkColorGetA(diffColor));
}
result += n;
x += n;
count -= n;
} while (count > 0);
}
////////////////////////////////////////////////////////////////////////////
#ifndef SK_IGNORE_TO_STRING
void SkShadowShaderImpl::toString(SkString* str) const {
str->appendf("ShadowShader: ()");
}
#endif
sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
// Discarding SkShader flattenable params
bool hasLocalMatrix = buf.readBool();
SkAssertResult(!hasLocalMatrix);
int numLights = buf.readInt();
SkLights::Builder builder;
for (int l = 0; l < numLights; ++l) {
bool isAmbient = buf.readBool();
SkColor3f color;
if (!buf.readScalarArray(&color.fX, 3)) {
return nullptr;
}
if (isAmbient) {
builder.add(SkLights::Light(color));
} else {
SkVector3 dir;
if (!buf.readScalarArray(&dir.fX, 3)) {
return nullptr;
}
sk_sp<SkImage> depthMap;
if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) {
return nullptr;
}
SkLights::Light light = SkLights::Light(color, dir);
light.setShadowMap(depthMap);
builder.add(light);
}
}
sk_sp<SkLights> lights(builder.finish());
int diffuseWidth = buf.readInt();
int diffuseHeight = buf.readInt();
sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
std::move(diffuseShader),
std::move(lights),
diffuseWidth, diffuseHeight);
}
void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
this->INHERITED::flatten(buf);
buf.writeInt(fLights->numLights());
for (int l = 0; l < fLights->numLights(); ++l) {
const SkLights::Light& light = fLights->light(l);
bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
buf.writeBool(isAmbient);
buf.writeScalarArray(&light.color().fX, 3);
if (!isAmbient) {
buf.writeScalarArray(&light.dir().fX, 3);
}
buf.writeImage(light.getShadowMap().get());
}
buf.writeInt(fDiffuseWidth);
buf.writeInt(fDiffuseHeight);
buf.writeFlattenable(fPovDepthShader.get());
buf.writeFlattenable(fDiffuseShader.get());
}
size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
return sizeof(ShadowShaderContext);
}
SkShader::Context* SkShadowShaderImpl::onCreateContext(const ContextRec& rec,
void* storage) const {
size_t heapRequired = fPovDepthShader->contextSize(rec) +
fDiffuseShader->contextSize(rec);
void* heapAllocated = sk_malloc_throw(heapRequired);
void* povDepthContextStorage = heapAllocated;
SkShader::Context* povDepthContext =
fPovDepthShader->createContext(rec, povDepthContextStorage);
if (!povDepthContext) {
sk_free(heapAllocated);
return nullptr;
}
void* diffuseContextStorage = (char*)heapAllocated + fPovDepthShader->contextSize(rec);
SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
if (!diffuseContext) {
sk_free(heapAllocated);
return nullptr;
}
return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffuseContext,
heapAllocated);
}
///////////////////////////////////////////////////////////////////////////////
sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
sk_sp<SkShader> diffuseShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight) {
if (!povDepthShader || !diffuseShader) {
// TODO: Use paint's color in absence of a diffuseShader
// TODO: Use a default implementation of normalSource instead
return nullptr;
}
return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
std::move(diffuseShader),
std::move(lights),
diffuseWidth, diffuseHeight);
}
///////////////////////////////////////////////////////////////////////////////
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
///////////////////////////////////////////////////////////////////////////////
#endif

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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.
*/
#ifndef SkShadowShader_DEFINED
#define SkShadowShader_DEFINED
#ifdef SK_EXPERIMENTAL_SHADOWING
class SkLights;
class SkShader;
class SK_API SkShadowShader {
public:
/** This shader combines the diffuse color in 'diffuseShader' with the shadows
* determined by the 'povDepthShader' and the shadow maps stored in each of the
* lights in 'lights'
*/
static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader,
sk_sp<SkShader> diffuseShader,
sk_sp<SkLights> lights,
int diffuseWidth, int diffuseHeight);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
#endif
#endif