| /* |
| * 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 "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, |
| 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, nullptr, &povDepthSampler, args); |
| fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str()); |
| |
| SkString diffuseColorSampler("_inDiffuseColor"); |
| SkString diffuseColor("inDiffuseColor"); |
| this->emitChild(1, nullptr, &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 GrProcessor& 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"; } |
| |
| void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| inout->mulByUnknownFourComponents(); |
| } |
| 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 |