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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: Trying different include path 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
8 8 #include "SkCanvas.h"
9 #include "SkLights.h"
10 #include "SkReadBuffer.h" 9 #include "SkReadBuffer.h"
11 #include "SkShadowShader.h" 10 #include "SkShadowShader.h"
12 #include "SkPoint3.h"
13 11
14 //////////////////////////////////////////////////////////////////////////// 12 ////////////////////////////////////////////////////////////////////////////
15 #ifdef SK_EXPERIMENTAL_SHADOWING 13 #ifdef SK_EXPERIMENTAL_SHADOWING
16 14
17 15
18 /** \class SkShadowShaderImpl 16 /** \class SkShadowShaderImpl
19 This subclass of shader applies shadowing 17 This subclass of shader applies shadowing
20 */ 18 */
21 class SkShadowShaderImpl : public SkShader { 19 class SkShadowShaderImpl : public SkShader {
22 public: 20 public:
23 /** Create a new shadowing shader that shadows 21 /** Create a new shadowing shader that shadows
24 @param to do to do 22 @param to do to do
25 */ 23 */
26 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, 24 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
27 sk_sp<SkShader> diffuseShader, 25 sk_sp<SkShader> diffuseShader,
28 sk_sp<SkLights> lights, 26 sk_sp<SkLights> lights,
29 int diffuseWidth, int diffuseHeight) 27 int diffuseWidth, int diffuseHeight,
28 const SkShadowParams& params)
30 : fPovDepthShader(std::move(povDepthShader)) 29 : fPovDepthShader(std::move(povDepthShader))
31 , fDiffuseShader(std::move(diffuseShader)) 30 , fDiffuseShader(std::move(diffuseShader))
32 , fLights(std::move(lights)) 31 , fLights(std::move(lights))
33 , fDiffuseWidth(diffuseWidth) 32 , fDiffuseWidth(diffuseWidth)
34 , fDiffuseHeight(diffuseHeight) { } 33 , fDiffuseHeight(diffuseHeight)
34 , fShadowParams(params) { }
35 35
36 bool isOpaque() const override; 36 bool isOpaque() const override;
37 37
38 #if SK_SUPPORT_GPU 38 #if SK_SUPPORT_GPU
39 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de; 39 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de;
40 #endif 40 #endif
41 41
42 class ShadowShaderContext : public SkShader::Context { 42 class ShadowShaderContext : public SkShader::Context {
43 public: 43 public:
44 // The context takes ownership of the states. It will call their destruc tors 44 // 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; 73 Context* onCreateContext(const ContextRec&, void*) const override;
74 74
75 private: 75 private:
76 sk_sp<SkShader> fPovDepthShader; 76 sk_sp<SkShader> fPovDepthShader;
77 sk_sp<SkShader> fDiffuseShader; 77 sk_sp<SkShader> fDiffuseShader;
78 sk_sp<SkLights> fLights; 78 sk_sp<SkLights> fLights;
79 79
80 int fDiffuseWidth; 80 int fDiffuseWidth;
81 int fDiffuseHeight; 81 int fDiffuseHeight;
82 82
83 SkShadowParams fShadowParams;
84
83 friend class SkShadowShader; 85 friend class SkShadowShader;
84 86
85 typedef SkShader INHERITED; 87 typedef SkShader INHERITED;
86 }; 88 };
87 89
88 //////////////////////////////////////////////////////////////////////////// 90 ////////////////////////////////////////////////////////////////////////////
89 91
90 #if SK_SUPPORT_GPU 92 #if SK_SUPPORT_GPU
91 93
92 #include "GrCoordTransform.h" 94 #include "GrCoordTransform.h"
93 #include "GrFragmentProcessor.h" 95 #include "GrFragmentProcessor.h"
94 #include "GrInvariantOutput.h" 96 #include "GrInvariantOutput.h"
95 #include "glsl/GrGLSLFragmentProcessor.h" 97 #include "glsl/GrGLSLFragmentProcessor.h"
96 #include "glsl/GrGLSLFragmentShaderBuilder.h" 98 #include "glsl/GrGLSLFragmentShaderBuilder.h"
97 #include "SkGr.h" 99 #include "SkGr.h"
98 #include "SkGrPriv.h" 100 #include "SkGrPriv.h"
99 #include "SkSpecialImage.h" 101 #include "SkSpecialImage.h"
100 #include "SkImage_Base.h" 102 #include "SkImage_Base.h"
101 #include "GrContext.h" 103 #include "GrContext.h"
102 104
103 class ShadowFP : public GrFragmentProcessor { 105 class ShadowFP : public GrFragmentProcessor {
104 public: 106 public:
105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, 107 ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
106 sk_sp<GrFragmentProcessor> diffuse, 108 sk_sp<GrFragmentProcessor> diffuse,
107 sk_sp<SkLights> lights, 109 sk_sp<SkLights> lights,
108 int diffuseWidth, int diffuseHeight, 110 int diffuseWidth, int diffuseHeight,
111 const SkShadowParams& params,
109 GrContext* context) { 112 GrContext* context) {
110 113
111 // fuse all ambient lights into a single one 114 // fuse all ambient lights into a single one
112 fAmbientColor.set(0.0f, 0.0f, 0.0f); 115 fAmbientColor.set(0.0f, 0.0f, 0.0f);
113 116
114 fNumDirLights = 0; // refers to directional lights. 117 fNumDirLights = 0; // refers to directional lights.
115 for (int i = 0; i < lights->numLights(); ++i) { 118 for (int i = 0; i < lights->numLights(); ++i) {
116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { 119 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
117 fAmbientColor += lights->light(i).color(); 120 fAmbientColor += lights->light(i).color();
118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { 121 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
(...skipping 11 matching lines...) Expand all
130 fDepthMapHeight[fNumDirLights] = shadowMap->height(); 133 fDepthMapHeight[fNumDirLights] = shadowMap->height();
131 fDepthMapWidth[fNumDirLights] = shadowMap->width(); 134 fDepthMapWidth[fNumDirLights] = shadowMap->width();
132 135
133 fNumDirLights++; 136 fNumDirLights++;
134 } 137 }
135 } 138 }
136 139
137 fWidth = diffuseWidth; 140 fWidth = diffuseWidth;
138 fHeight = diffuseHeight; 141 fHeight = diffuseHeight;
139 142
140 this->registerChildProcessor(std::move(povDepth)); 143 fShadowParams = params;
144
145 this->registerChildProcessor(std::move(povDepth));
141 this->registerChildProcessor(std::move(diffuse)); 146 this->registerChildProcessor(std::move(diffuse));
142 this->initClassID<ShadowFP>(); 147 this->initClassID<ShadowFP>();
143 } 148 }
144 149
145 class GLSLShadowFP : public GrGLSLFragmentProcessor { 150 class GLSLShadowFP : public GrGLSLFragmentProcessor {
146 public: 151 public:
147 GLSLShadowFP() { } 152 GLSLShadowFP() { }
148 153
149 void emitCode(EmitArgs& args) override { 154 void emitCode(EmitArgs& args) override {
150 155
151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 156 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 157 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
153 158
154 // add uniforms 159 // add uniforms
155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; 160 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); 161 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
157 162
163 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType;
164
158 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 165 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 166 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
160 167
161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] 168 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s]
162 = {nullptr}; 169 = {nullptr};
163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] 170 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts]
164 = {nullptr}; 171 = {nullptr};
165 172
166 SkString lightDirUniNameBase("lightDir"); 173 SkString lightDirUniNameBase("lightDir");
167 SkString lightColorUniNameBase("lightColor"); 174 SkString lightColorUniNameBase("lightColor");
(...skipping 28 matching lines...) Expand all
196 kDefault_GrSLPrecision, 203 kDefault_GrSLPrecision,
197 depthMapWidthUniNameStr.c_str (), 204 depthMapWidthUniNameStr.c_str (),
198 &depthMapWidthUniName[i]); 205 &depthMapWidthUniName[i]);
199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, 206 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag,
200 kInt_GrSLType, 207 kInt_GrSLType,
201 kDefault_GrSLPrecision, 208 kDefault_GrSLPrecision,
202 depthMapHeightUniNameStr.c_st r(), 209 depthMapHeightUniNameStr.c_st r(),
203 &depthMapHeightUniName[i]); 210 &depthMapHeightUniName[i]);
204 } 211 }
205 212
213 const char* shBiasUniName = nullptr;
214 const char* minVarianceUniName = nullptr;
215
216 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag,
217 kFloat_GrSLType,
218 kDefault_GrSLPrecis ion,
219 "shadowBias", &shBi asUniName);
220 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
221 kFloat_GrSLType,
222 kDefault_GrSLPrecision,
223 "minVariance", &minVari anceUniName);
206 224
207 const char* widthUniName = nullptr; 225 const char* widthUniName = nullptr;
208 const char* heightUniName = nullptr; 226 const char* heightUniName = nullptr;
209 227
210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 228 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
211 kInt_GrSLType, 229 kInt_GrSLType,
212 kDefault_GrSLPrecision, 230 kDefault_GrSLPrecision,
213 "width", &widthUniName); 231 "width", &widthUniName);
214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 232 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
215 kInt_GrSLType, 233 kInt_GrSLType,
(...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after
247 offset.c_str(), lightDirUniName[i]); 265 offset.c_str(), lightDirUniName[i]);
248 266
249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", 267 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n",
250 scaleVec.c_str(), 268 scaleVec.c_str(),
251 widthUniName, heightUniName, 269 widthUniName, heightUniName,
252 depthMapWidthUniName[i], depthMapHeight UniName[i]); 270 depthMapWidthUniName[i], depthMapHeight UniName[i]);
253 271
254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", 272 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
255 scaleOffsetVec.c_str(), scaleVec.c_str( )); 273 scaleOffsetVec.c_str(), scaleVec.c_str( ));
256 274
257
258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " 275 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
259 "vec2(%s.x, 0 - %s.y)) " 276 "vec2(%s.x, 0 - %s.y)) "
260 " * %s + vec2(0,1) * %s;\n", 277 " * %s + vec2(0,1) * %s;\n",
261
262 povCoord.c_str(), offset.c_str(), offse t.c_str(), 278 povCoord.c_str(), offset.c_str(), offse t.c_str(),
263 scaleVec.c_str(), scaleOffsetVec.c_str( )); 279 scaleVec.c_str(), scaleOffsetVec.c_str( ));
264 280
265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], 281 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
266 povCoord.c_str(), 282 povCoord.c_str(),
267 kVec2f_GrSLType); 283 kVec2f_GrSLType);
284
285
268 } 286 }
269 287
270 const char* ambientColorUniName = nullptr; 288 const char* ambientColorUniName = nullptr;
271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 289 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 290 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
273 "AmbientColor", &ambie ntColorUniName); 291 "AmbientColor", &ambie ntColorUniName);
274 292
275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); 293 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str());
276 294
277 // Essentially,
278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
279 SkString totalLightColor("totalLightColor"); 295 SkString totalLightColor("totalLightColor");
280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); 296 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str());
297
298 fragBuilder->codeAppendf("float lightProbability;");
299 fragBuilder->codeAppendf("float variance;");
300 fragBuilder->codeAppendf("float d;");
281 301
282 for (int i = 0; i < numLights; i++) { 302 for (int i = 0; i < numLights; i++) {
283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", 303 fragBuilder->codeAppendf("lightProbability = 1;");
304
305 // 1/512 is less than half a pixel; imperceptible
306 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
284 povDepth.c_str(), depthMaps[i].c_str()) ; 307 povDepth.c_str(), depthMaps[i].c_str()) ;
285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s 308 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
286 fragBuilder->codeAppendf("%s += %s.z * %s;", 309 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, % s.g * 255 * 256 );",
310 depthMaps[i].c_str(), depthMaps[i]. c_str());
311
312 // variance biasing lessens light bleeding
313 fragBuilder->codeAppendf("variance = max(moments.y - (moment s.x * moments.x),"
314 "%s);", minVarianceUniName) ;
315
316 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po vDepth.c_str());
317 fragBuilder->codeAppendf("lightProbability = "
318 "(variance / (variance + d * d));") ;
319
320 SkString clamp("clamp");
321 clamp.appendf("%d", i);
322
323 // choosing between light artifacts or correct shape shadows
324 // linstep
325 fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
326 "(1 - %s), 0, 1);" ,
327 clamp.c_str(), shBiasUniName, shBia sUniName);
328
329 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s tr());
330 } else {
331 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
332 povDepth.c_str(), depthMaps[i].c_st r());
333 fragBuilder->codeAppendf("lightProbability = 1;");
334 fragBuilder->codeAppendf("} else { lightProbability = 0; }") ;
335 }
336
337 // VSM: The curved shadows near plane edges are mostly light ble eding.
338 fragBuilder->codeAppendf("}");
339
340 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * ligh tProbability;",
287 totalLightColor.c_str(), 341 totalLightColor.c_str(),
288 lightDirUniName[i], 342 lightDirUniName[i],
289 lightColorUniName[i]); 343 lightColorUniName[i]);
290 fragBuilder->codeAppendf("}");
291 } 344 }
292 345
293 fragBuilder->codeAppendf("%s += %s;", 346 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName);
294 totalLightColor.c_str(),
295 ambientColorUniName);
296 347
297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", 348 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
298 totalLightColor.c_str()); 349 totalLightColor.c_str());
299 350
300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); 351 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or);
301 } 352 }
302 353
303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 354 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
304 GrProcessorKeyBuilder* b) { 355 GrProcessorKeyBuilder* b) {
305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 356 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
306 b->add32(shadowFP.fNumDirLights); 357 b->add32(shadowFP.fNumDirLights);
358 b->add32(shadowFP.fShadowParams.fType);
307 } 359 }
308 360
309 protected: 361 protected:
310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { 362 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); 363 const ShadowFP &shadowFP = proc.cast<ShadowFP>();
312 364
313 fNumDirLights = shadowFP.numLights(); 365 for (int i = 0; i < shadowFP.fNumDirLights; i++) {
314
315 for (int i = 0; i < fNumDirLights; i++) {
316 const SkVector3& lightDir = shadowFP.lightDir(i); 366 const SkVector3& lightDir = shadowFP.lightDir(i);
317 if (lightDir != fLightDir[i]) { 367 if (lightDir != fLightDir[i]) {
318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); 368 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
319 fLightDir[i] = lightDir; 369 fLightDir[i] = lightDir;
320 } 370 }
321 const SkColor3f& lightColor = shadowFP.lightColor(i); 371 const SkColor3f& lightColor = shadowFP.lightColor(i);
322 if (lightColor != fLightColor[i]) { 372 if (lightColor != fLightColor[i]) {
323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); 373 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
324 fLightColor[i] = lightColor; 374 fLightColor[i] = lightColor;
325 } 375 }
326 376
327 int depthMapWidth = shadowFP.depthMapWidth(i); 377 int depthMapWidth = shadowFP.depthMapWidth(i);
328 if (depthMapWidth != fDepthMapWidth[i]) { 378 if (depthMapWidth != fDepthMapWidth[i]) {
329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); 379 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
330 fDepthMapWidth[i] = depthMapWidth; 380 fDepthMapWidth[i] = depthMapWidth;
331 } 381 }
332 int depthMapHeight = shadowFP.depthMapHeight(i); 382 int depthMapHeight = shadowFP.depthMapHeight(i);
333 if (depthMapHeight != fDepthMapHeight[i]) { 383 if (depthMapHeight != fDepthMapHeight[i]) {
334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); 384 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
335 fDepthMapHeight[i] = depthMapHeight; 385 fDepthMapHeight[i] = depthMapHeight;
336 } 386 }
337 } 387 }
338 388
389 SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant;
390 if (biasingConstant != fBiasingConstant) {
391 pdman.set1f(fBiasingConstantUni, biasingConstant);
392 fBiasingConstant = biasingConstant;
393 }
394
395 SkScalar minVariance = shadowFP.shadowParams().fMinVariance;
396 if (minVariance != fMinVariance) {
397 pdman.set1f(fMinVarianceUni, minVariance);
398 fMinVariance = minVariance;
399 }
400
339 int width = shadowFP.width(); 401 int width = shadowFP.width();
340 if (width != fWidth) { 402 if (width != fWidth) {
341 pdman.set1i(fWidthUni, width); 403 pdman.set1i(fWidthUni, width);
342 fWidth = width; 404 fWidth = width;
343 } 405 }
344 int height = shadowFP.height(); 406 int height = shadowFP.height();
345 if (height != fHeight) { 407 if (height != fHeight) {
346 pdman.set1i(fHeightUni, height); 408 pdman.set1i(fHeightUni, height);
347 fHeight = height; 409 fHeight = height;
348 } 410 }
(...skipping 20 matching lines...) Expand all
369 431
370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 432 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
371 GrGLSLProgramDataManager::UniformHandle 433 GrGLSLProgramDataManager::UniformHandle
372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; 434 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
373 435
374 int fWidth; 436 int fWidth;
375 GrGLSLProgramDataManager::UniformHandle fWidthUni; 437 GrGLSLProgramDataManager::UniformHandle fWidthUni;
376 int fHeight; 438 int fHeight;
377 GrGLSLProgramDataManager::UniformHandle fHeightUni; 439 GrGLSLProgramDataManager::UniformHandle fHeightUni;
378 440
441 SkScalar fBiasingConstant;
442 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
443 SkScalar fMinVariance;
444 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
445
379 SkColor3f fAmbientColor; 446 SkColor3f fAmbientColor;
380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; 447 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
381
382 int fNumDirLights;
383 }; 448 };
384 449
385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { 450 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
386 GLSLShadowFP::GenKey(*this, caps, b); 451 GLSLShadowFP::GenKey(*this, caps, b);
387 } 452 }
388 453
389 const char* name() const override { return "shadowFP"; } 454 const char* name() const override { return "shadowFP"; }
390 455
391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 456 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
392 inout->mulByUnknownFourComponents(); 457 inout->mulByUnknownFourComponents();
(...skipping 13 matching lines...) Expand all
406 SkASSERT(i < fNumDirLights); 471 SkASSERT(i < fNumDirLights);
407 return fDepthMapWidth[i]; 472 return fDepthMapWidth[i];
408 } 473 }
409 int depthMapHeight(int i) const { 474 int depthMapHeight(int i) const {
410 SkASSERT(i < fNumDirLights); 475 SkASSERT(i < fNumDirLights);
411 return fDepthMapHeight[i]; 476 return fDepthMapHeight[i];
412 } 477 }
413 int width() const {return fWidth; } 478 int width() const {return fWidth; }
414 int height() const {return fHeight; } 479 int height() const {return fHeight; }
415 480
481 const SkShadowParams& shadowParams() const {return fShadowParams; }
482
416 private: 483 private:
417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } 484 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
418 485
419 bool onIsEqual(const GrFragmentProcessor& proc) const override { 486 bool onIsEqual(const GrFragmentProcessor& proc) const override {
420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 487 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { 488 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) {
422 return false; 489 return false;
423 } 490 }
424 491
425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { 492 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
(...skipping 21 matching lines...) Expand all
447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; 514 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; 515 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; 516 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
450 517
451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; 518 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 519 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
453 520
454 int fHeight; 521 int fHeight;
455 int fWidth; 522 int fWidth;
456 523
524 SkShadowParams fShadowParams;
525
457 SkColor3f fAmbientColor; 526 SkColor3f fAmbientColor;
458 }; 527 };
459 528
460 //////////////////////////////////////////////////////////////////////////// 529 ////////////////////////////////////////////////////////////////////////////
461 530
462 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { 531 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const {
463 532
464 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs); 533 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs);
465 534
466 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs); 535 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs);
467 536
468 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP), 537 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP),
469 std::move(diffuse FP), 538 std::move(diffuse FP),
470 std::move(fLights ), 539 std::move(fLights ),
471 fDiffuseWidth, fD iffuseHeight, 540 fDiffuseWidth, fD iffuseHeight,
472 fpargs.fContext); 541 fShadowParams, fp args.fContext);
473 return shadowfp; 542 return shadowfp;
474 } 543 }
475 544
476 545
477 #endif 546 #endif
478 547
479 //////////////////////////////////////////////////////////////////////////// 548 ////////////////////////////////////////////////////////////////////////////
480 549
481 bool SkShadowShaderImpl::isOpaque() const { 550 bool SkShadowShaderImpl::isOpaque() const {
482 return fDiffuseShader->isOpaque(); 551 return fDiffuseShader->isOpaque();
(...skipping 104 matching lines...) Expand 10 before | Expand all | Expand 10 after
587 #endif 656 #endif
588 657
589 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) { 658 sk_sp<SkFlattenable> SkShadowShaderImpl::CreateProc(SkReadBuffer& buf) {
590 659
591 // Discarding SkShader flattenable params 660 // Discarding SkShader flattenable params
592 bool hasLocalMatrix = buf.readBool(); 661 bool hasLocalMatrix = buf.readBool();
593 SkAssertResult(!hasLocalMatrix); 662 SkAssertResult(!hasLocalMatrix);
594 663
595 sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf); 664 sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf);
596 665
666 SkShadowParams params;
667 params.fMinVariance = buf.readScalar();
668 params.fBiasingConstant = buf.readScalar();
669 params.fType = (SkShadowParams::ShadowType) buf.readInt();
670 params.fShadowRadius = buf.readScalar();
671
597 int diffuseWidth = buf.readInt(); 672 int diffuseWidth = buf.readInt();
598 int diffuseHeight = buf.readInt(); 673 int diffuseHeight = buf.readInt();
599 674
600 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); 675 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
601 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); 676 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
602 677
603 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 678 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
604 std::move(diffuseShader), 679 std::move(diffuseShader),
605 std::move(lights), 680 std::move(lights),
606 diffuseWidth, diffuseHeight); 681 diffuseWidth, diffuseHeight,
682 params);
607 } 683 }
608 684
609 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { 685 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
610 this->INHERITED::flatten(buf); 686 this->INHERITED::flatten(buf);
611 687
612 fLights->flatten(buf); 688 fLights->flatten(buf);
613 689
690 buf.writeScalar(fShadowParams.fMinVariance);
691 buf.writeScalar(fShadowParams.fBiasingConstant);
692 buf.writeInt(fShadowParams.fType);
693 buf.writeScalar(fShadowParams.fShadowRadius);
694
614 buf.writeInt(fDiffuseWidth); 695 buf.writeInt(fDiffuseWidth);
615 buf.writeInt(fDiffuseHeight); 696 buf.writeInt(fDiffuseHeight);
616 697
617 buf.writeFlattenable(fPovDepthShader.get()); 698 buf.writeFlattenable(fPovDepthShader.get());
618 buf.writeFlattenable(fDiffuseShader.get()); 699 buf.writeFlattenable(fDiffuseShader.get());
619 } 700 }
620 701
621 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { 702 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
622 return sizeof(ShadowShaderContext); 703 return sizeof(ShadowShaderContext);
623 } 704 }
(...skipping 25 matching lines...) Expand all
649 730
650 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext, 731 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext,
651 heapAllocated); 732 heapAllocated);
652 } 733 }
653 734
654 /////////////////////////////////////////////////////////////////////////////// 735 ///////////////////////////////////////////////////////////////////////////////
655 736
656 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, 737 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
657 sk_sp<SkShader> diffuseShader, 738 sk_sp<SkShader> diffuseShader,
658 sk_sp<SkLights> lights, 739 sk_sp<SkLights> lights,
659 int diffuseWidth, int diffuseHeight) { 740 int diffuseWidth, int diffuseHeight,
741 const SkShadowParams& params) {
660 if (!povDepthShader || !diffuseShader) { 742 if (!povDepthShader || !diffuseShader) {
661 // TODO: Use paint's color in absence of a diffuseShader 743 // TODO: Use paint's color in absence of a diffuseShader
662 // TODO: Use a default implementation of normalSource instead 744 // TODO: Use a default implementation of normalSource instead
663 return nullptr; 745 return nullptr;
664 } 746 }
665 747
666 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 748 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
667 std::move(diffuseShader), 749 std::move(diffuseShader),
668 std::move(lights), 750 std::move(lights),
669 diffuseWidth, diffuseHeight); 751 diffuseWidth, diffuseHeight,
752 params);
670 } 753 }
671 754
672 /////////////////////////////////////////////////////////////////////////////// 755 ///////////////////////////////////////////////////////////////////////////////
673 756
674 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 757 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
675 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 758 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
676 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
677 760
678 /////////////////////////////////////////////////////////////////////////////// 761 ///////////////////////////////////////////////////////////////////////////////
679 762
680 #endif 763 #endif
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