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

Issue 2224163005: Made shadows blurry (thru implementing variance mapping) (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: made req changes 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
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" 12 #include "SkPoint3.h"
13 13
14 //////////////////////////////////////////////////////////////////////////// 14 ////////////////////////////////////////////////////////////////////////////
15 #ifdef SK_EXPERIMENTAL_SHADOWING 15 #ifdef SK_EXPERIMENTAL_SHADOWING
16 16
17 17
18 /** \class SkShadowShaderImpl 18 /** \class SkShadowShaderImpl
19 This subclass of shader applies shadowing 19 This subclass of shader applies shadowing
20 */ 20 */
21 class SkShadowShaderImpl : public SkShader { 21 class SkShadowShaderImpl : public SkShader {
22 public: 22 public:
23 /** Create a new shadowing shader that shadows 23 /** Create a new shadowing shader that shadows
24 @param to do to do 24 @param to do to do
25 */ 25 */
26 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader, 26 SkShadowShaderImpl(sk_sp<SkShader> povDepthShader,
27 sk_sp<SkShader> diffuseShader, 27 sk_sp<SkShader> diffuseShader,
28 sk_sp<SkLights> lights, 28 sk_sp<SkLights> lights,
29 int diffuseWidth, int diffuseHeight) 29 int diffuseWidth, int diffuseHeight,
30 SkShadowType sType)
30 : fPovDepthShader(std::move(povDepthShader)) 31 : fPovDepthShader(std::move(povDepthShader))
31 , fDiffuseShader(std::move(diffuseShader)) 32 , fDiffuseShader(std::move(diffuseShader))
32 , fLights(std::move(lights)) 33 , fLights(std::move(lights))
33 , fDiffuseWidth(diffuseWidth) 34 , fDiffuseWidth(diffuseWidth)
34 , fDiffuseHeight(diffuseHeight) { } 35 , fDiffuseHeight(diffuseHeight)
36 , fShType(sType) { }
35 37
36 bool isOpaque() const override; 38 bool isOpaque() const override;
37 39
38 #if SK_SUPPORT_GPU 40 #if SK_SUPPORT_GPU
39 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de; 41 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de;
40 #endif 42 #endif
41 43
42 class ShadowShaderContext : public SkShader::Context { 44 class ShadowShaderContext : public SkShader::Context {
43 public: 45 public:
44 // The context takes ownership of the states. It will call their destruc tors 46 // 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; 75 Context* onCreateContext(const ContextRec&, void*) const override;
74 76
75 private: 77 private:
76 sk_sp<SkShader> fPovDepthShader; 78 sk_sp<SkShader> fPovDepthShader;
77 sk_sp<SkShader> fDiffuseShader; 79 sk_sp<SkShader> fDiffuseShader;
78 sk_sp<SkLights> fLights; 80 sk_sp<SkLights> fLights;
79 81
80 int fDiffuseWidth; 82 int fDiffuseWidth;
81 int fDiffuseHeight; 83 int fDiffuseHeight;
82 84
85 SkShadowType fShType;
86
83 friend class SkShadowShader; 87 friend class SkShadowShader;
84 88
85 typedef SkShader INHERITED; 89 typedef SkShader INHERITED;
86 }; 90 };
87 91
88 //////////////////////////////////////////////////////////////////////////// 92 ////////////////////////////////////////////////////////////////////////////
89 93
90 #if SK_SUPPORT_GPU 94 #if SK_SUPPORT_GPU
91 95
92 #include "GrCoordTransform.h" 96 #include "GrCoordTransform.h"
93 #include "GrFragmentProcessor.h" 97 #include "GrFragmentProcessor.h"
94 #include "GrInvariantOutput.h" 98 #include "GrInvariantOutput.h"
95 #include "glsl/GrGLSLFragmentProcessor.h" 99 #include "glsl/GrGLSLFragmentProcessor.h"
96 #include "glsl/GrGLSLFragmentShaderBuilder.h" 100 #include "glsl/GrGLSLFragmentShaderBuilder.h"
97 #include "SkGr.h" 101 #include "SkGr.h"
98 #include "SkGrPriv.h" 102 #include "SkGrPriv.h"
99 #include "SkSpecialImage.h" 103 #include "SkSpecialImage.h"
100 #include "SkImage_Base.h" 104 #include "SkImage_Base.h"
101 #include "GrContext.h" 105 #include "GrContext.h"
102 106
103 class ShadowFP : public GrFragmentProcessor { 107 class ShadowFP : public GrFragmentProcessor {
104 public: 108 public:
105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, 109 ShadowFP(sk_sp<GrFragmentProcessor> povDepth,
106 sk_sp<GrFragmentProcessor> diffuse, 110 sk_sp<GrFragmentProcessor> diffuse,
107 sk_sp<SkLights> lights, 111 sk_sp<SkLights> lights,
108 int diffuseWidth, int diffuseHeight, 112 int diffuseWidth, int diffuseHeight,
113 SkShadowType sType,
109 GrContext* context) { 114 GrContext* context) {
110 115
111 // fuse all ambient lights into a single one 116 // fuse all ambient lights into a single one
112 fAmbientColor.set(0.0f, 0.0f, 0.0f); 117 fAmbientColor.set(0.0f, 0.0f, 0.0f);
113 118
114 fNumDirLights = 0; // refers to directional lights. 119 fNumDirLights = 0; // refers to directional lights.
115 for (int i = 0; i < lights->numLights(); ++i) { 120 for (int i = 0; i < lights->numLights(); ++i) {
116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { 121 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
117 fAmbientColor += lights->light(i).color(); 122 fAmbientColor += lights->light(i).color();
118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { 123 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
(...skipping 11 matching lines...) Expand all
130 fDepthMapHeight[fNumDirLights] = shadowMap->height(); 135 fDepthMapHeight[fNumDirLights] = shadowMap->height();
131 fDepthMapWidth[fNumDirLights] = shadowMap->width(); 136 fDepthMapWidth[fNumDirLights] = shadowMap->width();
132 137
133 fNumDirLights++; 138 fNumDirLights++;
134 } 139 }
135 } 140 }
136 141
137 fWidth = diffuseWidth; 142 fWidth = diffuseWidth;
138 fHeight = diffuseHeight; 143 fHeight = diffuseHeight;
139 144
145 fShType = sType;
146
147
148 // printf("init: %d\n", sType.fBlurAlgorithm);
jvanverth1 2016/08/12 17:39:09 Remove this or put in #ifdef block (e.g. #ifdef DU
vjiaoblack 2016/08/12 19:07:42 Thanks! Done.
149
140 this->registerChildProcessor(std::move(povDepth)); 150 this->registerChildProcessor(std::move(povDepth));
141 this->registerChildProcessor(std::move(diffuse)); 151 this->registerChildProcessor(std::move(diffuse));
142 this->initClassID<ShadowFP>(); 152 this->initClassID<ShadowFP>();
143 } 153 }
144 154
145 class GLSLShadowFP : public GrGLSLFragmentProcessor { 155 class GLSLShadowFP : public GrGLSLFragmentProcessor {
146 public: 156 public:
147 GLSLShadowFP() { } 157 GLSLShadowFP() { }
148 158
149 void emitCode(EmitArgs& args) override { 159 void emitCode(EmitArgs& args) override {
150 160
151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 161 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 162 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
153 163
154 // add uniforms 164 // add uniforms
155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; 165 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); 166 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
157 167
168 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShType.fBlurAlgorithm ;
169
158 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 170 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 171 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
160 172
161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] 173 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s]
162 = {nullptr}; 174 = {nullptr};
163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] 175 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts]
164 = {nullptr}; 176 = {nullptr};
165 177
166 SkString lightDirUniNameBase("lightDir"); 178 SkString lightDirUniNameBase("lightDir");
167 SkString lightColorUniNameBase("lightColor"); 179 SkString lightColorUniNameBase("lightColor");
(...skipping 28 matching lines...) Expand all
196 kDefault_GrSLPrecision, 208 kDefault_GrSLPrecision,
197 depthMapWidthUniNameStr.c_str (), 209 depthMapWidthUniNameStr.c_str (),
198 &depthMapWidthUniName[i]); 210 &depthMapWidthUniName[i]);
199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, 211 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag,
200 kInt_GrSLType, 212 kInt_GrSLType,
201 kDefault_GrSLPrecision, 213 kDefault_GrSLPrecision,
202 depthMapHeightUniNameStr.c_st r(), 214 depthMapHeightUniNameStr.c_st r(),
203 &depthMapHeightUniName[i]); 215 &depthMapHeightUniName[i]);
204 } 216 }
205 217
218 const char* shBiasUniName = nullptr;
219 const char* minVarianceUniName = nullptr;
220
221 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag,
222 kFloat_GrSLType,
223 kDefault_GrSLPrecis ion,
224 "shadowBias", &shBi asUniName);
225 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
226 kFloat_GrSLType,
227 kDefault_GrSLPrecision,
228 "minVariance", &minVari anceUniName);
206 229
207 const char* widthUniName = nullptr; 230 const char* widthUniName = nullptr;
208 const char* heightUniName = nullptr; 231 const char* heightUniName = nullptr;
209 232
210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 233 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
211 kInt_GrSLType, 234 kInt_GrSLType,
212 kDefault_GrSLPrecision, 235 kDefault_GrSLPrecision,
213 "width", &widthUniName); 236 "width", &widthUniName);
214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 237 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
215 kInt_GrSLType, 238 kInt_GrSLType,
(...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after
247 offset.c_str(), lightDirUniName[i]); 270 offset.c_str(), lightDirUniName[i]);
248 271
249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", 272 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n",
250 scaleVec.c_str(), 273 scaleVec.c_str(),
251 widthUniName, heightUniName, 274 widthUniName, heightUniName,
252 depthMapWidthUniName[i], depthMapHeight UniName[i]); 275 depthMapWidthUniName[i], depthMapHeight UniName[i]);
253 276
254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", 277 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
255 scaleOffsetVec.c_str(), scaleVec.c_str( )); 278 scaleOffsetVec.c_str(), scaleVec.c_str( ));
256 279
257
258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " 280 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
259 "vec2(%s.x, 0 - %s.y)) " 281 "vec2(%s.x, 0 - %s.y)) "
260 " * %s + vec2(0,1) * %s;\n", 282 " * %s + vec2(0,1) * %s;\n",
261
262 povCoord.c_str(), offset.c_str(), offse t.c_str(), 283 povCoord.c_str(), offset.c_str(), offse t.c_str(),
263 scaleVec.c_str(), scaleOffsetVec.c_str( )); 284 scaleVec.c_str(), scaleOffsetVec.c_str( ));
264 285
265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], 286 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
266 povCoord.c_str(), 287 povCoord.c_str(),
267 kVec2f_GrSLType); 288 kVec2f_GrSLType);
289
290
268 } 291 }
269 292
270 const char* ambientColorUniName = nullptr; 293 const char* ambientColorUniName = nullptr;
271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 294 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 295 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
273 "AmbientColor", &ambie ntColorUniName); 296 "AmbientColor", &ambie ntColorUniName);
274 297
275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); 298 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str());
276 299
277 // Essentially, 300 // all the normal vectors point straight up
278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
279 SkString totalLightColor("totalLightColor"); 301 SkString totalLightColor("totalLightColor");
280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); 302 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str());
303
304 SkString lightProb("lightProbability");
305 fragBuilder->codeAppendf("float %s;", lightProb.c_str());
306 fragBuilder->codeAppendf("float variance;");
307 fragBuilder->codeAppendf("float d;");
281 308
282 for (int i = 0; i < numLights; i++) { 309 for (int i = 0; i < numLights; i++) {
283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", 310 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str());
311
312 // 1/512 is less than half a pixel; imperceptible
313 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
284 povDepth.c_str(), depthMaps[i].c_str()) ; 314 povDepth.c_str(), depthMaps[i].c_str()) ;
285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s 315 if (blurAlgorithm == SkShadowType::kVariance_BlurAlgorithm) {
286 fragBuilder->codeAppendf("%s += %s.z * %s;", 316 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, % s.g * 255 * 256 );",
317 depthMaps[i].c_str(), depthMaps[i]. c_str());
318
319 // variance biasing lessens light bleeding
320 fragBuilder->codeAppendf("variance = max(moments.y - (moment s.x * moments.x),"
321 "%s);", minVarianceUniName) ;
322
323 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po vDepth.c_str());
324 fragBuilder->codeAppendf("%s = (variance / (variance + d * d ));",
325 lightProb.c_str());
326
327 SkString clamp("clamp");
328 clamp.appendf("%d", i);
329
330 // choosing between light artifacts or correct shape shadows
331 // linstep
332 fragBuilder->codeAppendf("float %s = clamp((%s - %s) / (1 - %s), 0, 1);",
333 clamp.c_str(), lightProb.c_str(),
334 shBiasUniName, shBiasUniName);
335
336 // different bias types
337 // sqrt pulls in and makes an edge
338 // pow2 pushes out
339 // fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s) ;",
340 // lightProb.c_str(), clamp.c_str(), clamp.c_str(), clamp.c_str());
jvanverth1 2016/08/12 17:39:09 Line length > 100? And are these commented out lin
vjiaoblack 2016/08/12 19:07:42 I would like to keep them as comments to document
jvanverth1 2016/08/12 19:44:10 Then I would block them out with an #ifdef, just l
341 // fragBuilder->codeAppendf("%s = 6 * pow(%s, 5) - 15 * pow( %s, 4) + 10 * pow(%s, 3);",
342 // lightProb.c_str(), clamp.c_str(), clamp.c_str(), clamp.c_str());
343
344 fragBuilder->codeAppendf("%s = %s;",
345 lightProb.c_str(), clamp.c_str());
346 } else {
347 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
348 povDepth.c_str(), depthMaps[i].c_st r());
349 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str());
350 fragBuilder->codeAppendf("} else { %s = 0; }", lightProb.c_s tr());
351 }
352
353 // VSM: The curved shadows near plane edges are mostly light ble eding.
354 fragBuilder->codeAppendf("}");
355
356 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * %s;" ,
287 totalLightColor.c_str(), 357 totalLightColor.c_str(),
288 lightDirUniName[i], 358 lightDirUniName[i],
289 lightColorUniName[i]); 359 lightColorUniName[i],
290 fragBuilder->codeAppendf("}"); 360 lightProb.c_str());
291 } 361 }
292 362
293 fragBuilder->codeAppendf("%s += %s;", 363 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName);
294 totalLightColor.c_str(),
295 ambientColorUniName);
296 364
297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", 365 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
298 totalLightColor.c_str()); 366 totalLightColor.c_str());
299 367
300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); 368 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or);
301 } 369 }
302 370
303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 371 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
304 GrProcessorKeyBuilder* b) { 372 GrProcessorKeyBuilder* b) {
305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 373 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
306 b->add32(shadowFP.fNumDirLights); 374 b->add32(shadowFP.fNumDirLights);
375 b->add32(shadowFP.fShType.fBlurAlgorithm);
307 } 376 }
308 377
309 protected: 378 protected:
310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { 379 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); 380 const ShadowFP &shadowFP = proc.cast<ShadowFP>();
312 381
313 fNumDirLights = shadowFP.numLights(); 382 for (int i = 0; i < shadowFP.fNumDirLights; i++) {
314
315 for (int i = 0; i < fNumDirLights; i++) {
316 const SkVector3& lightDir = shadowFP.lightDir(i); 383 const SkVector3& lightDir = shadowFP.lightDir(i);
317 if (lightDir != fLightDir[i]) { 384 if (lightDir != fLightDir[i]) {
318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); 385 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
319 fLightDir[i] = lightDir; 386 fLightDir[i] = lightDir;
320 } 387 }
321 const SkColor3f& lightColor = shadowFP.lightColor(i); 388 const SkColor3f& lightColor = shadowFP.lightColor(i);
322 if (lightColor != fLightColor[i]) { 389 if (lightColor != fLightColor[i]) {
323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); 390 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
324 fLightColor[i] = lightColor; 391 fLightColor[i] = lightColor;
325 } 392 }
326 393
327 int depthMapWidth = shadowFP.depthMapWidth(i); 394 int depthMapWidth = shadowFP.depthMapWidth(i);
328 if (depthMapWidth != fDepthMapWidth[i]) { 395 if (depthMapWidth != fDepthMapWidth[i]) {
329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); 396 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
330 fDepthMapWidth[i] = depthMapWidth; 397 fDepthMapWidth[i] = depthMapWidth;
331 } 398 }
332 int depthMapHeight = shadowFP.depthMapHeight(i); 399 int depthMapHeight = shadowFP.depthMapHeight(i);
333 if (depthMapHeight != fDepthMapHeight[i]) { 400 if (depthMapHeight != fDepthMapHeight[i]) {
334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); 401 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
335 fDepthMapHeight[i] = depthMapHeight; 402 fDepthMapHeight[i] = depthMapHeight;
336 } 403 }
337 } 404 }
338 405
406 SkScalar biasingConstant = shadowFP.shadowType().fBiasingConstant;
407 if (biasingConstant != fBiasingConstant) {
408 pdman.set1f(fBiasingConstantUni, biasingConstant);
409 fBiasingConstant = biasingConstant;
410 }
411
412 SkScalar minVariance = shadowFP.shadowType().fMinVariance;
413 if (minVariance != fMinVariance) {
414 pdman.set1f(fMinVarianceUni, minVariance);
415 fMinVariance = minVariance;
416 }
417
339 int width = shadowFP.width(); 418 int width = shadowFP.width();
340 if (width != fWidth) { 419 if (width != fWidth) {
341 pdman.set1i(fWidthUni, width); 420 pdman.set1i(fWidthUni, width);
342 fWidth = width; 421 fWidth = width;
343 } 422 }
344 int height = shadowFP.height(); 423 int height = shadowFP.height();
345 if (height != fHeight) { 424 if (height != fHeight) {
346 pdman.set1i(fHeightUni, height); 425 pdman.set1i(fHeightUni, height);
347 fHeight = height; 426 fHeight = height;
348 } 427 }
(...skipping 20 matching lines...) Expand all
369 448
370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 449 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
371 GrGLSLProgramDataManager::UniformHandle 450 GrGLSLProgramDataManager::UniformHandle
372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; 451 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
373 452
374 int fWidth; 453 int fWidth;
375 GrGLSLProgramDataManager::UniformHandle fWidthUni; 454 GrGLSLProgramDataManager::UniformHandle fWidthUni;
376 int fHeight; 455 int fHeight;
377 GrGLSLProgramDataManager::UniformHandle fHeightUni; 456 GrGLSLProgramDataManager::UniformHandle fHeightUni;
378 457
458 SkScalar fBiasingConstant;
459 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
460 SkScalar fMinVariance;
461 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
462
379 SkColor3f fAmbientColor; 463 SkColor3f fAmbientColor;
380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; 464 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
381
382 int fNumDirLights;
383 }; 465 };
384 466
385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { 467 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
386 GLSLShadowFP::GenKey(*this, caps, b); 468 GLSLShadowFP::GenKey(*this, caps, b);
387 } 469 }
388 470
389 const char* name() const override { return "shadowFP"; } 471 const char* name() const override { return "shadowFP"; }
390 472
391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 473 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
392 inout->mulByUnknownFourComponents(); 474 inout->mulByUnknownFourComponents();
(...skipping 13 matching lines...) Expand all
406 SkASSERT(i < fNumDirLights); 488 SkASSERT(i < fNumDirLights);
407 return fDepthMapWidth[i]; 489 return fDepthMapWidth[i];
408 } 490 }
409 int depthMapHeight(int i) const { 491 int depthMapHeight(int i) const {
410 SkASSERT(i < fNumDirLights); 492 SkASSERT(i < fNumDirLights);
411 return fDepthMapHeight[i]; 493 return fDepthMapHeight[i];
412 } 494 }
413 int width() const {return fWidth; } 495 int width() const {return fWidth; }
414 int height() const {return fHeight; } 496 int height() const {return fHeight; }
415 497
498 SkShadowType shadowType() const {return fShType; }
499
416 private: 500 private:
417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } 501 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
418 502
419 bool onIsEqual(const GrFragmentProcessor& proc) const override { 503 bool onIsEqual(const GrFragmentProcessor& proc) const override {
420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 504 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { 505 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) {
422 return false; 506 return false;
423 } 507 }
424 508
425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { 509 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
(...skipping 21 matching lines...) Expand all
447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; 531 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; 532 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; 533 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
450 534
451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; 535 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 536 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
453 537
454 int fHeight; 538 int fHeight;
455 int fWidth; 539 int fWidth;
456 540
541 SkShadowType fShType;
542
457 SkColor3f fAmbientColor; 543 SkColor3f fAmbientColor;
458 }; 544 };
459 545
460 //////////////////////////////////////////////////////////////////////////// 546 ////////////////////////////////////////////////////////////////////////////
461 547
462 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { 548 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const {
463 549
464 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs); 550 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs);
465 551
466 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs); 552 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs);
467 553
468 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP), 554 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP),
469 std::move(diffuse FP), 555 std::move(diffuse FP),
470 std::move(fLights ), 556 std::move(fLights ),
471 fDiffuseWidth, fD iffuseHeight, 557 fDiffuseWidth, fD iffuseHeight,
472 fpargs.fContext); 558 fShType, fpargs.f Context);
473 return shadowfp; 559 return shadowfp;
474 } 560 }
475 561
476 562
477 #endif 563 #endif
478 564
479 //////////////////////////////////////////////////////////////////////////// 565 ////////////////////////////////////////////////////////////////////////////
480 566
481 bool SkShadowShaderImpl::isOpaque() const { 567 bool SkShadowShaderImpl::isOpaque() const {
482 return fDiffuseShader->isOpaque(); 568 return fDiffuseShader->isOpaque();
(...skipping 136 matching lines...) Expand 10 before | Expand all | Expand 10 after
619 705
620 SkLights::Light light = SkLights::Light(color, dir); 706 SkLights::Light light = SkLights::Light(color, dir);
621 light.setShadowMap(depthMap); 707 light.setShadowMap(depthMap);
622 708
623 builder.add(light); 709 builder.add(light);
624 } 710 }
625 } 711 }
626 712
627 sk_sp<SkLights> lights(builder.finish()); 713 sk_sp<SkLights> lights(builder.finish());
628 714
715 SkShadowType sType;
716 sType.fMinVariance = buf.readScalar();
717 sType.fBiasingConstant = buf.readScalar();
718 sType.fBlurAlgorithm = (SkShadowType::BlurAlgorithm) buf.readInt();
719 sType.fShadowRadius = buf.readScalar();
720
629 int diffuseWidth = buf.readInt(); 721 int diffuseWidth = buf.readInt();
630 int diffuseHeight = buf.readInt(); 722 int diffuseHeight = buf.readInt();
631 723
632 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); 724 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
633 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); 725 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
634 726
635 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 727 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
636 std::move(diffuseShader), 728 std::move(diffuseShader),
637 std::move(lights), 729 std::move(lights),
638 diffuseWidth, diffuseHeight); 730 diffuseWidth, diffuseHeight,
731 sType);
639 } 732 }
640 733
641 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { 734 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
642 this->INHERITED::flatten(buf); 735 this->INHERITED::flatten(buf);
643 736
644 buf.writeInt(fLights->numLights()); 737 buf.writeInt(fLights->numLights());
645 738
646 for (int l = 0; l < fLights->numLights(); ++l) { 739 for (int l = 0; l < fLights->numLights(); ++l) {
647 const SkLights::Light& light = fLights->light(l); 740 const SkLights::Light& light = fLights->light(l);
648 741
649 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); 742 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
650 743
651 buf.writeBool(isAmbient); 744 buf.writeBool(isAmbient);
652 buf.writeScalarArray(&light.color().fX, 3); 745 buf.writeScalarArray(&light.color().fX, 3);
653 if (!isAmbient) { 746 if (!isAmbient) {
654 buf.writeScalarArray(&light.dir().fX, 3); 747 buf.writeScalarArray(&light.dir().fX, 3);
655 } 748 }
656 749
657 buf.writeImage(light.getShadowMap()); 750 buf.writeImage(light.getShadowMap());
658 } 751 }
659 752
753 buf.writeScalar(fShType.fMinVariance);
754 buf.writeScalar(fShType.fBiasingConstant);
755 buf.writeInt(fShType.fBlurAlgorithm);
756 buf.writeScalar(fShType.fShadowRadius);
757
660 buf.writeInt(fDiffuseWidth); 758 buf.writeInt(fDiffuseWidth);
661 buf.writeInt(fDiffuseHeight); 759 buf.writeInt(fDiffuseHeight);
662 760
663 buf.writeFlattenable(fPovDepthShader.get()); 761 buf.writeFlattenable(fPovDepthShader.get());
664 buf.writeFlattenable(fDiffuseShader.get()); 762 buf.writeFlattenable(fDiffuseShader.get());
665 } 763 }
666 764
667 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { 765 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
668 return sizeof(ShadowShaderContext); 766 return sizeof(ShadowShaderContext);
669 } 767 }
(...skipping 25 matching lines...) Expand all
695 793
696 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext, 794 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext,
697 heapAllocated); 795 heapAllocated);
698 } 796 }
699 797
700 /////////////////////////////////////////////////////////////////////////////// 798 ///////////////////////////////////////////////////////////////////////////////
701 799
702 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, 800 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
703 sk_sp<SkShader> diffuseShader, 801 sk_sp<SkShader> diffuseShader,
704 sk_sp<SkLights> lights, 802 sk_sp<SkLights> lights,
705 int diffuseWidth, int diffuseHeight) { 803 int diffuseWidth, int diffuseHeight,
804 SkShadowType sType) {
706 if (!povDepthShader || !diffuseShader) { 805 if (!povDepthShader || !diffuseShader) {
707 // TODO: Use paint's color in absence of a diffuseShader 806 // TODO: Use paint's color in absence of a diffuseShader
708 // TODO: Use a default implementation of normalSource instead 807 // TODO: Use a default implementation of normalSource instead
709 return nullptr; 808 return nullptr;
710 } 809 }
711 810
712 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 811 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
713 std::move(diffuseShader), 812 std::move(diffuseShader),
714 std::move(lights), 813 std::move(lights),
715 diffuseWidth, diffuseHeight); 814 diffuseWidth, diffuseHeight,
815 sType);
716 } 816 }
717 817
718 /////////////////////////////////////////////////////////////////////////////// 818 ///////////////////////////////////////////////////////////////////////////////
719 819
720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 820 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 821 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 822 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
723 823
724 /////////////////////////////////////////////////////////////////////////////// 824 ///////////////////////////////////////////////////////////////////////////////
725 825
726 #endif 826 #endif
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