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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: argh fixed utils include error 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
17 #define SK_MAX_NON_AMBIENT_LIGHTS 4
18 17
19 /** \class SkShadowShaderImpl 18 /** \class SkShadowShaderImpl
20 This subclass of shader applies shadowing 19 This subclass of shader applies shadowing
21 */ 20 */
22 class SkShadowShaderImpl : public SkShader { 21 class SkShadowShaderImpl : public SkShader {
23 public: 22 public:
24 /** Create a new shadowing shader that shadows 23 /** Create a new shadowing shader that shadows
25 @param to do to do 24 @param to do to do
26 */ 25 */
27 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, 26 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
(...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after
109 int diffuseWidth, int diffuseHeight, 108 int diffuseWidth, int diffuseHeight,
110 GrContext* context) { 109 GrContext* context) {
111 110
112 // fuse all ambient lights into a single one 111 // fuse all ambient lights into a single one
113 fAmbientColor.set(0.0f, 0.0f, 0.0f); 112 fAmbientColor.set(0.0f, 0.0f, 0.0f);
114 113
115 fNumDirLights = 0; // refers to directional lights. 114 fNumDirLights = 0; // refers to directional lights.
116 for (int i = 0; i < lights->numLights(); ++i) { 115 for (int i = 0; i < lights->numLights(); ++i) {
117 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { 116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
118 fAmbientColor += lights->light(i).color(); 117 fAmbientColor += lights->light(i).color();
119 } else if (fNumDirLights < SK_MAX_NON_AMBIENT_LIGHTS){ 118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
120 fLightColor[fNumDirLights] = lights->light(i).color(); 119 fLightColor[fNumDirLights] = lights->light(i).color();
121 fLightDir[fNumDirLights] = lights->light(i).dir(); 120 fLightDir[fNumDirLights] = lights->light(i).dir();
122 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap().get()); 121 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap());
123 122
124 // this sk_sp gets deleted when the ShadowFP is destroyed, and f rees the GrTexture* 123 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture*
125 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, 124 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context,
126 GrTextureParams::Clam pNoFilter(), 125 GrTextureParams::Clam pNoFilter(),
127 SkSourceGammaTreatmen t::kIgnore)); 126 SkSourceGammaTreatmen t::kIgnore));
128 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); 127 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ());
129 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); 128 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
130 129
131 fDepthMapHeight[fNumDirLights] = shadowMap->height(); 130 fDepthMapHeight[fNumDirLights] = shadowMap->height();
132 fDepthMapWidth[fNumDirLights] = shadowMap->width(); 131 fDepthMapWidth[fNumDirLights] = shadowMap->width();
133 132
134 fNumDirLights++; 133 fNumDirLights++;
(...skipping 12 matching lines...) Expand all
147 public: 146 public:
148 GLSLShadowFP() { } 147 GLSLShadowFP() { }
149 148
150 void emitCode(EmitArgs& args) override { 149 void emitCode(EmitArgs& args) override {
151 150
152 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
153 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
154 153
155 // add uniforms 154 // add uniforms
156 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; 155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
157 SkASSERT(numLights <= SK_MAX_NON_AMBIENT_LIGHTS); 156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
158 157
159 const char* lightDirUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr}; 158 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
160 const char* lightColorUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullptr} ; 159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
161 160
162 const char* depthMapWidthUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {nullp tr}; 161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s]
163 const char* depthMapHeightUniName[SK_MAX_NON_AMBIENT_LIGHTS] = {null ptr}; 162 = {nullptr};
163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts]
164 = {nullptr};
164 165
165 SkString lightDirUniNameBase("lightDir"); 166 SkString lightDirUniNameBase("lightDir");
166 SkString lightColorUniNameBase("lightColor"); 167 SkString lightColorUniNameBase("lightColor");
167 168
168 SkString depthMapWidthUniNameBase("dmapWidth"); 169 SkString depthMapWidthUniNameBase("dmapWidth");
169 SkString depthMapHeightUniNameBase("dmapHeight"); 170 SkString depthMapHeightUniNameBase("dmapHeight");
170 171
171 for (int i = 0; i < numLights; i++) { 172 for (int i = 0; i < numLights; i++) {
172 SkString lightDirUniNameStr(lightDirUniNameBase); 173 SkString lightDirUniNameStr(lightDirUniNameBase);
173 lightDirUniNameStr.appendf("%d", i); 174 lightDirUniNameStr.appendf("%d", i);
(...skipping 41 matching lines...) Expand 10 before | Expand all | Expand 10 after
215 kDefault_GrSLPrecision, 216 kDefault_GrSLPrecision,
216 "height", &heightUniName); 217 "height", &heightUniName);
217 218
218 219
219 SkString povDepth("povDepth"); 220 SkString povDepth("povDepth");
220 this->emitChild(0, nullptr, &povDepth, args); 221 this->emitChild(0, nullptr, &povDepth, args);
221 222
222 SkString diffuseColor("inDiffuseColor"); 223 SkString diffuseColor("inDiffuseColor");
223 this->emitChild(1, nullptr, &diffuseColor, args); 224 this->emitChild(1, nullptr, &diffuseColor, args);
224 225
225 SkString depthMaps[SK_MAX_NON_AMBIENT_LIGHTS]; 226 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
226 227
227 for (int i = 0; i < numLights; i++) { 228 for (int i = 0; i < numLights; i++) {
228 SkString povCoord("povCoord"); 229 SkString povCoord("povCoord");
229 povCoord.appendf("%d", i); 230 povCoord.appendf("%d", i);
230 231
231 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. 232 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
232 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, 233 // 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 - 1 234 // and the / 400 brings it back to a sampler coordinate, 0 - 1
234 // The 400 comes from the shadowmaps GM. 235 // The 400 comes from the shadowmaps GM.
235 // TODO use real shadowmaps size 236 // TODO use real shadowmaps size
(...skipping 111 matching lines...) Expand 10 before | Expand all | Expand 10 after
347 } 348 }
348 349
349 const SkColor3f& ambientColor = shadowFP.ambientColor(); 350 const SkColor3f& ambientColor = shadowFP.ambientColor();
350 if (ambientColor != fAmbientColor) { 351 if (ambientColor != fAmbientColor) {
351 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); 352 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
352 fAmbientColor = ambientColor; 353 fAmbientColor = ambientColor;
353 } 354 }
354 } 355 }
355 356
356 private: 357 private:
357 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; 358 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
358 GrGLSLProgramDataManager::UniformHandle fLightDirUni[SK_MAX_NON_AMBIENT_ LIGHTS]; 359 GrGLSLProgramDataManager::UniformHandle
359 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; 360 fLightDirUni[SkShadowShader::kMaxNonAmbientLights];
360 GrGLSLProgramDataManager::UniformHandle fLightColorUni[SK_MAX_NON_AMBIEN T_LIGHTS];
361 361
362 int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS]; 362 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
363 GrGLSLProgramDataManager::UniformHandle fDepthMapWidthUni[SK_MAX_NON_AMB IENT_LIGHTS]; 363 GrGLSLProgramDataManager::UniformHandle
364 int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS]; 364 fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
365 GrGLSLProgramDataManager::UniformHandle fDepthMapHeightUni[SK_MAX_NON_AM BIENT_LIGHTS]; 365
366 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
367 GrGLSLProgramDataManager::UniformHandle
368 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
369
370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
371 GrGLSLProgramDataManager::UniformHandle
372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
366 373
367 int fWidth; 374 int fWidth;
368 GrGLSLProgramDataManager::UniformHandle fWidthUni; 375 GrGLSLProgramDataManager::UniformHandle fWidthUni;
369 int fHeight; 376 int fHeight;
370 GrGLSLProgramDataManager::UniformHandle fHeightUni; 377 GrGLSLProgramDataManager::UniformHandle fHeightUni;
371 378
372 SkColor3f fAmbientColor; 379 SkColor3f fAmbientColor;
373 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; 380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
374 381
375 int fNumDirLights; 382 int fNumDirLights;
(...skipping 53 matching lines...) Expand 10 before | Expand all | Expand 10 after
429 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { 436 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
430 return false; 437 return false;
431 } 438 }
432 } 439 }
433 440
434 return true; 441 return true;
435 } 442 }
436 443
437 int fNumDirLights; 444 int fNumDirLights;
438 445
439 SkVector3 fLightDir[SK_MAX_NON_AMBIENT_LIGHTS]; 446 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
440 SkColor3f fLightColor[SK_MAX_NON_AMBIENT_LIGHTS]; 447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
441 GrTextureAccess fDepthMapAccess[SK_MAX_NON_AMBIENT_LIGHTS]; 448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
442 sk_sp<GrTexture> fTexture[SK_MAX_NON_AMBIENT_LIGHTS]; 449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
443 450
444 int fDepthMapWidth[SK_MAX_NON_AMBIENT_LIGHTS]; 451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
445 int fDepthMapHeight[SK_MAX_NON_AMBIENT_LIGHTS]; 452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
446 453
447 int fHeight; 454 int fHeight;
448 int fWidth; 455 int fWidth;
449 456
450 SkColor3f fAmbientColor; 457 SkColor3f fAmbientColor;
451 }; 458 };
452 459
453 //////////////////////////////////////////////////////////////////////////// 460 ////////////////////////////////////////////////////////////////////////////
454 461
455 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { 462 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); 647 const SkLights::Light& light = fLights->light(l);
641 648
642 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); 649 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
643 650
644 buf.writeBool(isAmbient); 651 buf.writeBool(isAmbient);
645 buf.writeScalarArray(&light.color().fX, 3); 652 buf.writeScalarArray(&light.color().fX, 3);
646 if (!isAmbient) { 653 if (!isAmbient) {
647 buf.writeScalarArray(&light.dir().fX, 3); 654 buf.writeScalarArray(&light.dir().fX, 3);
648 } 655 }
649 656
650 buf.writeImage(light.getShadowMap().get()); 657 buf.writeImage(light.getShadowMap());
651 } 658 }
652 659
653 buf.writeInt(fDiffuseWidth); 660 buf.writeInt(fDiffuseWidth);
654 buf.writeInt(fDiffuseHeight); 661 buf.writeInt(fDiffuseHeight);
655 662
656 buf.writeFlattenable(fPovDepthShader.get()); 663 buf.writeFlattenable(fPovDepthShader.get());
657 buf.writeFlattenable(fDiffuseShader.get()); 664 buf.writeFlattenable(fDiffuseShader.get());
658 } 665 }
659 666
660 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { 667 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
(...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after
710 717
711 /////////////////////////////////////////////////////////////////////////////// 718 ///////////////////////////////////////////////////////////////////////////////
712 719
713 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
714 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
715 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
716 723
717 /////////////////////////////////////////////////////////////////////////////// 724 ///////////////////////////////////////////////////////////////////////////////
718 725
719 #endif 726 #endif
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