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Side by Side Diff: src/core/SkShadowShader.cpp

Issue 2198933002: Making a sample for shadow maps for more intensive development (Closed) Base URL: https://skia.googlesource.com/skia@shadow-gm
Patch Set: Made requested changes Created 4 years, 4 months ago
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1 /* 1 /*
2 * Copyright 2016 Google Inc. 2 * Copyright 2016 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 8
9 #include "SkLights.h" 9 #include "SkLights.h"
10 #include "SkReadBuffer.h" 10 #include "SkReadBuffer.h"
11 #include "SkShadowShader.h" 11 #include "SkShadowShader.h"
12 #include "SkPoint3.h" 12 #include "SkPoint3.h"
13 13
14 //////////////////////////////////////////////////////////////////////////// 14 ////////////////////////////////////////////////////////////////////////////
15 #ifdef SK_EXPERIMENTAL_SHADOWING 15 #ifdef SK_EXPERIMENTAL_SHADOWING
16 16
robertphillips 2016/08/04 15:17:35 Can this actually go inside SkShadowShaderImpl ?
vjiaoblack 2016/08/04 18:03:59 Done.
17 #define SK_MAX_NON_AMBIENT_LIGHTS 4 17 static constexpr int kMaxNonAmbientLights = 4;
18 18
19 /** \class SkShadowShaderImpl 19 /** \class SkShadowShaderImpl
20 This subclass of shader applies shadowing 20 This subclass of shader applies shadowing
21 */ 21 */
22 class SkShadowShaderImpl : public SkShader { 22 class SkShadowShaderImpl : public SkShader {
23 public: 23 public:
24 /** Create a new shadowing shader that shadows 24 /** Create a new shadowing shader that shadows
25 @param to do to do 25 @param to do to do
26 */ 26 */
27 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, 27 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
(...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after
109 int diffuseWidth, int diffuseHeight, 109 int diffuseWidth, int diffuseHeight,
110 GrContext* context) { 110 GrContext* context) {
111 111
112 // fuse all ambient lights into a single one 112 // fuse all ambient lights into a single one
113 fAmbientColor.set(0.0f, 0.0f, 0.0f); 113 fAmbientColor.set(0.0f, 0.0f, 0.0f);
114 114
115 fNumDirLights = 0; // refers to directional lights. 115 fNumDirLights = 0; // refers to directional lights.
116 for (int i = 0; i < lights->numLights(); ++i) { 116 for (int i = 0; i < lights->numLights(); ++i) {
117 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { 117 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
118 fAmbientColor += lights->light(i).color(); 118 fAmbientColor += lights->light(i).color();
119 } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){ 119 } else if (fNumDirLights < kMaxNonAmbientLights){
120 fLightColor[fNumDirLights] = lights->light(i).color(); 120 fLightColor[fNumDirLights] = lights->light(i).color();
121 fLightDir[fNumDirLights] = lights->light(i).dir(); 121 fLightDir[fNumDirLights] = lights->light(i).dir();
122 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap().get()); 122 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap());
123 123
124 // this sk_sp gets deleted when the ShadowFP is destroyed, and f rees the GrTexture* 124 // this sk_sp gets deleted when the ShadowFP is destroyed, and f rees the GrTexture*
125 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, 125 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context,
126 GrTextureParams::Clam pNoFilter(), 126 GrTextureParams::Clam pNoFilter(),
127 SkSourceGammaTreatmen t::kIgnore)); 127 SkSourceGammaTreatmen t::kIgnore));
128 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); 128 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ());
129 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); 129 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
130 130
131 fDepthMapHeight[fNumDirLights] = shadowMap->height(); 131 fDepthMapHeight[fNumDirLights] = shadowMap->height();
132 fDepthMapWidth[fNumDirLights] = shadowMap->width(); 132 fDepthMapWidth[fNumDirLights] = shadowMap->width();
(...skipping 14 matching lines...) Expand all
147 public: 147 public:
148 GLSLShadowFP() { } 148 GLSLShadowFP() { }
149 149
150 void emitCode(EmitArgs& args) override { 150 void emitCode(EmitArgs& args) override {
151 151
152 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 152 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
153 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 153 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
154 154
155 // add uniforms 155 // add uniforms
156 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; 156 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
157 SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS); 157 SkASSERT(numLights <= kMaxNonAmbientLights);
158 158
159 const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr}; 159 const char* lightDirUniName[kMaxNonAmbientLights] = {nullptr};
160 const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr} ; 160 const char* lightColorUniName[kMaxNonAmbientLights] = {nullptr};
161 161
162 const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullp tr}; 162 const char* depthMapWidthUniName[kMaxNonAmbientLights] = {nullptr};
163 const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {null ptr}; 163 const char* depthMapHeightUniName[kMaxNonAmbientLights] = {nullptr};
164 164
165 SkString lightDirUniNameBase("lightDir"); 165 SkString lightDirUniNameBase("lightDir");
166 SkString lightColorUniNameBase("lightColor"); 166 SkString lightColorUniNameBase("lightColor");
167 167
168 SkString depthMapWidthUniNameBase("dmapWidth"); 168 SkString depthMapWidthUniNameBase("dmapWidth");
169 SkString depthMapHeightUniNameBase("dmapHeight"); 169 SkString depthMapHeightUniNameBase("dmapHeight");
170 170
171 for (int i = 0; i < numLights; i++) { 171 for (int i = 0; i < numLights; i++) {
172 SkString lightDirUniNameStr(lightDirUniNameBase); 172 SkString lightDirUniNameStr(lightDirUniNameBase);
173 lightDirUniNameStr.appendf("%d", i); 173 lightDirUniNameStr.appendf("%d", i);
(...skipping 41 matching lines...) Expand 10 before | Expand all | Expand 10 after
215 kDefault_GrSLPrecision, 215 kDefault_GrSLPrecision,
216 "height", &heightUniName); 216 "height", &heightUniName);
217 217
218 218
219 SkString povDepth("povDepth"); 219 SkString povDepth("povDepth");
220 this->emitChild(0, nullptr, &povDepth, args); 220 this->emitChild(0, nullptr, &povDepth, args);
221 221
222 SkString diffuseColor("inDiffuseColor"); 222 SkString diffuseColor("inDiffuseColor");
223 this->emitChild(1, nullptr, &diffuseColor, args); 223 this->emitChild(1, nullptr, &diffuseColor, args);
224 224
225 SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS]; 225 SkString depthMaps[kMaxNonAmbientLights];
226 226
227 for (int i = 0; i < numLights; i++) { 227 for (int i = 0; i < numLights; i++) {
228 SkString povCoord("povCoord"); 228 SkString povCoord("povCoord");
229 povCoord.appendf("%d", i); 229 povCoord.appendf("%d", i);
230 230
231 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. 231 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
232 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, 232 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace,
233 // and the / 400 brings it back to a sampler coordinate, 0 - 1 233 // and the / 400 brings it back to a sampler coordinate, 0 - 1
234 // The 400 comes from the shadowmaps GM. 234 // The 400 comes from the shadowmaps GM.
235 // TODO use real shadowmaps size 235 // TODO use real shadowmaps size
(...skipping 111 matching lines...) Expand 10 before | Expand all | Expand 10 after
347 } 347 }
348 348
349 const SkColor3f& ambientColor = shadowFP.ambientColor(); 349 const SkColor3f& ambientColor = shadowFP.ambientColor();
350 if (ambientColor != fAmbientColor) { 350 if (ambientColor != fAmbientColor) {
351 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); 351 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
352 fAmbientColor = ambientColor; 352 fAmbientColor = ambientColor;
353 } 353 }
354 } 354 }
355 355
356 private: 356 private:
357 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; 357 SkVector3 fLightDir[kMaxNonAmbientLights];
358 GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_ LIGHTS]; 358 GrGLSLProgramDataManager::UniformHandle fLightDirUni[kMaxNonAmbientLight s];
359 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; 359 SkColor3f fLightColor[kMaxNonAmbientLights];
360 GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIEN T_LIGHTS]; 360 GrGLSLProgramDataManager::UniformHandle fLightColorUni[kMaxNonAmbientLig hts];
361 361
362 int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS]; 362 int fDepthMapWidth[kMaxNonAmbientLights];
363 GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[SK_MAX_NON_AMB IENT_LIGHTS]; 363 GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[kMaxNonAmbient Lights];
364 int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS]; 364 int fDepthMapHeight[kMaxNonAmbientLights];
365 GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[SK_MAX_NON_AM BIENT_LIGHTS]; 365 GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[kMaxNonAmbien tLights];
366 366
367 int fWidth; 367 int fWidth;
368 GrGLSLProgramDataManager::UniformHandle fWidthUni; 368 GrGLSLProgramDataManager::UniformHandle fWidthUni;
369 int fHeight; 369 int fHeight;
370 GrGLSLProgramDataManager::UniformHandle fHeightUni; 370 GrGLSLProgramDataManager::UniformHandle fHeightUni;
371 371
372 SkColor3f fAmbientColor; 372 SkColor3f fAmbientColor;
373 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; 373 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
374 374
375 int fNumDirLights; 375 int fNumDirLights;
(...skipping 53 matching lines...) Expand 10 before | Expand all | Expand 10 after
429 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { 429 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
430 return false; 430 return false;
431 } 431 }
432 } 432 }
433 433
434 return true; 434 return true;
435 } 435 }
436 436
437 int fNumDirLights; 437 int fNumDirLights;
438 438
439 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; 439 SkVector3 fLightDir[kMaxNonAmbientLights];
440 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; 440 SkColor3f fLightColor[kMaxNonAmbientLights];
441 GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS]; 441 GrTextureAccess fDepthMapAccess[kMaxNonAmbientLights];
442 sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS]; 442 sk_sp<GrTexture> fTexture[kMaxNonAmbientLights];
443 443
444 int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS]; 444 int fDepthMapWidth[kMaxNonAmbientLights];
445 int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS]; 445 int fDepthMapHeight[kMaxNonAmbientLights];
446 446
447 int fHeight; 447 int fHeight;
448 int fWidth; 448 int fWidth;
449 449
450 SkColor3f fAmbientColor; 450 SkColor3f fAmbientColor;
451 }; 451 };
452 452
453 //////////////////////////////////////////////////////////////////////////// 453 ////////////////////////////////////////////////////////////////////////////
454 454
455 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { 455 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const {
(...skipping 184 matching lines...) Expand 10 before | Expand all | Expand 10 after
640 const SkLights::Light& light = fLights->light(l); 640 const SkLights::Light& light = fLights->light(l);
641 641
642 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); 642 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
643 643
644 buf.writeBool(isAmbient); 644 buf.writeBool(isAmbient);
645 buf.writeScalarArray(&light.color().fX, 3); 645 buf.writeScalarArray(&light.color().fX, 3);
646 if (!isAmbient) { 646 if (!isAmbient) {
647 buf.writeScalarArray(&light.dir().fX, 3); 647 buf.writeScalarArray(&light.dir().fX, 3);
648 } 648 }
649 649
650 buf.writeImage(light.getShadowMap().get()); 650 buf.writeImage(light.getShadowMap());
651 } 651 }
652 652
653 buf.writeInt(fDiffuseWidth); 653 buf.writeInt(fDiffuseWidth);
654 buf.writeInt(fDiffuseHeight); 654 buf.writeInt(fDiffuseHeight);
655 655
656 buf.writeFlattenable(fPovDepthShader.get()); 656 buf.writeFlattenable(fPovDepthShader.get());
657 buf.writeFlattenable(fDiffuseShader.get()); 657 buf.writeFlattenable(fDiffuseShader.get());
658 } 658 }
659 659
660 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { 660 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
(...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after
710 710
711 /////////////////////////////////////////////////////////////////////////////// 711 ///////////////////////////////////////////////////////////////////////////////
712 712
713 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 713 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
714 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 714 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
715 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 715 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
716 716
717 /////////////////////////////////////////////////////////////////////////////// 717 ///////////////////////////////////////////////////////////////////////////////
718 718
719 #endif 719 #endif
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