Chromium Code Reviews| OLD | NEW |
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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" |
| (...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>(); |
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| 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 |
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