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

Issue 2224163005: Made shadows blurry (thru implementing variance mapping) (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: made req changes; needs to move blurimagefilter into core 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
robertphillips 2016/08/16 19:36:09 Why do you need SkCanvas.h ? It is a very powerful
vjiaoblack 2016/08/17 12:58:56 We need access to the SkShadowParams struct. Forw
8 8 #include "SkCanvas.h"
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"
13 12
14 //////////////////////////////////////////////////////////////////////////// 13 ////////////////////////////////////////////////////////////////////////////
15 #ifdef SK_EXPERIMENTAL_SHADOWING 14 #ifdef SK_EXPERIMENTAL_SHADOWING
16 15
17 16
18 /** \class SkShadowShaderImpl 17 /** \class SkShadowShaderImpl
19 This subclass of shader applies shadowing 18 This subclass of shader applies shadowing
20 */ 19 */
21 class SkShadowShaderImpl : public SkShader { 20 class SkShadowShaderImpl : public SkShader {
22 public: 21 public:
23 /** Create a new shadowing shader that shadows 22 /** Create a new shadowing shader that shadows
24 @param to do to do 23 @param to do to do
25 */ 24 */
26 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, 25 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
27 sk_sp<SkShader> diffuseShader, 26 sk_sp<SkShader> diffuseShader,
28 sk_sp<SkLights> lights, 27 sk_sp<SkLights> lights,
29 int diffuseWidth, int diffuseHeight) 28 int diffuseWidth, int diffuseHeight,
29 const SkShadowParams& params)
30 : fPovDepthShader(std::move(povDepthShader)) 30 : fPovDepthShader(std::move(povDepthShader))
31 , fDiffuseShader(std::move(diffuseShader)) 31 , fDiffuseShader(std::move(diffuseShader))
32 , fLights(std::move(lights)) 32 , fLights(std::move(lights))
33 , fDiffuseWidth(diffuseWidth) 33 , fDiffuseWidth(diffuseWidth)
34 , fDiffuseHeight(diffuseHeight) { } 34 , fDiffuseHeight(diffuseHeight)
35 , fShadowParams(params) { }
35 36
36 bool isOpaque() const override; 37 bool isOpaque() const override;
37 38
38 #if SK_SUPPORT_GPU 39 #if SK_SUPPORT_GPU
39 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de; 40 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de;
40 #endif 41 #endif
41 42
42 class ShadowShaderContext : public SkShader::Context { 43 class ShadowShaderContext : public SkShader::Context {
43 public: 44 public:
44 // The context takes ownership of the states. It will call their destruc tors 45 // The context takes ownership of the states. It will call their destruc tors
(...skipping 28 matching lines...) Expand all
73 Context* onCreateContext(const ContextRec&, void*) const override; 74 Context* onCreateContext(const ContextRec&, void*) const override;
74 75
75 private: 76 private:
76 sk_sp<SkShader> fPovDepthShader; 77 sk_sp<SkShader> fPovDepthShader;
77 sk_sp<SkShader> fDiffuseShader; 78 sk_sp<SkShader> fDiffuseShader;
78 sk_sp<SkLights> fLights; 79 sk_sp<SkLights> fLights;
79 80
80 int fDiffuseWidth; 81 int fDiffuseWidth;
81 int fDiffuseHeight; 82 int fDiffuseHeight;
82 83
84 SkShadowParams fShadowParams;
85
83 friend class SkShadowShader; 86 friend class SkShadowShader;
84 87
85 typedef SkShader INHERITED; 88 typedef SkShader INHERITED;
86 }; 89 };
87 90
88 //////////////////////////////////////////////////////////////////////////// 91 ////////////////////////////////////////////////////////////////////////////
89 92
90 #if SK_SUPPORT_GPU 93 #if SK_SUPPORT_GPU
91 94
92 #include "GrCoordTransform.h" 95 #include "GrCoordTransform.h"
93 #include "GrFragmentProcessor.h" 96 #include "GrFragmentProcessor.h"
94 #include "GrInvariantOutput.h" 97 #include "GrInvariantOutput.h"
95 #include "glsl/GrGLSLFragmentProcessor.h" 98 #include "glsl/GrGLSLFragmentProcessor.h"
96 #include "glsl/GrGLSLFragmentShaderBuilder.h" 99 #include "glsl/GrGLSLFragmentShaderBuilder.h"
97 #include "SkGr.h" 100 #include "SkGr.h"
98 #include "SkGrPriv.h" 101 #include "SkGrPriv.h"
99 #include "SkSpecialImage.h" 102 #include "SkSpecialImage.h"
100 #include "SkImage_Base.h" 103 #include "SkImage_Base.h"
101 #include "GrContext.h" 104 #include "GrContext.h"
102 105
103 class ShadowFP : public GrFragmentProcessor { 106 class ShadowFP : public GrFragmentProcessor {
104 public: 107 public:
105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, 108 ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
106 sk_sp<GrFragmentProcessor> diffuse, 109 sk_sp<GrFragmentProcessor> diffuse,
107 sk_sp<SkLights> lights, 110 sk_sp<SkLights> lights,
108 int diffuseWidth, int diffuseHeight, 111 int diffuseWidth, int diffuseHeight,
112 const SkShadowParams& params,
109 GrContext* context) { 113 GrContext* context) {
110 114
111 // fuse all ambient lights into a single one 115 // fuse all ambient lights into a single one
112 fAmbientColor.set(0.0f, 0.0f, 0.0f); 116 fAmbientColor.set(0.0f, 0.0f, 0.0f);
113 117
114 fNumDirLights = 0; // refers to directional lights. 118 fNumDirLights = 0; // refers to directional lights.
115 for (int i = 0; i < lights->numLights(); ++i) { 119 for (int i = 0; i < lights->numLights(); ++i) {
116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { 120 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
117 fAmbientColor += lights->light(i).color(); 121 fAmbientColor += lights->light(i).color();
118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { 122 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
(...skipping 11 matching lines...) Expand all
130 fDepthMapHeight[fNumDirLights] = shadowMap->height(); 134 fDepthMapHeight[fNumDirLights] = shadowMap->height();
131 fDepthMapWidth[fNumDirLights] = shadowMap->width(); 135 fDepthMapWidth[fNumDirLights] = shadowMap->width();
132 136
133 fNumDirLights++; 137 fNumDirLights++;
134 } 138 }
135 } 139 }
136 140
137 fWidth = diffuseWidth; 141 fWidth = diffuseWidth;
138 fHeight = diffuseHeight; 142 fHeight = diffuseHeight;
139 143
140 this->registerChildProcessor(std::move(povDepth)); 144 fShadowParams = params;
145
146 this->registerChildProcessor(std::move(povDepth));
141 this->registerChildProcessor(std::move(diffuse)); 147 this->registerChildProcessor(std::move(diffuse));
142 this->initClassID<ShadowFP>(); 148 this->initClassID<ShadowFP>();
143 } 149 }
144 150
145 class GLSLShadowFP : public GrGLSLFragmentProcessor { 151 class GLSLShadowFP : public GrGLSLFragmentProcessor {
146 public: 152 public:
147 GLSLShadowFP() { } 153 GLSLShadowFP() { }
148 154
149 void emitCode(EmitArgs& args) override { 155 void emitCode(EmitArgs& args) override {
150 156
151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 157 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 158 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
153 159
154 // add uniforms 160 // add uniforms
155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; 161 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); 162 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
157 163
164 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType;
165
158 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 166 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 167 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
160 168
161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] 169 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s]
162 = {nullptr}; 170 = {nullptr};
163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] 171 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts]
164 = {nullptr}; 172 = {nullptr};
165 173
166 SkString lightDirUniNameBase("lightDir"); 174 SkString lightDirUniNameBase("lightDir");
167 SkString lightColorUniNameBase("lightColor"); 175 SkString lightColorUniNameBase("lightColor");
(...skipping 28 matching lines...) Expand all
196 kDefault_GrSLPrecision, 204 kDefault_GrSLPrecision,
197 depthMapWidthUniNameStr.c_str (), 205 depthMapWidthUniNameStr.c_str (),
198 &depthMapWidthUniName[i]); 206 &depthMapWidthUniName[i]);
199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, 207 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag,
200 kInt_GrSLType, 208 kInt_GrSLType,
201 kDefault_GrSLPrecision, 209 kDefault_GrSLPrecision,
202 depthMapHeightUniNameStr.c_st r(), 210 depthMapHeightUniNameStr.c_st r(),
203 &depthMapHeightUniName[i]); 211 &depthMapHeightUniName[i]);
204 } 212 }
205 213
214 const char* shBiasUniName = nullptr;
215 const char* minVarianceUniName = nullptr;
216
217 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag,
218 kFloat_GrSLType,
219 kDefault_GrSLPrecis ion,
220 "shadowBias", &shBi asUniName);
221 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
222 kFloat_GrSLType,
223 kDefault_GrSLPrecision,
224 "minVariance", &minVari anceUniName);
206 225
207 const char* widthUniName = nullptr; 226 const char* widthUniName = nullptr;
208 const char* heightUniName = nullptr; 227 const char* heightUniName = nullptr;
209 228
210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 229 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
211 kInt_GrSLType, 230 kInt_GrSLType,
212 kDefault_GrSLPrecision, 231 kDefault_GrSLPrecision,
213 "width", &widthUniName); 232 "width", &widthUniName);
214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 233 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
215 kInt_GrSLType, 234 kInt_GrSLType,
(...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after
247 offset.c_str(), lightDirUniName[i]); 266 offset.c_str(), lightDirUniName[i]);
248 267
249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", 268 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n",
250 scaleVec.c_str(), 269 scaleVec.c_str(),
251 widthUniName, heightUniName, 270 widthUniName, heightUniName,
252 depthMapWidthUniName[i], depthMapHeight UniName[i]); 271 depthMapWidthUniName[i], depthMapHeight UniName[i]);
253 272
254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", 273 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
255 scaleOffsetVec.c_str(), scaleVec.c_str( )); 274 scaleOffsetVec.c_str(), scaleVec.c_str( ));
256 275
257
258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " 276 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
259 "vec2(%s.x, 0 - %s.y)) " 277 "vec2(%s.x, 0 - %s.y)) "
260 " * %s + vec2(0,1) * %s;\n", 278 " * %s + vec2(0,1) * %s;\n",
261
262 povCoord.c_str(), offset.c_str(), offse t.c_str(), 279 povCoord.c_str(), offset.c_str(), offse t.c_str(),
263 scaleVec.c_str(), scaleOffsetVec.c_str( )); 280 scaleVec.c_str(), scaleOffsetVec.c_str( ));
264 281
265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], 282 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
266 povCoord.c_str(), 283 povCoord.c_str(),
267 kVec2f_GrSLType); 284 kVec2f_GrSLType);
285
286
268 } 287 }
269 288
270 const char* ambientColorUniName = nullptr; 289 const char* ambientColorUniName = nullptr;
271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 290 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 291 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
273 "AmbientColor", &ambie ntColorUniName); 292 "AmbientColor", &ambie ntColorUniName);
274 293
275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); 294 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str());
276 295
277 // Essentially, 296 // all the normal vectors point straight up
278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
279 SkString totalLightColor("totalLightColor"); 297 SkString totalLightColor("totalLightColor");
280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); 298 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str());
299
robertphillips 2016/08/16 19:36:09 What are we buying by putting this in an SkString
vjiaoblack 2016/08/17 12:58:56 Done.
300 SkString lightProb("lightProbability");
301 fragBuilder->codeAppendf("float %s;", lightProb.c_str());
302 fragBuilder->codeAppendf("float variance;");
303 fragBuilder->codeAppendf("float d;");
281 304
282 for (int i = 0; i < numLights; i++) { 305 for (int i = 0; i < numLights; i++) {
283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", 306 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str());
307
308 // 1/512 is less than half a pixel; imperceptible
309 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
284 povDepth.c_str(), depthMaps[i].c_str()) ; 310 povDepth.c_str(), depthMaps[i].c_str()) ;
285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s 311 if (blurAlgorithm == SkShadowParams::kVariance_BlurAlgorithm) {
286 fragBuilder->codeAppendf("%s += %s.z * %s;", 312 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, % s.g * 255 * 256 );",
313 depthMaps[i].c_str(), depthMaps[i]. c_str());
314
315 // variance biasing lessens light bleeding
316 fragBuilder->codeAppendf("variance = max(moments.y - (moment s.x * moments.x),"
317 "%s);", minVarianceUniName) ;
318
319 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po vDepth.c_str());
320 fragBuilder->codeAppendf("%s = (variance / (variance + d * d ));",
321 lightProb.c_str());
322
323 SkString clamp("clamp");
324 clamp.appendf("%d", i);
325
326 // choosing between light artifacts or correct shape shadows
327 // linstep
328 fragBuilder->codeAppendf("float %s = clamp((%s - %s) / (1 - %s), 0, 1);",
329 clamp.c_str(), lightProb.c_str(),
330 shBiasUniName, shBiasUniName);
331
332 fragBuilder->codeAppendf("%s = %s;",
333 lightProb.c_str(), clamp.c_str());
334 } else {
335 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
336 povDepth.c_str(), depthMaps[i].c_st r());
337 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str());
338 fragBuilder->codeAppendf("} else { %s = 0; }", lightProb.c_s tr());
339 }
340
341 // VSM: The curved shadows near plane edges are mostly light ble eding.
342 fragBuilder->codeAppendf("}");
343
344 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * %s;" ,
287 totalLightColor.c_str(), 345 totalLightColor.c_str(),
288 lightDirUniName[i], 346 lightDirUniName[i],
289 lightColorUniName[i]); 347 lightColorUniName[i],
290 fragBuilder->codeAppendf("}"); 348 lightProb.c_str());
291 } 349 }
292 350
293 fragBuilder->codeAppendf("%s += %s;", 351 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName);
294 totalLightColor.c_str(),
295 ambientColorUniName);
296 352
297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", 353 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
298 totalLightColor.c_str()); 354 totalLightColor.c_str());
299 355
300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); 356 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or);
301 } 357 }
302 358
303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 359 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
304 GrProcessorKeyBuilder* b) { 360 GrProcessorKeyBuilder* b) {
305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 361 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
306 b->add32(shadowFP.fNumDirLights); 362 b->add32(shadowFP.fNumDirLights);
363 b->add32(shadowFP.fShadowParams.fType);
307 } 364 }
308 365
309 protected: 366 protected:
310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { 367 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); 368 const ShadowFP &shadowFP = proc.cast<ShadowFP>();
312 369
313 fNumDirLights = shadowFP.numLights(); 370 for (int i = 0; i < shadowFP.fNumDirLights; i++) {
314
315 for (int i = 0; i < fNumDirLights; i++) {
316 const SkVector3& lightDir = shadowFP.lightDir(i); 371 const SkVector3& lightDir = shadowFP.lightDir(i);
317 if (lightDir != fLightDir[i]) { 372 if (lightDir != fLightDir[i]) {
318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); 373 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
319 fLightDir[i] = lightDir; 374 fLightDir[i] = lightDir;
320 } 375 }
321 const SkColor3f& lightColor = shadowFP.lightColor(i); 376 const SkColor3f& lightColor = shadowFP.lightColor(i);
322 if (lightColor != fLightColor[i]) { 377 if (lightColor != fLightColor[i]) {
323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); 378 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
324 fLightColor[i] = lightColor; 379 fLightColor[i] = lightColor;
325 } 380 }
326 381
327 int depthMapWidth = shadowFP.depthMapWidth(i); 382 int depthMapWidth = shadowFP.depthMapWidth(i);
328 if (depthMapWidth != fDepthMapWidth[i]) { 383 if (depthMapWidth != fDepthMapWidth[i]) {
329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); 384 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
330 fDepthMapWidth[i] = depthMapWidth; 385 fDepthMapWidth[i] = depthMapWidth;
331 } 386 }
332 int depthMapHeight = shadowFP.depthMapHeight(i); 387 int depthMapHeight = shadowFP.depthMapHeight(i);
333 if (depthMapHeight != fDepthMapHeight[i]) { 388 if (depthMapHeight != fDepthMapHeight[i]) {
334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); 389 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
335 fDepthMapHeight[i] = depthMapHeight; 390 fDepthMapHeight[i] = depthMapHeight;
336 } 391 }
337 } 392 }
338 393
394 SkScalar biasingConstant = shadowFP.shadowType().fBiasingConstant;
395 if (biasingConstant != fBiasingConstant) {
396 pdman.set1f(fBiasingConstantUni, biasingConstant);
397 fBiasingConstant = biasingConstant;
398 }
399
400 SkScalar minVariance = shadowFP.shadowType().fMinVariance;
401 if (minVariance != fMinVariance) {
402 pdman.set1f(fMinVarianceUni, minVariance);
403 fMinVariance = minVariance;
404 }
405
339 int width = shadowFP.width(); 406 int width = shadowFP.width();
340 if (width != fWidth) { 407 if (width != fWidth) {
341 pdman.set1i(fWidthUni, width); 408 pdman.set1i(fWidthUni, width);
342 fWidth = width; 409 fWidth = width;
343 } 410 }
344 int height = shadowFP.height(); 411 int height = shadowFP.height();
345 if (height != fHeight) { 412 if (height != fHeight) {
346 pdman.set1i(fHeightUni, height); 413 pdman.set1i(fHeightUni, height);
347 fHeight = height; 414 fHeight = height;
348 } 415 }
(...skipping 20 matching lines...) Expand all
369 436
370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 437 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
371 GrGLSLProgramDataManager::UniformHandle 438 GrGLSLProgramDataManager::UniformHandle
372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; 439 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
373 440
374 int fWidth; 441 int fWidth;
375 GrGLSLProgramDataManager::UniformHandle fWidthUni; 442 GrGLSLProgramDataManager::UniformHandle fWidthUni;
376 int fHeight; 443 int fHeight;
377 GrGLSLProgramDataManager::UniformHandle fHeightUni; 444 GrGLSLProgramDataManager::UniformHandle fHeightUni;
378 445
446 SkScalar fBiasingConstant;
447 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
448 SkScalar fMinVariance;
449 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
450
379 SkColor3f fAmbientColor; 451 SkColor3f fAmbientColor;
380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; 452 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
381
382 int fNumDirLights;
383 }; 453 };
384 454
385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { 455 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
386 GLSLShadowFP::GenKey(*this, caps, b); 456 GLSLShadowFP::GenKey(*this, caps, b);
387 } 457 }
388 458
389 const char* name() const override { return "shadowFP"; } 459 const char* name() const override { return "shadowFP"; }
390 460
391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 461 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
392 inout->mulByUnknownFourComponents(); 462 inout->mulByUnknownFourComponents();
(...skipping 12 matching lines...) Expand all
405 int depthMapWidth(int i) const { 475 int depthMapWidth(int i) const {
406 SkASSERT(i < fNumDirLights); 476 SkASSERT(i < fNumDirLights);
407 return fDepthMapWidth[i]; 477 return fDepthMapWidth[i];
408 } 478 }
409 int depthMapHeight(int i) const { 479 int depthMapHeight(int i) const {
410 SkASSERT(i < fNumDirLights); 480 SkASSERT(i < fNumDirLights);
411 return fDepthMapHeight[i]; 481 return fDepthMapHeight[i];
412 } 482 }
413 int width() const {return fWidth; } 483 int width() const {return fWidth; }
414 int height() const {return fHeight; } 484 int height() const {return fHeight; }
415 485
robertphillips 2016/08/16 19:36:09 shadowParams ?
vjiaoblack 2016/08/17 12:58:56 Done.
486 const SkShadowParams& shadowType() const {return fShadowParams; }
487
416 private: 488 private:
417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } 489 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
418 490
419 bool onIsEqual(const GrFragmentProcessor& proc) const override { 491 bool onIsEqual(const GrFragmentProcessor& proc) const override {
420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 492 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { 493 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) {
422 return false; 494 return false;
423 } 495 }
424 496
425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { 497 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
(...skipping 21 matching lines...) Expand all
447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; 519 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; 520 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; 521 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
450 522
451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; 523 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 524 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
453 525
454 int fHeight; 526 int fHeight;
455 int fWidth; 527 int fWidth;
456 528
529 SkShadowParams fShadowParams;
530
457 SkColor3f fAmbientColor; 531 SkColor3f fAmbientColor;
458 }; 532 };
459 533
460 //////////////////////////////////////////////////////////////////////////// 534 ////////////////////////////////////////////////////////////////////////////
461 535
462 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { 536 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const {
463 537
464 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs); 538 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs);
465 539
466 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs); 540 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs);
467 541
468 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP), 542 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP),
469 std::move(diffuse FP), 543 std::move(diffuse FP),
470 std::move(fLights ), 544 std::move(fLights ),
471 fDiffuseWidth, fD iffuseHeight, 545 fDiffuseWidth, fD iffuseHeight,
472 fpargs.fContext); 546 fShadowParams, fp args.fContext);
473 return shadowfp; 547 return shadowfp;
474 } 548 }
475 549
476 550
477 #endif 551 #endif
478 552
479 //////////////////////////////////////////////////////////////////////////// 553 ////////////////////////////////////////////////////////////////////////////
480 554
481 bool SkShadowShaderImpl::isOpaque() const { 555 bool SkShadowShaderImpl::isOpaque() const {
482 return fDiffuseShader->isOpaque(); 556 return fDiffuseShader->isOpaque();
(...skipping 136 matching lines...) Expand 10 before | Expand all | Expand 10 after
619 693
620 SkLights::Light light = SkLights::Light(color, dir); 694 SkLights::Light light = SkLights::Light(color, dir);
621 light.setShadowMap(depthMap); 695 light.setShadowMap(depthMap);
622 696
623 builder.add(light); 697 builder.add(light);
624 } 698 }
625 } 699 }
626 700
627 sk_sp<SkLights> lights(builder.finish()); 701 sk_sp<SkLights> lights(builder.finish());
628 702
703 SkShadowParams params;
704 params.fMinVariance = buf.readScalar();
705 params.fBiasingConstant = buf.readScalar();
706 params.fType = (SkShadowParams::ShadowType) buf.readInt();
707 params.fShadowRadius = buf.readScalar();
708
629 int diffuseWidth = buf.readInt(); 709 int diffuseWidth = buf.readInt();
630 int diffuseHeight = buf.readInt(); 710 int diffuseHeight = buf.readInt();
631 711
632 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); 712 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
633 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); 713 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
634 714
635 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 715 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
636 std::move(diffuseShader), 716 std::move(diffuseShader),
637 std::move(lights), 717 std::move(lights),
638 diffuseWidth, diffuseHeight); 718 diffuseWidth, diffuseHeight,
719 params);
639 } 720 }
640 721
641 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { 722 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
642 this->INHERITED::flatten(buf); 723 this->INHERITED::flatten(buf);
643 724
644 buf.writeInt(fLights->numLights()); 725 buf.writeInt(fLights->numLights());
645 726
646 for (int l = 0; l < fLights->numLights(); ++l) { 727 for (int l = 0; l < fLights->numLights(); ++l) {
647 const SkLights::Light& light = fLights->light(l); 728 const SkLights::Light& light = fLights->light(l);
648 729
649 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); 730 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
650 731
651 buf.writeBool(isAmbient); 732 buf.writeBool(isAmbient);
652 buf.writeScalarArray(&light.color().fX, 3); 733 buf.writeScalarArray(&light.color().fX, 3);
653 if (!isAmbient) { 734 if (!isAmbient) {
654 buf.writeScalarArray(&light.dir().fX, 3); 735 buf.writeScalarArray(&light.dir().fX, 3);
655 } 736 }
656 737
657 buf.writeImage(light.getShadowMap()); 738 buf.writeImage(light.getShadowMap());
658 } 739 }
659 740
741 buf.writeScalar(fShadowParams.fMinVariance);
742 buf.writeScalar(fShadowParams.fBiasingConstant);
743 buf.writeInt(fShadowParams.fType);
744 buf.writeScalar(fShadowParams.fShadowRadius);
745
660 buf.writeInt(fDiffuseWidth); 746 buf.writeInt(fDiffuseWidth);
661 buf.writeInt(fDiffuseHeight); 747 buf.writeInt(fDiffuseHeight);
662 748
663 buf.writeFlattenable(fPovDepthShader.get()); 749 buf.writeFlattenable(fPovDepthShader.get());
664 buf.writeFlattenable(fDiffuseShader.get()); 750 buf.writeFlattenable(fDiffuseShader.get());
665 } 751 }
666 752
667 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { 753 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
668 return sizeof(ShadowShaderContext); 754 return sizeof(ShadowShaderContext);
669 } 755 }
(...skipping 25 matching lines...) Expand all
695 781
696 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext, 782 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext,
697 heapAllocated); 783 heapAllocated);
698 } 784 }
699 785
700 /////////////////////////////////////////////////////////////////////////////// 786 ///////////////////////////////////////////////////////////////////////////////
701 787
702 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, 788 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
703 sk_sp<SkShader> diffuseShader, 789 sk_sp<SkShader> diffuseShader,
704 sk_sp<SkLights> lights, 790 sk_sp<SkLights> lights,
705 int diffuseWidth, int diffuseHeight) { 791 int diffuseWidth, int diffuseHeight,
792 const SkShadowParams& params) {
706 if (!povDepthShader || !diffuseShader) { 793 if (!povDepthShader || !diffuseShader) {
707 // TODO: Use paint's color in absence of a diffuseShader 794 // TODO: Use paint's color in absence of a diffuseShader
708 // TODO: Use a default implementation of normalSource instead 795 // TODO: Use a default implementation of normalSource instead
709 return nullptr; 796 return nullptr;
710 } 797 }
711 798
712 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 799 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
713 std::move(diffuseShader), 800 std::move(diffuseShader),
714 std::move(lights), 801 std::move(lights),
715 diffuseWidth, diffuseHeight); 802 diffuseWidth, diffuseHeight,
803 params);
716 } 804 }
717 805
718 /////////////////////////////////////////////////////////////////////////////// 806 ///////////////////////////////////////////////////////////////////////////////
719 807
720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 808 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 809 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 810 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
723 811
724 /////////////////////////////////////////////////////////////////////////////// 812 ///////////////////////////////////////////////////////////////////////////////
725 813
726 #endif 814 #endif
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