aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/core
diff options
context:
space:
mode:
Diffstat (limited to 'src/core')
-rw-r--r--src/core/SkCanvas.cpp166
-rw-r--r--src/core/SkRadialShadowMapShader.cpp429
-rw-r--r--src/core/SkRadialShadowMapShader.h31
-rw-r--r--src/core/SkShadowShader.cpp207
4 files changed, 689 insertions, 144 deletions
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp
index a543a5cc5b..6e898fa1bb 100644
--- a/src/core/SkCanvas.cpp
+++ b/src/core/SkCanvas.cpp
@@ -26,6 +26,7 @@
#include "SkPaintPriv.h"
#include "SkPatchUtils.h"
#include "SkPicture.h"
+#include "SkRadialShadowMapShader.h"
#include "SkRasterClip.h"
#include "SkReadPixelsRec.h"
#include "SkRRect.h"
@@ -3239,66 +3240,6 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
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
- for (int i = 0; i < fLights->numLights(); ++i) {
- // skip over ambient lights; they don't cast shadows
- // lights that have shadow maps do not need updating (because lights are immutable)
-
- if (fLights->light(i).getShadowMap() != nullptr) {
- continue;
- }
-
- // TODO: compute the correct size of the depth map from the light properties
- // TODO: maybe add a kDepth_8_SkColorType
- // TODO: find actual max depth of picture
- SkISize shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
- fLights->light(i), 255,
- picture->cullRect().width(),
- picture->cullRect().height());
-
- SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- // Create a new surface (that matches the backend of canvas)
- // for each shadow map
- sk_sp<SkSurface> surf(this->makeSurface(info));
-
- // Wrap another SPFCanvas around the surface
- sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
- sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
- depthMapCanvas->setShadowParams(params);
-
- // 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(picture);
- sk_sp<SkImage> depthMap = surf->makeImageSnapshot();
-
- if (params.fType == SkShadowParams::kNoBlur_ShadowType) {
- fLights->light(i).setShadowMap(std::move(depthMap));
- } else if (params.fType == SkShadowParams::kVariance_ShadowType) {
- // we blur the variance map
- SkPaint blurPaint;
- blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadius,
- params.fShadowRadius, nullptr));
-
- SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
- kBGRA_8888_SkColorType,
- kOpaque_SkAlphaType);
-
- sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo));
-
- blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPaint);
-
- fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot());
- }
- }
-
// povDepthMap
{
SkLights::Builder builder;
@@ -3338,15 +3279,116 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
diffuseMap = surf->makeImageSnapshot();
}
- SkPaint shadowPaint;
sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode);
sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode);
+
+ // TODO: pass the depth to the shader in vertices, or uniforms
+ // so we don't have to render depth and color separately
+ for (int i = 0; i < fLights->numLights(); ++i) {
+ // skip over ambient lights; they don't cast shadows
+ // lights that have shadow maps do not need updating (because lights are immutable)
+ sk_sp<SkImage> depthMap;
+ SkISize shMapSize;
+
+ if (fLights->light(i).getShadowMap() != nullptr) {
+ continue;
+ }
+
+ if (fLights->light(i).isRadial()) {
+ shMapSize.fHeight = 1;
+ shMapSize.fWidth = (int) picture->cullRect().width();
+
+ SkImageInfo info = SkImageInfo::Make(diffuseMap->width(), 1,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ // Create new surface (that matches the backend of canvas)
+ // for each shadow map
+ sk_sp<SkSurface> surf(this->makeSurface(info));
+
+ // Wrap another SPFCanvas around the surface
+ SkCanvas* depthMapCanvas = surf->getCanvas();
+
+ SkLights::Builder builder;
+ builder.add(fLights->light(i));
+ sk_sp<SkLights> curLight = builder.finish();
+
+ sk_sp<SkShader> shadowMapShader;
+ shadowMapShader = SkRadialShadowMapShader::Make(
+ povDepthShader, curLight,
+ (int) picture->cullRect().width(),
+ (int) picture->cullRect().height());
+
+ SkPaint shadowMapPaint;
+ shadowMapPaint.setShader(std::move(shadowMapShader));
+
+ depthMapCanvas->setLights(curLight);
+
+ depthMapCanvas->drawRect(SkRect::MakeIWH(diffuseMap->width(),
+ diffuseMap->height()),
+ shadowMapPaint);
+
+ depthMap = surf->makeImageSnapshot();
+
+ } else {
+ // TODO: compute the correct size of the depth map from the light properties
+ // TODO: maybe add a kDepth_8_SkColorType
+ // TODO: find actual max depth of picture
+ shMapSize = SkShadowPaintFilterCanvas::ComputeDepthMapSize(
+ fLights->light(i), 255,
+ (int) picture->cullRect().width(),
+ (int) picture->cullRect().height());
+
+ SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ // Create a new surface (that matches the backend of canvas)
+ // for each shadow map
+ sk_sp<SkSurface> surf(this->makeSurface(info));
+
+ // Wrap another SPFCanvas around the surface
+ sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
+ sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
+ depthMapCanvas->setShadowParams(params);
+
+ // 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(picture);
+ depthMap = surf->makeImageSnapshot();
+ }
+
+ if (params.fType == SkShadowParams::kNoBlur_ShadowType) {
+ fLights->light(i).setShadowMap(std::move(depthMap));
+ } else if (params.fType == SkShadowParams::kVariance_ShadowType) {
+ // we blur the variance map
+ SkPaint blurPaint;
+ blurPaint.setImageFilter(SkImageFilter::MakeBlur(params.fShadowRadius,
+ params.fShadowRadius, nullptr));
+
+ SkImageInfo blurInfo = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ sk_sp<SkSurface> blurSurf(this->makeSurface(blurInfo));
+
+ blurSurf->getCanvas()->drawImage(std::move(depthMap), 0, 0, &blurPaint);
+
+ fLights->light(i).setShadowMap(blurSurf->makeImageSnapshot());
+ }
+ }
+
+ SkPaint shadowPaint;
sk_sp<SkShader> shadowShader = SkShadowShader::Make(std::move(povDepthShader),
std::move(diffuseShader),
- std::move(fLights),
+ fLights,
diffuseMap->width(),
diffuseMap->height(),
params);
diff --git a/src/core/SkRadialShadowMapShader.cpp b/src/core/SkRadialShadowMapShader.cpp
new file mode 100644
index 0000000000..24b54a5e2b
--- /dev/null
+++ b/src/core/SkRadialShadowMapShader.cpp
@@ -0,0 +1,429 @@
+/*
+ * 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;");
+ fragBuilder->codeAppend("float closestDistHere = 0;");
+ 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
diff --git a/src/core/SkRadialShadowMapShader.h b/src/core/SkRadialShadowMapShader.h
new file mode 100644
index 0000000000..4d6956ca82
--- /dev/null
+++ b/src/core/SkRadialShadowMapShader.h
@@ -0,0 +1,31 @@
+/*
+ * 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 "SkReadBuffer.h"
+
+#ifndef SkRadialShadowMapShader_DEFINED
+#define SkRadialShadowMapShader_DEFINED
+
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+class SkLights;
+class SkShader;
+
+class SK_API SkRadialShadowMapShader {
+public:
+ /** This shader creates a 1D strip depth map for radial lights.
+ * It can only take in 1 light to generate one shader at a time.
+ */
+ static sk_sp<SkShader> Make(sk_sp<SkShader> occluderShader,
+ sk_sp<SkLights> light,
+ int diffuseWidth, int diffuseHeight);
+
+ SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
+};
+
+#endif
+#endif
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
index 13baec1fce..59152bfc37 100644
--- a/src/core/SkShadowShader.cpp
+++ b/src/core/SkShadowShader.cpp
@@ -132,6 +132,8 @@ public:
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*
@@ -281,62 +283,82 @@ public:
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
- // povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
- // and the / vec2(width, height) brings it back to a sampler coordinate
SkString offset("offset");
offset.appendf("%d", i);
-
- SkString scaleVec("scaleVec");
- scaleVec.appendf("%d", i);
-
fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
- // 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]) {
fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;",
i, lightDirOrPosUniName[i]);
fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d, "
- "fragToLight%d);",
+ "fragToLight%d);",
i, 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());
- // 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]);
+ // 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 {
- 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]);
+ // 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
@@ -352,73 +374,88 @@ public:
for (int i = 0; i < numLights; i++) {
fragBuilder->codeAppendf("lightProbability = 1;");
- // 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());
+ 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);");
+
+ fragBuilder->codeAppendf("if (%s.b != 0 || depth == 0) {"
+ "lightProbability = 1.0; }",
+ povDepth.c_str());
} else {
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ // 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());
- fragBuilder->codeAppendf("lightProbability = 1;");
- fragBuilder->codeAppendf("} else { lightProbability = 0; }");
- }
+ 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("}");
+ // 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 + distsq%d) *"
- "lightProbability;",
+ "(1 + distsq%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);
}
- fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName);
- fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);",
- args.fOutputColor);
}
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
b->add32(shadowFP.fNumNonAmbLights);
- int isPL = 0;
+ int isPLR = 0;
for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
- isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
+ isPLR = isPLR | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
+ isPLR = isPLR | ((shadowFP.fIsRadialLight[i] ? 1 : 0) << (i+4));
}
- b->add32(isPL);
+ b->add32(isPLR);
b->add32(shadowFP.fShadowParams.fType);
}
@@ -528,6 +565,10 @@ public:
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];
@@ -566,7 +607,8 @@ private:
for (int i = 0; i < fNumNonAmbLights; i++) {
if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
fLightColor[i] != shadowFP.fLightColor[i] ||
- fIsPointLight[i] != shadowFP.fIsPointLight[i]) {
+ fIsPointLight[i] != shadowFP.fIsPointLight[i] ||
+ fIsRadialLight[i] != shadowFP.fIsRadialLight[i]) {
return false;
}
@@ -582,6 +624,7 @@ private:
int fNumNonAmbLights;
bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
+ bool fIsRadialLight[SkShadowShader::kMaxNonAmbientLights];
SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];