gl_engine: introduce dropshadow effect for opengl renderer

issue: https://github.com/thorvg/thorvg/issues/3054
This commit is contained in:
Sergii Liebodkin 2025-04-10 14:20:01 +00:00 committed by Hermet Park
parent 5c27fefef8
commit 6c3fee84ec
7 changed files with 182 additions and 2 deletions

View file

@ -208,6 +208,11 @@ struct GlGaussianBlur {
float extend{};
};
struct GlDropShadow: GlGaussianBlur {
float color[4];
float offset[2];
};
struct GlEffectParams {
// fill: [0..3]: color
// tint: [0..2]: black, [4..6]: white, [8]: intensity

View file

@ -435,6 +435,60 @@ void GlGaussianBlurTask::run()
GL_CHECK(glEnable(GL_BLEND));
}
void GlEffectDropShadowTask::run()
{
const auto vp = getViewport();
const auto width = mDstFbo->getWidth();
const auto height = mDstFbo->getHeight();
// get targets handles
GLuint dstCopyTexId0 = mDstCopyFbo0->getColorTexture();
GLuint dstCopyTexId1 = mDstCopyFbo1->getColorTexture();
// get programs properties
GlProgram* programHorz = horzTask->getProgram();
GlProgram* programVert = vertTask->getProgram();
GLint horzSrcTextureLoc = programHorz->getUniformLocation("uSrcTexture");
GLint vertSrcTextureLoc = programVert->getUniformLocation("uSrcTexture");
GLint srcTextureLoc = getProgram()->getUniformLocation("uSrcTexture");
GLint blrTextureLoc = getProgram()->getUniformLocation("uBlrTexture");
addBindResource({ 0, dstCopyTexId0, srcTextureLoc });
addBindResource({ 1, dstCopyTexId1, blrTextureLoc });
GL_CHECK(glViewport(0, 0, width, height));
GL_CHECK(glScissor(0, 0, width, height));
// we need to make a full copy of dst to intermediate buffers to be sure that they dont contain prev data.
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
GL_CHECK(glDisable(GL_BLEND));
// horizontal blur
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
horzTask->setViewport(vp);
horzTask->addBindResource({ 0, dstCopyTexId1, horzSrcTextureLoc });
horzTask->run();
// vertical blur
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstCopyFbo1->getResolveFboId()));
vertTask->setViewport(vp);
vertTask->addBindResource({ 0, dstCopyTexId0, vertSrcTextureLoc });
vertTask->run();
// copy original image to intermediate buffer
GL_CHECK(glBindFramebuffer(GL_READ_FRAMEBUFFER, mDstFbo->getFboId()));
GL_CHECK(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mDstCopyFbo0->getResolveFboId()));
GL_CHECK(glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST));
// run drop shadow effect
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, mDstFbo->getFboId()));
GlRenderTask::run();
GL_CHECK(glEnable(GL_BLEND));
}
void GlEffectColorTransformTask::run()
{
const auto width = mDstFbo->getWidth();

View file

@ -237,6 +237,24 @@ private:
GlRenderTarget* mDstCopyFbo1;
};
class GlEffectDropShadowTask: public GlRenderTask
{
public:
GlEffectDropShadowTask(GlProgram* program, GlRenderTarget* dstFbo, GlRenderTarget* dstCopyFbo0, GlRenderTarget* dstCopyFbo1):
GlRenderTask(program), mDstFbo(dstFbo), mDstCopyFbo0(dstCopyFbo0), mDstCopyFbo1(dstCopyFbo1) {};
~GlEffectDropShadowTask(){ delete horzTask; delete vertTask; };
void run() override;
GlRenderTask* horzTask;
GlRenderTask* vertTask;
RenderEffectDropShadow* effect;
private:
GlRenderTarget* mDstFbo;
GlRenderTarget* mDstCopyFbo0;
GlRenderTarget* mDstCopyFbo1;
};
class GlEffectColorTransformTask: public GlRenderTask
{
public:

View file

@ -144,6 +144,7 @@ void GlRenderer::initShaders()
// effects
mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_VERTICAL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, GAUSSIAN_HORIZONTAL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_DROPSHADOW));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_FILL));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_TINT));
mPrograms.push(new GlProgram(EFFECT_VERTEX, EFFECT_TRITONE));
@ -964,6 +965,32 @@ void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, cons
}
void GlRenderer::effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform)
{
GlDropShadow* dropShadow = (GlDropShadow*)effect->rd;
if (!dropShadow) dropShadow = tvg::malloc<GlDropShadow*>(sizeof(GlDropShadow));
const float sigma = effect->sigma;
const float scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12);
const float radian = tvg::deg2rad(90.0f - effect->angle);
const Point offset = {
-effect->distance * cosf(radian) * scale,
-effect->distance * sinf(radian) * scale
};
dropShadow->sigma = sigma;
dropShadow->scale = scale;
dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1;
dropShadow->color[0] = effect->color[0] / 255.0f;
dropShadow->color[1] = effect->color[1] / 255.0f;
dropShadow->color[2] = effect->color[2] / 255.0f;
dropShadow->color[3] = effect->color[3] / 255.0f;
dropShadow->offset[0] = offset.x;
dropShadow->offset[1] = offset.y;
dropShadow->extend = 2 * std::max(sigma * scale + std::abs(offset.x), sigma * scale + std::abs(offset.y));
effect->rd = dropShadow;
effect->valid = true;
}
void GlRenderer::effectFillUpdate(RenderEffectFill* effect, const Matrix& transform)
{
auto params = (GlEffectParams*)effect->rd;
@ -1031,6 +1058,17 @@ bool GlRenderer::effectGaussianBlurRegion(RenderEffectGaussianBlur* effect)
};
bool GlRenderer::effectDropShadowRegion(RenderEffectDropShadow* effect)
{
auto gaussianBlur = (GlDropShadow*)effect->rd;
effect->extend.x = -gaussianBlur->extend;
effect->extend.w = +gaussianBlur->extend * 2;
effect->extend.y = -gaussianBlur->extend;
effect->extend.h = +gaussianBlur->extend * 2;
return true;
};
void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
{
// we must be sure, that we have intermidiate FBOs
@ -1039,6 +1077,7 @@ void GlRenderer::prepare(RenderEffect* effect, const Matrix& transform)
switch (effect->type) {
case SceneEffect::GaussianBlur: effectGaussianBlurUpdate(static_cast<RenderEffectGaussianBlur*>(effect), transform); break;
case SceneEffect::DropShadow : effectDropShadowUpdate(static_cast<RenderEffectDropShadow*>(effect), transform); break;
case SceneEffect::Fill: effectFillUpdate(static_cast<RenderEffectFill*>(effect), transform); break;
case SceneEffect::Tint: effectTintUpdate(static_cast<RenderEffectTint*>(effect), transform); break;
case SceneEffect::Tritone: effectTritoneUpdate(static_cast<RenderEffectTritone*>(effect), transform); break;
@ -1052,6 +1091,7 @@ bool GlRenderer::region(RenderEffect* effect)
{
switch (effect->type) {
case SceneEffect::GaussianBlur: return effectGaussianBlurRegion(static_cast<RenderEffectGaussianBlur*>(effect));
case SceneEffect::DropShadow : return effectDropShadowRegion(static_cast<RenderEffectDropShadow*>(effect));
case SceneEffect::Fill:
case SceneEffect::Tint:
case SceneEffect::Tritone: return true;
@ -1074,6 +1114,7 @@ bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* ef
auto voffset = mGpuBuffer.push((void*)vdata, sizeof(vdata));
auto ioffset = mGpuBuffer.pushIndex((void*)idata, sizeof(idata));
// effect gaussian blur
if (effect->type == SceneEffect::GaussianBlur) {
// get gaussian programs
GlProgram* programHorz = mPrograms[RT_GaussianHorz];
@ -1102,7 +1143,40 @@ bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* ef
gaussianTask->vertTask->setDrawRange(ioffset, 6);
// add task to render pipeline
pass->addRenderTask(gaussianTask);
} // effect fill
} // effect drop shadow
else if (effect->type == SceneEffect::DropShadow) {
// get programs
GlProgram* program = mPrograms[RT_DropShadow];
GlProgram* programHorz = mPrograms[RT_GaussianHorz];
GlProgram* programVert = mPrograms[RT_GaussianVert];
// get current and intermidiate framebuffers
auto dstFbo = pass->getFbo();
auto dstCopyFbo0 = mBlendPool[0]->getRenderTarget(vp);
auto dstCopyFbo1 = mBlendPool[1]->getRenderTarget(vp);
// add uniform data
GlDropShadow* params = (GlDropShadow*)(effect->rd);
auto paramsOffset = mGpuBuffer.push(params, sizeof(GlDropShadow), true);
// create gaussian blur tasks
auto task = new GlEffectDropShadowTask(program, dstFbo, dstCopyFbo0, dstCopyFbo1);
task->effect = (RenderEffectDropShadow*)effect;
task->setViewport({0, 0, vp.w, vp.h});
task->addBindResource(GlBindingResource{0, program->getUniformBlockIndex("DropShadow"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlDropShadow)});
task->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->setDrawRange(ioffset, 6);
// horizontal blur task and geometry
task->horzTask = new GlRenderTask(programHorz);
task->horzTask->addBindResource(GlBindingResource{0, programHorz->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
task->horzTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->horzTask->setDrawRange(ioffset, 6);
// vertical blur task and geometry
task->vertTask = new GlRenderTask(programVert);
task->vertTask->addBindResource(GlBindingResource{0, programVert->getUniformBlockIndex("Gaussian"), mGpuBuffer.getBufferId(), paramsOffset, sizeof(GlGaussianBlur)});
task->vertTask->addVertexLayout(GlVertexLayout{0, 2, 2 * sizeof(float), voffset});
task->vertTask->setDrawRange(ioffset, 6);
// add task to render pipeline
pass->addRenderTask(task);
} // effect fill, tint, tritone
else if ((effect->type == SceneEffect::Fill) || (effect->type == SceneEffect::Tint) || (effect->type == SceneEffect::Tritone)) {
GlProgram* program{};
if (effect->type == SceneEffect::Fill) program = mPrograms[RT_EffectFill];

View file

@ -62,7 +62,7 @@ public:
RT_GaussianVert,
RT_GaussianHorz,
//RT_DropShadow,
RT_DropShadow,
RT_EffectFill,
RT_EffectTint,
RT_EffectTritone,
@ -124,11 +124,13 @@ private:
void endRenderPass(RenderCompositor* cmp);
void effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, const Matrix& transform);
void effectDropShadowUpdate(RenderEffectDropShadow* effect, const Matrix& transform);
void effectFillUpdate(RenderEffectFill* effect, const Matrix& transform);
void effectTintUpdate(RenderEffectTint* effect, const Matrix& transform);
void effectTritoneUpdate(RenderEffectTritone* effect, const Matrix& transform);
bool effectGaussianBlurRegion(RenderEffectGaussianBlur* effect);
bool effectDropShadowRegion(RenderEffectDropShadow* effect);
void flush();
void clearDisposes();

View file

@ -821,6 +821,32 @@ void main()
}
)";
const char* EFFECT_DROPSHADOW = R"(
uniform sampler2D uSrcTexture;
uniform sampler2D uBlrTexture;
layout(std140) uniform DropShadow {
int level;
float sigma;
float scale;
float extend;
vec4 color;
vec2 offset;
} uDropShadow;
in vec2 vUV;
out vec4 FragColor;
void main()
{
vec2 texelSize = 1.0 / vec2(textureSize(uSrcTexture, 0));
vec2 offset = uDropShadow.offset * texelSize;
vec4 orig = texture(uSrcTexture, vUV);
vec4 blur = texture(uBlrTexture, vUV + offset);
vec4 shad = uDropShadow.color * blur.a;
FragColor = orig + shad * (1.0 - orig.a);
}
)";
const char* EFFECT_FILL = R"(
uniform sampler2D uSrcTexture;
layout(std140) uniform Params {

View file

@ -57,6 +57,7 @@ extern const char* EXCLUSION_BLEND_FRAG;
extern const char* EFFECT_VERTEX;
extern const char* GAUSSIAN_VERTICAL;
extern const char* GAUSSIAN_HORIZONTAL;
extern const char* EFFECT_DROPSHADOW;
extern const char* EFFECT_FILL;
extern const char* EFFECT_TINT;
extern const char* EFFECT_TRITONE;