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" |
robertphillips
2016/08/23 17:19:40
rm comment code
vjiaoblack
2016/08/23 18:01:22
Done.
| |
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 |
robertphillips
2016/08/23 17:19:40
This comment seems misplaced
vjiaoblack
2016/08/23 18:01:22
Done.
| |
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 20 matching lines...) Expand all Loading... | |
446 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 515 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
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 |
robertphillips
2016/08/23 17:19:40
line up
vjiaoblack
2016/08/23 18:01:22
Done.
| |
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 |