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authorGravatar Ethan Nicholas <ethannicholas@google.com>2017-05-02 15:37:57 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-05-02 20:05:56 +0000
commit93f20f5629e52eed732d2b9d6dbbb351cc30b2cd (patch)
tree70ba3a46eb5d55fb05cc24a790b883684143f92f /src/core/SkShadowShader.cpp
parent37f16551f45919a1a039f081b5c8ea275e58427d (diff)
eliminated GrGLSLExpr
Now that skslc performs all of the optimizations (and then some) that GrGLSLExpr is responsible for, it's just extra work for no benefit. Bug: skia: Change-Id: I40b0629e00a33873ed9fc6c0a9f41d8350221f9a Reviewed-on: https://skia-review.googlesource.com/14560 Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/core/SkShadowShader.cpp')
-rw-r--r--src/core/SkShadowShader.cpp955
1 files changed, 955 insertions, 0 deletions
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
new file mode 100644
index 0000000000..5729c642dd
--- /dev/null
+++ b/src/core/SkShadowShader.cpp
@@ -0,0 +1,955 @@
+/*
+ * 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 "SkCanvas.h"
+#include "SkReadBuffer.h"
+#include "SkShadowShader.h"
+
+////////////////////////////////////////////////////////////////////////////
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+
+/** \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,
+ const SkShadowParams& params)
+ : fPovDepthShader(std::move(povDepthShader))
+ , fDiffuseShader(std::move(diffuseShader))
+ , fLights(std::move(lights))
+ , fDiffuseWidth(diffuseWidth)
+ , fDiffuseHeight(diffuseHeight)
+ , fShadowParams(params) { }
+
+ 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;
+
+ int fNonAmbLightCnt;
+ SkPixmap* fShadowMapPixels;
+
+
+ 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;
+
+ SkShadowParams fShadowParams;
+
+ 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 "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,
+ const SkShadowParams& params,
+ GrContext* context) {
+
+ fAmbientColor = lights->ambientLightColor();
+
+ fNumNonAmbLights = 0; // count of non-ambient lights
+ for (int i = 0; i < lights->numLights(); ++i) {
+ if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
+ fLightColor[fNumNonAmbLights] = lights->light(i).color();
+
+ if (SkLights::Light::kPoint_LightType == lights->light(i).type()) {
+ fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
+ fLightColor[fNumNonAmbLights].scale(lights->light(i).intensity());
+ } else {
+ fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
+ }
+
+ fIsPointLight[fNumNonAmbLights] =
+ SkLights::Light::kPoint_LightType == lights->light(i).type();
+
+ fIsRadialLight[fNumNonAmbLights] = lights->light(i).isRadial();
+
+ SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
+
+ // gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
+ fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
+ GrSamplerParams::ClampNoFilter(),
+ SkDestinationSurfaceColorMode::kLegacy,
+ nullptr));
+ fDepthMapSampler[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
+ this->addTextureSampler(&fDepthMapSampler[fNumNonAmbLights]);
+
+ fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
+ fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
+
+ fNumNonAmbLights++;
+ }
+ }
+
+ fWidth = diffuseWidth;
+ fHeight = diffuseHeight;
+
+ fShadowParams = params;
+
+ 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;
+ const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
+
+ SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
+
+ // add uniforms
+ int32_t numLights = shadowFP.fNumNonAmbLights;
+ SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
+
+ int blurAlgorithm = shadowFP.fShadowParams.fType;
+
+ const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* ambientColorUniName = nullptr;
+
+ const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* widthUniName = nullptr; // dimensions of povDepth
+ const char* heightUniName = nullptr;
+
+ const char* shBiasUniName = nullptr;
+ const char* minVarianceUniName = nullptr;
+
+ // setting uniforms
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
+ SkString lightDirOrPosUniNameStr("lightDir");
+ lightDirOrPosUniNameStr.appendf("%d", i);
+ SkString lightColorUniNameStr("lightColor");
+ lightColorUniNameStr.appendf("%d", i);
+ SkString lightIntensityUniNameStr("lightIntensity");
+ lightIntensityUniNameStr.appendf("%d", i);
+
+ SkString depthMapWidthUniNameStr("dmapWidth");
+ depthMapWidthUniNameStr.appendf("%d", i);
+ SkString depthMapHeightUniNameStr("dmapHeight");
+ depthMapHeightUniNameStr.appendf("%d", i);
+
+ fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType,
+ kDefault_GrSLPrecision,
+ lightDirOrPosUniNameStr.c_str(),
+ &lightDirOrPosUniName[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]);
+ }
+
+ fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "shadowBias", &shBiasUniName);
+ fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ "minVariance", &minVarianceUniName);
+
+ fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "width", &widthUniName);
+ fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kInt_GrSLType,
+ kDefault_GrSLPrecision,
+ "height", &heightUniName);
+
+ fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec3f_GrSLType, kDefault_GrSLPrecision,
+ "AmbientColor", &ambientColorUniName);
+
+ SkString povDepthSampler("_povDepth");
+ SkString povDepth("povDepth");
+ this->emitChild(0, &povDepthSampler, args);
+ fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str());
+
+ SkString diffuseColorSampler("_inDiffuseColor");
+ SkString diffuseColor("inDiffuseColor");
+ this->emitChild(1, &diffuseColorSampler, args);
+ fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(),
+ diffuseColorSampler.c_str());
+
+ SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
+
+ fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
+ fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);");
+
+ // probability that a fragment is lit. For each light, we multiply this by the
+ // light's color to get its contribution to totalLightColor.
+ fragBuilder->codeAppend ("float lightProbability;");
+
+ // coordinates of current fragment in world space
+ fragBuilder->codeAppend ("vec3 worldCor;");
+
+ // Multiply by 255 to transform from sampler coordinates to world
+ // coordinates (since 1 channel is 0xFF)
+ // Note: vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
+ fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
+ "vec2(%s, %s), %s.b * 255);",
+ widthUniName, heightUniName, povDepth.c_str());
+
+ // Applies the offset indexing that goes from our view space into the light's space.
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
+ SkString povCoord("povCoord");
+ povCoord.appendf("%d", i);
+
+ SkString offset("offset");
+ offset.appendf("%d", i);
+ fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
+
+ if (shadowFP.fIsPointLight[i]) {
+ fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;",
+ i, lightDirOrPosUniName[i]);
+ fragBuilder->codeAppendf("float dist%d = length(fragToLight%d);",
+ i, i);
+ fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDepth.b;",
+ offset.c_str(), i);
+ fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLight%d);",
+ i, i);
+ }
+
+ if (shadowFP.fIsRadialLight[i]) {
+ fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0.x, "
+ "1 - vMatrixCoord_0_1_Stage0.y);\n",
+ povCoord.c_str());
+
+ fragBuilder->codeAppendf("%s = (%s) * 2.0 - 1.0 + (vec2(%s)/vec2(%s,%s) - 0.5)"
+ "* vec2(-2.0, 2.0);\n",
+ povCoord.c_str(), povCoord.c_str(),
+ lightDirOrPosUniName[i],
+ widthUniName, heightUniName);
+
+ fragBuilder->codeAppendf("float theta = atan(%s.y, %s.x);",
+ povCoord.c_str(), povCoord.c_str());
+ fragBuilder->codeAppendf("float r = length(%s);", povCoord.c_str());
+
+ // map output of atan to [0, 1]
+ fragBuilder->codeAppendf("%s.x = (theta + 3.1415) / (2.0 * 3.1415);",
+ povCoord.c_str());
+ fragBuilder->codeAppendf("%s.y = 0.0;", povCoord.c_str());
+ } else {
+ // note that we flip the y-coord of the offset and then later add
+ // a value just to the y-coord of povCoord. This is to account for
+ // the shifted origins from switching from raster into GPU.
+ if (shadowFP.fIsPointLight[i]) {
+ // the 0.375s are precalculated transform values, given that the depth
+ // maps for pt lights are 4x the size (linearly) as diffuse maps.
+ // The vec2(0.375, -0.375) is used to transform us to
+ // the center of the map.
+ fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
+ "vMatrixCoord_0_1_Stage0 +"
+ "vec2(0,%s - %s)"
+ "+ %s) / (vec2(%s, %s))) +"
+ "vec2(0.375, -0.375);",
+ povCoord.c_str(),
+ widthUniName, heightUniName,
+ depthMapHeightUniName[i], heightUniName,
+ offset.c_str(),
+ depthMapWidthUniName[i],
+ depthMapWidthUniName[i]);
+ } else {
+ fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * "
+ "vec2(255.0, -255.0);",
+ offset.c_str(), lightDirOrPosUniName[i]);
+
+ fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
+ "vMatrixCoord_0_1_Stage0 +"
+ "vec2(0,%s - %s)"
+ "+ %s) / vec2(%s, %s));",
+ povCoord.c_str(),
+ widthUniName, heightUniName,
+ depthMapHeightUniName[i], heightUniName,
+ offset.c_str(),
+ depthMapWidthUniName[i],
+ depthMapWidthUniName[i]);
+ }
+ }
+
+ fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
+ povCoord.c_str(),
+ kVec2f_GrSLType);
+ }
+
+ // helper variables for calculating shadowing
+
+ // variance of depth at this fragment in the context of surrounding area
+ // (area size and weighting dependent on blur size and type)
+ fragBuilder->codeAppendf("float variance;");
+
+ // the difference in depth between the user POV and light POV.
+ fragBuilder->codeAppendf("float d;");
+
+ // add up light contributions from all lights to totalLightColor
+ for (int i = 0; i < numLights; i++) {
+ fragBuilder->codeAppendf("lightProbability = 1;");
+
+ if (shadowFP.fIsRadialLight[i]) {
+ fragBuilder->codeAppend("totalLightColor = vec3(0);");
+
+ fragBuilder->codeAppend("vec2 tc = vec2(povCoord0.x, 0.0);");
+ fragBuilder->codeAppend("float depth = texture(uTextureSampler0_Stage1,"
+ "povCoord0).b * 2.0;");
+
+ fragBuilder->codeAppendf("lightProbability = step(r, depth);");
+
+ // 2 is the maximum depth. If this is reached, probably we have
+ // not intersected anything. So values after this should be unshadowed.
+ fragBuilder->codeAppendf("if (%s.b != 0 || depth == 2) {"
+ "lightProbability = 1.0; }",
+ povDepth.c_str());
+ } else {
+ // 1/512 == .00195... is less than half a pixel; imperceptible
+ fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
+ povDepth.c_str(), depthMaps[i].c_str());
+ if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
+ // We mess with depth and depth^2 in their given scales.
+ // (i.e. between 0 and 1)
+ fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g);",
+ i, depthMaps[i].c_str(), depthMaps[i].c_str());
+
+ // variance biasing lessens light bleeding
+ fragBuilder->codeAppendf("variance = max(moments%d.y - "
+ "(moments%d.x * moments%d.x),"
+ "%s);", i, i, i,
+ minVarianceUniName);
+
+ fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
+ povDepth.c_str(), i);
+ fragBuilder->codeAppendf("lightProbability = "
+ "(variance / (variance + d * d));");
+
+ SkString clamp("clamp");
+ clamp.appendf("%d", i);
+
+ // choosing between light artifacts or correct shape shadows
+ // linstep
+ fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
+ "(1 - %s), 0, 1);",
+ clamp.c_str(), shBiasUniName, shBiasUniName);
+
+ fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
+ } else {
+ fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ povDepth.c_str(), depthMaps[i].c_str());
+ fragBuilder->codeAppendf("lightProbability = 1;");
+ fragBuilder->codeAppendf("} else { lightProbability = 0; }");
+ }
+
+ // VSM: The curved shadows near plane edges are artifacts from blurring
+ // lightDir.z is equal to the lightDir dot the surface normal.
+ fragBuilder->codeAppendf("}");
+ }
+
+ if (shadowFP.isPointLight(i)) {
+ fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /"
+ "(1 + dist%d) * lightProbability;",
+ i, lightColorUniName[i], i);
+ } else {
+ fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lightProbability;",
+ lightDirOrPosUniName[i],
+ lightColorUniName[i]);
+ }
+
+ fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName);
+ fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);",
+ args.fOutputColor);
+ }
+
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrShaderCaps&,
+ GrProcessorKeyBuilder* b) {
+ const ShadowFP& shadowFP = proc.cast<ShadowFP>();
+ b->add32(shadowFP.fNumNonAmbLights);
+ int isPLR = 0;
+ for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
+ isPLR = isPLR | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
+ isPLR = isPLR | ((shadowFP.fIsRadialLight[i] ? 1 : 0) << (i+4));
+ }
+ b->add32(isPLR);
+ b->add32(shadowFP.fShadowParams.fType);
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman,
+ const GrFragmentProcessor& proc) override {
+ const ShadowFP &shadowFP = proc.cast<ShadowFP>();
+
+ for (int i = 0; i < shadowFP.numLights(); i++) {
+ const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
+ if (lightDirOrPos != fLightDirOrPos[i]) {
+ pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
+ fLightDirOrPos[i] = lightDirOrPos;
+ }
+
+ 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;
+ }
+ }
+
+ SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant;
+ if (biasingConstant != fBiasingConstant) {
+ pdman.set1f(fBiasingConstantUni, biasingConstant);
+ fBiasingConstant = biasingConstant;
+ }
+
+ SkScalar minVariance = shadowFP.shadowParams().fMinVariance;
+ if (minVariance != fMinVariance) {
+ // transform variance from pixel-scale to normalized scale
+ pdman.set1f(fMinVarianceUni, minVariance / 65536.0f);
+ fMinVariance = minVariance / 65536.0f;
+ }
+
+ 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 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights];
+
+ SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
+
+ int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
+
+ int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
+
+ int fWidth;
+ GrGLSLProgramDataManager::UniformHandle fWidthUni;
+ int fHeight;
+ GrGLSLProgramDataManager::UniformHandle fHeightUni;
+
+ SkScalar fBiasingConstant;
+ GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
+ SkScalar fMinVariance;
+ GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
+
+ SkColor3f fAmbientColor;
+ GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLShadowFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "shadowFP"; }
+
+ int32_t numLights() const { return fNumNonAmbLights; }
+ const SkColor3f& ambientColor() const { return fAmbientColor; }
+ bool isPointLight(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fIsPointLight[i];
+ }
+ bool isRadialLight(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fIsRadialLight[i];
+ }
+ const SkVector3& lightDirOrPos(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fLightDirOrPos[i];
+ }
+ const SkVector3& lightColor(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fLightColor[i];
+ }
+ int depthMapWidth(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fDepthMapWidth[i];
+ }
+ int depthMapHeight(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fDepthMapHeight[i];
+ }
+ int width() const {return fWidth; }
+ int height() const {return fHeight; }
+
+ const SkShadowParams& shadowParams() const {return fShadowParams; }
+
+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 ||
+ fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
+ return false;
+ }
+
+ if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
+ return false;
+ }
+
+ for (int i = 0; i < fNumNonAmbLights; i++) {
+ if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
+ fLightColor[i] != shadowFP.fLightColor[i] ||
+ fIsPointLight[i] != shadowFP.fIsPointLight[i] ||
+ fIsRadialLight[i] != shadowFP.fIsRadialLight[i]) {
+ return false;
+ }
+
+ if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
+ fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ int fNumNonAmbLights;
+
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
+ bool fIsRadialLight[SkShadowShader::kMaxNonAmbientLights];
+ SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
+ SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
+ TextureSampler fDepthMapSampler[SkShadowShader::kMaxNonAmbientLights];
+ sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
+
+ int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
+ int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
+
+ int fHeight;
+ int fWidth;
+
+ SkShadowParams fShadowParams;
+
+ 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,
+ fShadowParams, 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;
+
+ const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
+
+ fNonAmbLightCnt = lightShader.fLights->numLights();
+ fShadowMapPixels = new SkPixmap[fNonAmbLightCnt];
+
+ for (int i = 0; i < fNonAmbLightCnt; i++) {
+ if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectional_LightType) {
+ lightShader.fLights->light(i).getShadowMap()->
+ peekPixels(&fShadowMapPixels[i]);
+ }
+ }
+}
+
+SkShadowShaderImpl::ShadowShaderContext::~ShadowShaderContext() {
+ delete[] fShadowMapPixels;
+
+ // 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];
+ SkPMColor povDepth[BUFFER_MAX];
+
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ fDiffuseContext->shadeSpan(x, y, diffuse, n);
+ fPovDepthContext->shadeSpan(x, y, povDepth, n);
+
+ for (int i = 0; i < n; ++i) {
+ SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
+ SkColor povDepthColor = povDepth[i];
+
+ SkColor3f totalLight = lightShader.fLights->ambientLightColor();
+ // 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);
+
+ int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
+
+ if (light.type() == SkLights::Light::kDirectional_LightType) {
+
+ int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth);
+ int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth);
+
+ int shX = SkClampMax(x + i + xOffset, light.getShadowMap()->width() - 1);
+ int shY = SkClampMax(y + yOffset, light.getShadowMap()->height() - 1);
+
+ int shDepth = 0;
+ int shDepthsq = 0;
+
+ // pixmaps that point to things have nonzero heights
+ if (fShadowMapPixels[l].height() > 0) {
+ uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY);
+ SkColor shColor(pix);
+
+ shDepth = SkColorGetB(shColor);
+ shDepthsq = SkColorGetG(shColor) * 256;
+ } else {
+ // Make lights w/o a shadow map receive the full light contribution
+ shDepth = pvDepth;
+ }
+
+ SkScalar lightProb = 1.0f;
+ if (pvDepth < shDepth) {
+ if (lightShader.fShadowParams.fType ==
+ SkShadowParams::ShadowType::kVariance_ShadowType) {
+ int variance = SkMaxScalar(shDepthsq - shDepth * shDepth,
+ lightShader.fShadowParams.fMinVariance);
+ int d = pvDepth - shDepth;
+
+ lightProb = (SkScalar) variance / ((SkScalar) (variance + d * d));
+
+ SkScalar bias = lightShader.fShadowParams.fBiasingConstant;
+
+ lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f);
+ } else {
+ lightProb = 0.0f;
+ }
+ }
+
+ // assume object normals are pointing straight up
+ totalLight.fX += light.dir().fZ * light.color().fX * lightProb;
+ totalLight.fY += light.dir().fZ * light.color().fY * lightProb;
+ totalLight.fZ += light.dir().fZ * light.color().fZ * lightProb;
+
+ } else {
+ // right now we only expect directional and point light types.
+ SkASSERT(light.type() == SkLights::Light::kPoint_LightType);
+
+ int height = lightShader.fDiffuseHeight;
+
+ SkVector3 fragToLight = SkVector3::Make(light.pos().fX - x - i,
+ light.pos().fY - (height - y),
+ light.pos().fZ - pvDepth);
+
+ SkScalar dist = fragToLight.length();
+ SkScalar normalizedZ = fragToLight.fZ / dist;
+
+ SkScalar distAttenuation = light.intensity() / (1.0f + dist);
+
+ // assume object normals are pointing straight up
+ totalLight.fX += normalizedZ * light.color().fX * distAttenuation;
+ totalLight.fY += normalizedZ * light.color().fY * distAttenuation;
+ totalLight.fZ += normalizedZ * light.color().fZ * distAttenuation;
+ }
+ }
+
+ SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * totalLight.fX,
+ SkColorGetG(diffColor) * totalLight.fY,
+ SkColorGetB(diffColor) * totalLight.fZ);
+
+ result[i] = convert(totalColor, 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);
+
+ sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf);
+
+ SkShadowParams params;
+ params.fMinVariance = buf.readScalar();
+ params.fBiasingConstant = buf.readScalar();
+ params.fType = (SkShadowParams::ShadowType) buf.readInt();
+ params.fShadowRadius = buf.readScalar();
+
+ 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,
+ params);
+}
+
+void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ fLights->flatten(buf);
+
+ buf.writeScalar(fShadowParams.fMinVariance);
+ buf.writeScalar(fShadowParams.fBiasingConstant);
+ buf.writeInt(fShadowParams.fType);
+ buf.writeScalar(fShadowParams.fShadowRadius);
+
+ 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,
+ const SkShadowParams& params) {
+ 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,
+ params);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
+ SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
+
+#endif