| 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 #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 Loading... |
| 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 Loading... |
| 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 Loading... |
| 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 Loading... |
| 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 |
| 300 fragBuilder->codeAppendf("float lightProbability;"); |
| 301 fragBuilder->codeAppendf("float variance;"); |
| 302 fragBuilder->codeAppendf("float d;"); |
| 281 | 303 |
| 282 for (int i = 0; i < numLights; i++) { | 304 for (int i = 0; i < numLights; i++) { |
| 283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 305 fragBuilder->codeAppendf("lightProbability = 1;"); |
| 306 |
| 307 // 1/512 is less than half a pixel; imperceptible |
| 308 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", |
| 284 povDepth.c_str(), depthMaps[i].c_str())
; | 309 povDepth.c_str(), depthMaps[i].c_str())
; |
| 285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s | 310 if (blurAlgorithm == SkShadowParams::kVariance_BlurAlgorithm) { |
| 286 fragBuilder->codeAppendf("%s += %s.z * %s;", | 311 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, %
s.g * 255 * 256 );", |
| 312 depthMaps[i].c_str(), depthMaps[i].
c_str()); |
| 313 |
| 314 // variance biasing lessens light bleeding |
| 315 fragBuilder->codeAppendf("variance = max(moments.y - (moment
s.x * moments.x)," |
| 316 "%s);", minVarianceUniName)
; |
| 317 |
| 318 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po
vDepth.c_str()); |
| 319 fragBuilder->codeAppendf("lightProbability = " |
| 320 "(variance / (variance + d * d));")
; |
| 321 |
| 322 SkString clamp("clamp"); |
| 323 clamp.appendf("%d", i); |
| 324 |
| 325 // choosing between light artifacts or correct shape shadows |
| 326 // linstep |
| 327 fragBuilder->codeAppendf("float %s = clamp((lightProbability
- %s) /" |
| 328 "(1 - %s), 0, 1);"
, |
| 329 clamp.c_str(), shBiasUniName, shBia
sUniName); |
| 330 |
| 331 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s
tr()); |
| 332 } else { |
| 333 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 334 povDepth.c_str(), depthMaps[i].c_st
r()); |
| 335 fragBuilder->codeAppendf("lightProbability = 1;"); |
| 336 fragBuilder->codeAppendf("} else { lightProbability = 0; }")
; |
| 337 } |
| 338 |
| 339 // VSM: The curved shadows near plane edges are mostly light ble
eding. |
| 340 fragBuilder->codeAppendf("}"); |
| 341 |
| 342 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * ligh
tProbability;", |
| 287 totalLightColor.c_str(), | 343 totalLightColor.c_str(), |
| 288 lightDirUniName[i], | 344 lightDirUniName[i], |
| 289 lightColorUniName[i]); | 345 lightColorUniName[i]); |
| 290 fragBuilder->codeAppendf("}"); | |
| 291 } | 346 } |
| 292 | 347 |
| 293 fragBuilder->codeAppendf("%s += %s;", | 348 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie
ntColorUniName); |
| 294 totalLightColor.c_str(), | |
| 295 ambientColorUniName); | |
| 296 | 349 |
| 297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 350 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
| 298 totalLightColor.c_str()); | 351 totalLightColor.c_str()); |
| 299 | 352 |
| 300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol
or); | 353 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol
or); |
| 301 } | 354 } |
| 302 | 355 |
| 303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 356 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 304 GrProcessorKeyBuilder* b) { | 357 GrProcessorKeyBuilder* b) { |
| 305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 358 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 306 b->add32(shadowFP.fNumDirLights); | 359 b->add32(shadowFP.fNumDirLights); |
| 360 b->add32(shadowFP.fShadowParams.fType); |
| 307 } | 361 } |
| 308 | 362 |
| 309 protected: | 363 protected: |
| 310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { | 364 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { |
| 311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 365 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
| 312 | 366 |
| 313 fNumDirLights = shadowFP.numLights(); | 367 for (int i = 0; i < shadowFP.fNumDirLights; i++) { |
| 314 | |
| 315 for (int i = 0; i < fNumDirLights; i++) { | |
| 316 const SkVector3& lightDir = shadowFP.lightDir(i); | 368 const SkVector3& lightDir = shadowFP.lightDir(i); |
| 317 if (lightDir != fLightDir[i]) { | 369 if (lightDir != fLightDir[i]) { |
| 318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 370 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); |
| 319 fLightDir[i] = lightDir; | 371 fLightDir[i] = lightDir; |
| 320 } | 372 } |
| 321 const SkColor3f& lightColor = shadowFP.lightColor(i); | 373 const SkColor3f& lightColor = shadowFP.lightColor(i); |
| 322 if (lightColor != fLightColor[i]) { | 374 if (lightColor != fLightColor[i]) { |
| 323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 375 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| 324 fLightColor[i] = lightColor; | 376 fLightColor[i] = lightColor; |
| 325 } | 377 } |
| 326 | 378 |
| 327 int depthMapWidth = shadowFP.depthMapWidth(i); | 379 int depthMapWidth = shadowFP.depthMapWidth(i); |
| 328 if (depthMapWidth != fDepthMapWidth[i]) { | 380 if (depthMapWidth != fDepthMapWidth[i]) { |
| 329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 381 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| 330 fDepthMapWidth[i] = depthMapWidth; | 382 fDepthMapWidth[i] = depthMapWidth; |
| 331 } | 383 } |
| 332 int depthMapHeight = shadowFP.depthMapHeight(i); | 384 int depthMapHeight = shadowFP.depthMapHeight(i); |
| 333 if (depthMapHeight != fDepthMapHeight[i]) { | 385 if (depthMapHeight != fDepthMapHeight[i]) { |
| 334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 386 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| 335 fDepthMapHeight[i] = depthMapHeight; | 387 fDepthMapHeight[i] = depthMapHeight; |
| 336 } | 388 } |
| 337 } | 389 } |
| 338 | 390 |
| 391 SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant; |
| 392 if (biasingConstant != fBiasingConstant) { |
| 393 pdman.set1f(fBiasingConstantUni, biasingConstant); |
| 394 fBiasingConstant = biasingConstant; |
| 395 } |
| 396 |
| 397 SkScalar minVariance = shadowFP.shadowParams().fMinVariance; |
| 398 if (minVariance != fMinVariance) { |
| 399 pdman.set1f(fMinVarianceUni, minVariance); |
| 400 fMinVariance = minVariance; |
| 401 } |
| 402 |
| 339 int width = shadowFP.width(); | 403 int width = shadowFP.width(); |
| 340 if (width != fWidth) { | 404 if (width != fWidth) { |
| 341 pdman.set1i(fWidthUni, width); | 405 pdman.set1i(fWidthUni, width); |
| 342 fWidth = width; | 406 fWidth = width; |
| 343 } | 407 } |
| 344 int height = shadowFP.height(); | 408 int height = shadowFP.height(); |
| 345 if (height != fHeight) { | 409 if (height != fHeight) { |
| 346 pdman.set1i(fHeightUni, height); | 410 pdman.set1i(fHeightUni, height); |
| 347 fHeight = height; | 411 fHeight = height; |
| 348 } | 412 } |
| (...skipping 20 matching lines...) Expand all Loading... |
| 369 | 433 |
| 370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 434 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 371 GrGLSLProgramDataManager::UniformHandle | 435 GrGLSLProgramDataManager::UniformHandle |
| 372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 436 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| 373 | 437 |
| 374 int fWidth; | 438 int fWidth; |
| 375 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 439 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| 376 int fHeight; | 440 int fHeight; |
| 377 GrGLSLProgramDataManager::UniformHandle fHeightUni; | 441 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
| 378 | 442 |
| 443 SkScalar fBiasingConstant; |
| 444 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni; |
| 445 SkScalar fMinVariance; |
| 446 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni; |
| 447 |
| 379 SkColor3f fAmbientColor; | 448 SkColor3f fAmbientColor; |
| 380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | 449 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
| 381 | |
| 382 int fNumDirLights; | |
| 383 }; | 450 }; |
| 384 | 451 |
| 385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { | 452 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { |
| 386 GLSLShadowFP::GenKey(*this, caps, b); | 453 GLSLShadowFP::GenKey(*this, caps, b); |
| 387 } | 454 } |
| 388 | 455 |
| 389 const char* name() const override { return "shadowFP"; } | 456 const char* name() const override { return "shadowFP"; } |
| 390 | 457 |
| 391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 458 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 392 inout->mulByUnknownFourComponents(); | 459 inout->mulByUnknownFourComponents(); |
| (...skipping 13 matching lines...) Expand all Loading... |
| 406 SkASSERT(i < fNumDirLights); | 473 SkASSERT(i < fNumDirLights); |
| 407 return fDepthMapWidth[i]; | 474 return fDepthMapWidth[i]; |
| 408 } | 475 } |
| 409 int depthMapHeight(int i) const { | 476 int depthMapHeight(int i) const { |
| 410 SkASSERT(i < fNumDirLights); | 477 SkASSERT(i < fNumDirLights); |
| 411 return fDepthMapHeight[i]; | 478 return fDepthMapHeight[i]; |
| 412 } | 479 } |
| 413 int width() const {return fWidth; } | 480 int width() const {return fWidth; } |
| 414 int height() const {return fHeight; } | 481 int height() const {return fHeight; } |
| 415 | 482 |
| 483 const SkShadowParams& shadowParams() const {return fShadowParams; } |
| 484 |
| 416 private: | 485 private: |
| 417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLShadowFP; } | 486 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLShadowFP; } |
| 418 | 487 |
| 419 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 488 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 489 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP
.fNumDirLights) { | 490 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP
.fNumDirLights) { |
| 422 return false; | 491 return false; |
| 423 } | 492 } |
| 424 | 493 |
| 425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 494 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| (...skipping 21 matching lines...) Expand all Loading... |
| 447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 516 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 517 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| 449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 518 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| 450 | 519 |
| 451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 520 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 521 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 453 | 522 |
| 454 int fHeight; | 523 int fHeight; |
| 455 int fWidth; | 524 int fWidth; |
| 456 | 525 |
| 526 SkShadowParams fShadowParams; |
| 527 |
| 457 SkColor3f fAmbientColor; | 528 SkColor3f fAmbientColor; |
| 458 }; | 529 }; |
| 459 | 530 |
| 460 //////////////////////////////////////////////////////////////////////////// | 531 //////////////////////////////////////////////////////////////////////////// |
| 461 | 532 |
| 462 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg
s& fpargs) const { | 533 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg
s& fpargs) const { |
| 463 | 534 |
| 464 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor
(fpargs); | 535 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor
(fpargs); |
| 465 | 536 |
| 466 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f
pargs); | 537 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f
pargs); |
| 467 | 538 |
| 468 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept
hFP), | 539 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept
hFP), |
| 469 std::move(diffuse
FP), | 540 std::move(diffuse
FP), |
| 470 std::move(fLights
), | 541 std::move(fLights
), |
| 471 fDiffuseWidth, fD
iffuseHeight, | 542 fDiffuseWidth, fD
iffuseHeight, |
| 472 fpargs.fContext); | 543 fShadowParams, fp
args.fContext); |
| 473 return shadowfp; | 544 return shadowfp; |
| 474 } | 545 } |
| 475 | 546 |
| 476 | 547 |
| 477 #endif | 548 #endif |
| 478 | 549 |
| 479 //////////////////////////////////////////////////////////////////////////// | 550 //////////////////////////////////////////////////////////////////////////// |
| 480 | 551 |
| 481 bool SkShadowShaderImpl::isOpaque() const { | 552 bool SkShadowShaderImpl::isOpaque() const { |
| 482 return fDiffuseShader->isOpaque(); | 553 return fDiffuseShader->isOpaque(); |
| (...skipping 104 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 587 #endif | 658 #endif |
| 588 | 659 |
| 589 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { | 660 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { |
| 590 | 661 |
| 591 // Discarding SkShader flattenable params | 662 // Discarding SkShader flattenable params |
| 592 bool hasLocalMatrix = buf.readBool(); | 663 bool hasLocalMatrix = buf.readBool(); |
| 593 SkAssertResult(!hasLocalMatrix); | 664 SkAssertResult(!hasLocalMatrix); |
| 594 | 665 |
| 595 sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf); | 666 sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf); |
| 596 | 667 |
| 668 SkShadowParams params; |
| 669 params.fMinVariance = buf.readScalar(); |
| 670 params.fBiasingConstant = buf.readScalar(); |
| 671 params.fType = (SkShadowParams::ShadowType) buf.readInt(); |
| 672 params.fShadowRadius = buf.readScalar(); |
| 673 |
| 597 int diffuseWidth = buf.readInt(); | 674 int diffuseWidth = buf.readInt(); |
| 598 int diffuseHeight = buf.readInt(); | 675 int diffuseHeight = buf.readInt(); |
| 599 | 676 |
| 600 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); | 677 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); |
| 601 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); | 678 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); |
| 602 | 679 |
| 603 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | 680 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), |
| 604 std::move(diffuseShader), | 681 std::move(diffuseShader), |
| 605 std::move(lights), | 682 std::move(lights), |
| 606 diffuseWidth, diffuseHeight); | 683 diffuseWidth, diffuseHeight, |
| 684 params); |
| 607 } | 685 } |
| 608 | 686 |
| 609 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { | 687 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { |
| 610 this->INHERITED::flatten(buf); | 688 this->INHERITED::flatten(buf); |
| 611 | 689 |
| 612 fLights->flatten(buf); | 690 fLights->flatten(buf); |
| 613 | 691 |
| 692 buf.writeScalar(fShadowParams.fMinVariance); |
| 693 buf.writeScalar(fShadowParams.fBiasingConstant); |
| 694 buf.writeInt(fShadowParams.fType); |
| 695 buf.writeScalar(fShadowParams.fShadowRadius); |
| 696 |
| 614 buf.writeInt(fDiffuseWidth); | 697 buf.writeInt(fDiffuseWidth); |
| 615 buf.writeInt(fDiffuseHeight); | 698 buf.writeInt(fDiffuseHeight); |
| 616 | 699 |
| 617 buf.writeFlattenable(fPovDepthShader.get()); | 700 buf.writeFlattenable(fPovDepthShader.get()); |
| 618 buf.writeFlattenable(fDiffuseShader.get()); | 701 buf.writeFlattenable(fDiffuseShader.get()); |
| 619 } | 702 } |
| 620 | 703 |
| 621 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { | 704 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { |
| 622 return sizeof(ShadowShaderContext); | 705 return sizeof(ShadowShaderContext); |
| 623 } | 706 } |
| (...skipping 25 matching lines...) Expand all Loading... |
| 649 | 732 |
| 650 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus
eContext, | 733 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus
eContext, |
| 651 heapAllocated); | 734 heapAllocated); |
| 652 } | 735 } |
| 653 | 736 |
| 654 /////////////////////////////////////////////////////////////////////////////// | 737 /////////////////////////////////////////////////////////////////////////////// |
| 655 | 738 |
| 656 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, | 739 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, |
| 657 sk_sp<SkShader> diffuseShader, | 740 sk_sp<SkShader> diffuseShader, |
| 658 sk_sp<SkLights> lights, | 741 sk_sp<SkLights> lights, |
| 659 int diffuseWidth, int diffuseHeight) { | 742 int diffuseWidth, int diffuseHeight, |
| 743 const SkShadowParams& params) { |
| 660 if (!povDepthShader || !diffuseShader) { | 744 if (!povDepthShader || !diffuseShader) { |
| 661 // TODO: Use paint's color in absence of a diffuseShader | 745 // TODO: Use paint's color in absence of a diffuseShader |
| 662 // TODO: Use a default implementation of normalSource instead | 746 // TODO: Use a default implementation of normalSource instead |
| 663 return nullptr; | 747 return nullptr; |
| 664 } | 748 } |
| 665 | 749 |
| 666 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), | 750 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), |
| 667 std::move(diffuseShader), | 751 std::move(diffuseShader), |
| 668 std::move(lights), | 752 std::move(lights), |
| 669 diffuseWidth, diffuseHeight); | 753 diffuseWidth, diffuseHeight, |
| 754 params); |
| 670 } | 755 } |
| 671 | 756 |
| 672 /////////////////////////////////////////////////////////////////////////////// | 757 /////////////////////////////////////////////////////////////////////////////// |
| 673 | 758 |
| 674 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 675 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 760 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 676 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 761 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 677 | 762 |
| 678 /////////////////////////////////////////////////////////////////////////////// | 763 /////////////////////////////////////////////////////////////////////////////// |
| 679 | 764 |
| 680 #endif | 765 #endif |
| OLD | NEW |