OLD | NEW |
---|---|
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" |
(...skipping 231 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
242 | 242 |
243 SkString scaleOffsetVec("scaleOffsetVec"); | 243 SkString scaleOffsetVec("scaleOffsetVec"); |
244 scaleOffsetVec.appendf("%d", i); | 244 scaleOffsetVec.appendf("%d", i); |
245 | 245 |
246 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", | 246 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", |
247 offset.c_str(), lightDirUniName[i]); | 247 offset.c_str(), lightDirUniName[i]); |
248 | 248 |
249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", | 249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", |
250 scaleVec.c_str(), | 250 scaleVec.c_str(), |
251 widthUniName, heightUniName, | 251 widthUniName, heightUniName, |
252 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 252 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
robertphillips
2016/08/10 14:23:18
??
vjiaoblack
2016/08/11 18:28:51
Done.
| |
253 | 253 // |
254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
255 scaleOffsetVec.c_str(), scaleVec.c_str( )); | 255 scaleOffsetVec.c_str(), scaleVec.c_str( )); |
256 | 256 |
257 | |
258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 257 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
259 "vec2(%s.x, 0 - %s.y)) " | 258 "vec2(%s.x, 0 - %s.y)) " |
260 " * %s + vec2(0,1) * %s;\n", | 259 " * %s + vec2(0,1) * %s;\n", |
261 | |
262 povCoord.c_str(), offset.c_str(), offse t.c_str(), | 260 povCoord.c_str(), offset.c_str(), offse t.c_str(), |
263 scaleVec.c_str(), scaleOffsetVec.c_str( )); | 261 scaleVec.c_str(), scaleOffsetVec.c_str( )); |
264 | 262 |
265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 263 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
266 povCoord.c_str(), | 264 povCoord.c_str(), |
267 kVec2f_GrSLType); | 265 kVec2f_GrSLType); |
266 | |
267 | |
268 } | 268 } |
269 | 269 |
270 const char* ambientColorUniName = nullptr; | 270 const char* ambientColorUniName = nullptr; |
271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
273 "AmbientColor", &ambie ntColorUniName); | 273 "AmbientColor", &ambie ntColorUniName); |
274 | 274 |
275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); |
276 | 276 |
robertphillips
2016/08/10 14:23:18
can we parameterize the shadow generation ?
vjiaoblack
2016/08/11 18:28:51
Done.
| |
277 // Essentially, | 277 // all the normal vectors point straight up |
278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) | |
279 SkString totalLightColor("totalLightColor"); | 278 SkString totalLightColor("totalLightColor"); |
280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); | 279 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); |
280 | |
281 SkString lightProb("lightProbability"); | |
282 fragBuilder->codeAppendf("float %s;", lightProb.c_str()); | |
283 fragBuilder->codeAppendf("float variance;"); | |
284 fragBuilder->codeAppendf("float d;"); | |
281 | 285 |
282 for (int i = 0; i < numLights; i++) { | 286 for (int i = 0; i < numLights; i++) { |
283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 287 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str()); |
288 | |
289 // 1/512 is less than half a pixel; imperceptible | |
290 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", | |
284 povDepth.c_str(), depthMaps[i].c_str()) ; | 291 povDepth.c_str(), depthMaps[i].c_str()) ; |
285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s | 292 |
286 fragBuilder->codeAppendf("%s += %s.z * %s;", | 293 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, %s.g * 255 * 256 );", |
294 depthMaps[i].c_str(), depthMaps[i].c_st r()); | |
295 | |
296 // variance biasing lessens light bleeding | |
297 fragBuilder->codeAppendf("variance = max(moments.y - (moments.x * moments.x)," | |
298 "1024);"); | |
299 | |
300 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", povDep th.c_str()); | |
301 fragBuilder->codeAppendf("%s = (variance / (variance + d * d));" , | |
302 lightProb.c_str()); | |
303 | |
304 // The curved shadows near plane edges are caused by using a non -optimal blurring | |
305 // function. Optimally, it'd be a linear blur. | |
306 fragBuilder->codeAppendf("}"); | |
307 | |
308 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * %s;" , | |
287 totalLightColor.c_str(), | 309 totalLightColor.c_str(), |
288 lightDirUniName[i], | 310 lightDirUniName[i], |
289 lightColorUniName[i]); | 311 lightColorUniName[i], |
290 fragBuilder->codeAppendf("}"); | 312 lightProb.c_str()); |
291 } | 313 } |
292 | 314 |
293 fragBuilder->codeAppendf("%s += %s;", | 315 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); |
294 totalLightColor.c_str(), | |
295 ambientColorUniName); | |
296 | 316 |
297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 317 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
298 totalLightColor.c_str()); | 318 totalLightColor.c_str()); |
299 | 319 |
300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 320 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
301 } | 321 } |
302 | 322 |
303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 323 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
304 GrProcessorKeyBuilder* b) { | 324 GrProcessorKeyBuilder* b) { |
305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 325 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
(...skipping 411 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
717 | 737 |
718 /////////////////////////////////////////////////////////////////////////////// | 738 /////////////////////////////////////////////////////////////////////////////// |
719 | 739 |
720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 740 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 741 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 742 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
723 | 743 |
724 /////////////////////////////////////////////////////////////////////////////// | 744 /////////////////////////////////////////////////////////////////////////////// |
725 | 745 |
726 #endif | 746 #endif |
OLD | NEW |