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1 /*
2  * Copyright 2021 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "modules/skottie/src/effects/Effects.h"
9 
10 #include "include/core/SkM44.h"
11 #include "include/core/SkPictureRecorder.h"
12 #include "include/effects/SkRuntimeEffect.h"
13 #include "modules/skottie/src/Adapter.h"
14 #include "modules/skottie/src/SkottieJson.h"
15 #include "modules/skottie/src/SkottieValue.h"
16 #include "modules/sksg/include/SkSGRenderNode.h"
17 
18 #include <array>
19 
20 namespace skottie::internal {
21 
22 #ifdef SK_ENABLE_SKSL
23 
24 namespace  {
25 
26 // This shader maps its child shader onto a sphere.  To simplify things, we set it up such that:
27 //
28 //   - the sphere is centered at origin and has r == 1
29 //   - the eye is positioned at (0,0,eye_z), where eye_z is chosen to visually match AE
30 //   - the POI for a given pixel is on the z = 0 plane (x,y,0)
31 //   - we're only rendering inside the projected circle, which guarantees a quadratic solution
32 //
33 // Effect stages:
34 //
35 //   1) ray-cast to find the sphere intersection (selectable front/back solution);
36 //      given the sphere geometry, this is also the normal
37 //   2) rotate the normal
38 //   3) UV-map the sphere
39 //   4) scale uv to source size and sample
40 //   5) apply lighting model
41 //
42 // Note: the current implementation uses two passes for two-side ("full") rendering, on the
43 //       assumption that in practice most textures are opaque and two-side mode is infrequent;
44 //       if this proves to be problematic, we could expand the implementation to blend both sides
45 //       in one pass.
46 //
47 static constexpr char gSphereSkSL[] = R"(
48     uniform shader  child;
49 
50     uniform half3x3 rot_matrix;
51     uniform half2   child_scale;
52     uniform half    side_select;
53 
54     // apply_light()
55     %s
56 
57     half3 to_sphere(half3 EYE) {
58         half eye_z2 = EYE.z*EYE.z;
59 
60         half a = dot(EYE, EYE),
61              b = -2*eye_z2,
62              c = eye_z2 - 1,
63              t = (-b + side_select*sqrt(b*b - 4*a*c))/(2*a);
64 
65         return half3(0, 0, -EYE.z) + EYE*t;
66     }
67 
68     half4 main(float2 xy) {
69         half3 EYE = half3(xy, -5.5),
70                 N = to_sphere(EYE),
71                RN = rot_matrix*N;
72 
73         half kRPI = 1/3.1415927;
74 
75         half2 UV = half2(
76             0.5 + kRPI * 0.5 * atan(RN.x, RN.z),
77             0.5 + kRPI * asin(RN.y)
78         );
79 
80         return apply_light(EYE, N, child.eval(UV*child_scale));
81     }
82 )";
83 
84 // CC Sphere uses a Phong-like lighting model:
85 //
86 //   - "ambient" controls the intensity of the texture color
87 //   - "diffuse" controls a multiplicative mix of texture and light color
88 //   - "specular" controls a light color specular component
89 //   - "roughness" is the specular exponent reciprocal
90 //   - "light intensity" modulates the diffuse and specular components (but not ambient)
91 //   - "light height" and "light direction" specify the light source position in spherical coords
92 //
93 // Implementation-wise, light intensity/height/direction are all combined into l_vec.
94 // For efficiency, we fall back to a stripped-down shader (ambient-only) when the diffuse & specular
95 // components are not used.
96 //
97 // TODO: "metal" and "reflective" parameters are ignored.
98 static constexpr char gBasicLightSkSL[] = R"(
99     uniform half  l_coeff_ambient;
100 
101     half4 apply_light(half3 EYE, half3 N, half4 c) {
102         c.rgb *= l_coeff_ambient;
103         return c;
104     }
105 )";
106 
107 static constexpr char gFancyLightSkSL[] = R"(
108     uniform half3 l_vec;
109     uniform half3 l_color;
110     uniform half  l_coeff_ambient;
111     uniform half  l_coeff_diffuse;
112     uniform half  l_coeff_specular;
113     uniform half  l_specular_exp;
114 
115     half4 apply_light(half3 EYE, half3 N, half4 c) {
116         half3 LR = reflect(-l_vec*side_select, N);
117         half s_base = max(dot(normalize(EYE), LR), 0),
118 
119         a = l_coeff_ambient,
120         d = l_coeff_diffuse  * max(dot(l_vec, N), 0),
121         s = l_coeff_specular * saturate(pow(s_base, l_specular_exp));
122 
123         c.rgb = (a + d*l_color)*c.rgb + s*l_color;
124 
125         return c;
126     }
127 )";
128 
sphere_fancylight_effect()129 static sk_sp<SkRuntimeEffect> sphere_fancylight_effect() {
130     static const SkRuntimeEffect* effect =
131             SkRuntimeEffect::MakeForShader(SkStringPrintf(gSphereSkSL, gFancyLightSkSL), {})
132                     .effect.release();
133     if (0 && !effect) {
134         printf("!!! %s\n",
135                SkRuntimeEffect::MakeForShader(SkStringPrintf(gSphereSkSL, gFancyLightSkSL), {})
136                        .errorText.c_str());
137     }
138     SkASSERT(effect);
139 
140     return sk_ref_sp(effect);
141 }
142 
sphere_basiclight_effect()143 static sk_sp<SkRuntimeEffect> sphere_basiclight_effect() {
144     static const SkRuntimeEffect* effect =
145             SkRuntimeEffect::MakeForShader(SkStringPrintf(gSphereSkSL, gBasicLightSkSL), {})
146                     .effect.release();
147     SkASSERT(effect);
148 
149     return sk_ref_sp(effect);
150 }
151 
152 class SphereNode final : public sksg::CustomRenderNode {
153 public:
SphereNode(sk_sp<RenderNode> child,const SkSize & child_size)154     SphereNode(sk_sp<RenderNode> child, const SkSize& child_size)
155         : INHERITED({std::move(child)})
156         , fChildSize(child_size) {}
157 
158     enum class RenderSide {
159         kFull,
160         kOutside,
161         kInside,
162     };
163 
164     SG_ATTRIBUTE(Center  , SkPoint   , fCenter)
165     SG_ATTRIBUTE(Radius  , float     , fRadius)
166     SG_ATTRIBUTE(Rotation, SkM44     , fRot   )
167     SG_ATTRIBUTE(Side    , RenderSide, fSide  )
168 
169     SG_ATTRIBUTE(LightVec     , SkV3 , fLightVec     )
170     SG_ATTRIBUTE(LightColor   , SkV3 , fLightColor   )
171     SG_ATTRIBUTE(AmbientLight , float, fAmbientLight )
172     SG_ATTRIBUTE(DiffuseLight , float, fDiffuseLight )
173     SG_ATTRIBUTE(SpecularLight, float, fSpecularLight)
174     SG_ATTRIBUTE(SpecularExp  , float, fSpecularExp  )
175 
176 private:
contentShader()177     sk_sp<SkShader> contentShader() {
178         if (!fContentShader || this->hasChildrenInval()) {
179             const auto& child = this->children()[0];
180             child->revalidate(nullptr, SkMatrix::I());
181 
182             SkPictureRecorder recorder;
183             child->render(recorder.beginRecording(SkRect::MakeSize(fChildSize)));
184 
185             fContentShader = recorder.finishRecordingAsPicture()
186                     ->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, SkFilterMode::kLinear,
187                                  nullptr, nullptr);
188         }
189 
190         return fContentShader;
191     }
192 
buildEffectShader(float selector)193     sk_sp<SkShader> buildEffectShader(float selector) {
194         const auto has_fancy_light =
195                 fLightVec.length() > 0 && (fDiffuseLight > 0 || fSpecularLight > 0);
196 
197         SkRuntimeShaderBuilder builder(has_fancy_light
198                                            ? sphere_fancylight_effect()
199                                            : sphere_basiclight_effect());
200 
201         builder.child  ("child")       = this->contentShader();
202         builder.uniform("child_scale") = fChildSize;
203         builder.uniform("side_select") = selector;
204         builder.uniform("rot_matrix")  = std::array<float,9>{
205             fRot.rc(0,0), fRot.rc(0,1), fRot.rc(0,2),
206             fRot.rc(1,0), fRot.rc(1,1), fRot.rc(1,2),
207             fRot.rc(2,0), fRot.rc(2,1), fRot.rc(2,2),
208         };
209 
210         builder.uniform("l_coeff_ambient")  = fAmbientLight;
211 
212         if (has_fancy_light) {
213             builder.uniform("l_vec")            = fLightVec * -selector;
214             builder.uniform("l_color")          = fLightColor;
215             builder.uniform("l_coeff_diffuse")  = fDiffuseLight;
216             builder.uniform("l_coeff_specular") = fSpecularLight;
217             builder.uniform("l_specular_exp")   = fSpecularExp;
218         }
219 
220         const auto lm = SkMatrix::Translate(fCenter.fX, fCenter.fY) *
221                         SkMatrix::Scale(fRadius, fRadius);
222 
223         return builder.makeShader(&lm, false);
224     }
225 
onRevalidate(sksg::InvalidationController * ic,const SkMatrix & ctm)226     SkRect onRevalidate(sksg::InvalidationController* ic, const SkMatrix& ctm) override {
227         fSphereShader.reset();
228         if (fSide != RenderSide::kOutside) {
229             fSphereShader = this->buildEffectShader(1);
230         }
231         if (fSide != RenderSide::kInside) {
232             auto outside = this->buildEffectShader(-1);
233             fSphereShader = fSphereShader
234                     ? SkShaders::Blend(SkBlendMode::kSrcOver,
235                                        std::move(fSphereShader),
236                                        std::move(outside))
237                     : std::move(outside);
238         }
239         SkASSERT(fSphereShader);
240 
241         return SkRect::MakeLTRB(fCenter.fX - fRadius,
242                                 fCenter.fY - fRadius,
243                                 fCenter.fX + fRadius,
244                                 fCenter.fY + fRadius);
245     }
246 
onRender(SkCanvas * canvas,const RenderContext * ctx) const247     void onRender(SkCanvas* canvas, const RenderContext* ctx) const override {
248         if (fRadius <= 0) {
249             return;
250         }
251 
252         SkPaint sphere_paint;
253         sphere_paint.setAntiAlias(true);
254         sphere_paint.setShader(fSphereShader);
255 
256         canvas->drawCircle(fCenter, fRadius, sphere_paint);
257     }
258 
onNodeAt(const SkPoint &) const259     const RenderNode* onNodeAt(const SkPoint&) const override { return nullptr; } // no hit-testing
260 
261     const SkSize fChildSize;
262 
263     // Cached shaders
264     sk_sp<SkShader> fSphereShader;
265     sk_sp<SkShader> fContentShader;
266 
267     // Effect controls.
268     SkM44      fRot;
269     SkPoint    fCenter = {0,0};
270     float      fRadius = 0;
271     RenderSide fSide   = RenderSide::kFull;
272 
273     SkV3       fLightVec      = {0,0,1},
274                fLightColor    = {1,1,1};
275     float      fAmbientLight  = 1,
276                fDiffuseLight  = 0,
277                fSpecularLight = 0,
278                fSpecularExp   = 0;
279 
280     using INHERITED = sksg::CustomRenderNode;
281 };
282 
283 class SphereAdapter final : public DiscardableAdapterBase<SphereAdapter, SphereNode> {
284 public:
SphereAdapter(const skjson::ArrayValue & jprops,const AnimationBuilder * abuilder,sk_sp<SphereNode> node)285     SphereAdapter(const skjson::ArrayValue& jprops,
286                   const AnimationBuilder* abuilder,
287                   sk_sp<SphereNode> node)
288         : INHERITED(std::move(node))
289     {
290         enum : size_t {
291             //      kRotGrp_Index =  0,
292                       kRotX_Index =  1,
293                       kRotY_Index =  2,
294                       kRotZ_Index =  3,
295                   kRotOrder_Index =  4,
296             // ???                =  5,
297                     kRadius_Index =  6,
298                     kOffset_Index =  7,
299                     kRender_Index =  8,
300 
301             //       kLight_Index =  9,
302             kLightIntensity_Index = 10,
303                 kLightColor_Index = 11,
304                kLightHeight_Index = 12,
305             kLightDirection_Index = 13,
306             // ???                = 14,
307             //     kShading_Index = 15,
308                    kAmbient_Index = 16,
309                    kDiffuse_Index = 17,
310                   kSpecular_Index = 18,
311                  kRoughness_Index = 19,
312         };
313 
314         EffectBinder(jprops, *abuilder, this)
315             .bind(  kOffset_Index, fOffset  )
316             .bind(  kRadius_Index, fRadius  )
317             .bind(    kRotX_Index, fRotX    )
318             .bind(    kRotY_Index, fRotY    )
319             .bind(    kRotZ_Index, fRotZ    )
320             .bind(kRotOrder_Index, fRotOrder)
321             .bind(  kRender_Index, fRender  )
322 
323             .bind(kLightIntensity_Index, fLightIntensity)
324             .bind(    kLightColor_Index, fLightColor    )
325             .bind(   kLightHeight_Index, fLightHeight   )
326             .bind(kLightDirection_Index, fLightDirection)
327             .bind(       kAmbient_Index, fAmbient       )
328             .bind(       kDiffuse_Index, fDiffuse       )
329             .bind(      kSpecular_Index, fSpecular      )
330             .bind(     kRoughness_Index, fRoughness     );
331     }
332 
333 private:
onSync()334     void onSync() override {
335         const auto side = [](ScalarValue s) {
336             switch (SkScalarRoundToInt(s)) {
337                 case 1:  return SphereNode::RenderSide::kFull;
338                 case 2:  return SphereNode::RenderSide::kOutside;
339                 case 3:
340                 default: return SphereNode::RenderSide::kInside;
341             }
342             SkUNREACHABLE;
343         };
344 
345         const auto rotation = [](ScalarValue order,
346                                  ScalarValue x, ScalarValue y, ScalarValue z) {
347             const SkM44 rx = SkM44::Rotate({1,0,0}, SkDegreesToRadians( x)),
348                         ry = SkM44::Rotate({0,1,0}, SkDegreesToRadians( y)),
349                         rz = SkM44::Rotate({0,0,1}, SkDegreesToRadians(-z));
350 
351             switch (SkScalarRoundToInt(order)) {
352                 case 1: return rx * ry * rz;
353                 case 2: return rx * rz * ry;
354                 case 3: return ry * rx * rz;
355                 case 4: return ry * rz * rx;
356                 case 5: return rz * rx * ry;
357                 case 6:
358                default: return rz * ry * rx;
359             }
360             SkUNREACHABLE;
361         };
362 
363         const auto light_vec = [](float height, float direction) {
364             float z = std::sin(height * SK_ScalarPI / 2),
365                   r = std::sqrt(1 - z*z),
366                   x = std::cos(direction) * r,
367                   y = std::sin(direction) * r;
368 
369             return SkV3{x,y,z};
370         };
371 
372         const auto& sph = this->node();
373 
374         sph->setCenter({fOffset.x, fOffset.y});
375         sph->setRadius(fRadius);
376         sph->setSide(side(fRender));
377         sph->setRotation(rotation(fRotOrder, fRotX, fRotY, fRotZ));
378 
379         sph->setAmbientLight (SkTPin(fAmbient * 0.01f, 0.0f, 2.0f));
380 
381         const auto intensity = SkTPin(fLightIntensity * 0.01f,  0.0f, 10.0f);
382         sph->setDiffuseLight (SkTPin(fDiffuse * 0.01f, 0.0f, 1.0f) * intensity);
383         sph->setSpecularLight(SkTPin(fSpecular* 0.01f, 0.0f, 1.0f) * intensity);
384 
385         sph->setLightVec(light_vec(
386             SkTPin(fLightHeight    * 0.01f, -1.0f,  1.0f),
387             SkDegreesToRadians(fLightDirection - 90)
388         ));
389 
390         const auto lc = static_cast<SkColor4f>(fLightColor);
391         sph->setLightColor({lc.fR, lc.fG, lc.fB});
392 
393         sph->setSpecularExp(1/SkTPin(fRoughness, 0.001f, 0.5f));
394     }
395 
396     Vec2Value   fOffset   = {0,0};
397     ScalarValue fRadius   = 0,
398                 fRotX     = 0,
399                 fRotY     = 0,
400                 fRotZ     = 0,
401                 fRotOrder = 1,
402                 fRender   = 1;
403 
404     VectorValue fLightColor;
405     ScalarValue fLightIntensity =   0,
406                 fLightHeight    =   0,
407                 fLightDirection =   0,
408                 fAmbient        = 100,
409                 fDiffuse        =   0,
410                 fSpecular       =   0,
411                 fRoughness      =   0.5f;
412 
413     using INHERITED = DiscardableAdapterBase<SphereAdapter, SphereNode>;
414 };
415 
416 } // namespace
417 
418 #endif  // SK_ENABLE_SKSL
419 
attachSphereEffect(const skjson::ArrayValue & jprops,sk_sp<sksg::RenderNode> layer) const420 sk_sp<sksg::RenderNode> EffectBuilder::attachSphereEffect(
421         const skjson::ArrayValue& jprops, sk_sp<sksg::RenderNode> layer) const {
422 #ifdef SK_ENABLE_SKSL
423     auto sphere = sk_make_sp<SphereNode>(std::move(layer), fLayerSize);
424 
425     return fBuilder->attachDiscardableAdapter<SphereAdapter>(jprops, fBuilder, std::move(sphere));
426 #else
427     // TODO(skia:12197)
428     return layer;
429 #endif
430 }
431 
432 } // namespace skottie::internal
433