Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(2)

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: removed extra comments Created 4 years, 4 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
OLDNEW
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)
jvanverth1 2016/08/15 16:37:17 const SkShadowType&
vjiaoblack 2016/08/15 17:43:31 Done.
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 , fShadowType(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 fShadowType;
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,
jvanverth1 2016/08/15 16:37:17 const SkShadowType&
vjiaoblack 2016/08/15 17:43:31 Done.
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
140 this->registerChildProcessor(std::move(povDepth)); 145 fShadowType = sType;
146
147 this->registerChildProcessor(std::move(povDepth));
141 this->registerChildProcessor(std::move(diffuse)); 148 this->registerChildProcessor(std::move(diffuse));
142 this->initClassID<ShadowFP>(); 149 this->initClassID<ShadowFP>();
143 } 150 }
144 151
145 class GLSLShadowFP : public GrGLSLFragmentProcessor { 152 class GLSLShadowFP : public GrGLSLFragmentProcessor {
146 public: 153 public:
147 GLSLShadowFP() { } 154 GLSLShadowFP() { }
148 155
149 void emitCode(EmitArgs& args) override { 156 void emitCode(EmitArgs& args) override {
150 157
151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; 158 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; 159 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
153 160
154 // add uniforms 161 // add uniforms
155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; 162 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); 163 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
157 164
165 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowType.fBlurAlgor ithm;
166
158 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 167 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 168 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
160 169
161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] 170 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s]
162 = {nullptr}; 171 = {nullptr};
163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] 172 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts]
164 = {nullptr}; 173 = {nullptr};
165 174
166 SkString lightDirUniNameBase("lightDir"); 175 SkString lightDirUniNameBase("lightDir");
167 SkString lightColorUniNameBase("lightColor"); 176 SkString lightColorUniNameBase("lightColor");
(...skipping 28 matching lines...) Expand all
196 kDefault_GrSLPrecision, 205 kDefault_GrSLPrecision,
197 depthMapWidthUniNameStr.c_str (), 206 depthMapWidthUniNameStr.c_str (),
198 &depthMapWidthUniName[i]); 207 &depthMapWidthUniName[i]);
199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, 208 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag,
200 kInt_GrSLType, 209 kInt_GrSLType,
201 kDefault_GrSLPrecision, 210 kDefault_GrSLPrecision,
202 depthMapHeightUniNameStr.c_st r(), 211 depthMapHeightUniNameStr.c_st r(),
203 &depthMapHeightUniName[i]); 212 &depthMapHeightUniName[i]);
204 } 213 }
205 214
215 const char* shBiasUniName = nullptr;
216 const char* minVarianceUniName = nullptr;
217
218 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag,
219 kFloat_GrSLType,
220 kDefault_GrSLPrecis ion,
221 "shadowBias", &shBi asUniName);
222 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
223 kFloat_GrSLType,
224 kDefault_GrSLPrecision,
225 "minVariance", &minVari anceUniName);
206 226
207 const char* widthUniName = nullptr; 227 const char* widthUniName = nullptr;
208 const char* heightUniName = nullptr; 228 const char* heightUniName = nullptr;
209 229
210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 230 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
211 kInt_GrSLType, 231 kInt_GrSLType,
212 kDefault_GrSLPrecision, 232 kDefault_GrSLPrecision,
213 "width", &widthUniName); 233 "width", &widthUniName);
214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 234 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
215 kInt_GrSLType, 235 kInt_GrSLType,
(...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after
247 offset.c_str(), lightDirUniName[i]); 267 offset.c_str(), lightDirUniName[i]);
248 268
249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", 269 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n",
250 scaleVec.c_str(), 270 scaleVec.c_str(),
251 widthUniName, heightUniName, 271 widthUniName, heightUniName,
252 depthMapWidthUniName[i], depthMapHeight UniName[i]); 272 depthMapWidthUniName[i], depthMapHeight UniName[i]);
253 273
254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", 274 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
255 scaleOffsetVec.c_str(), scaleVec.c_str( )); 275 scaleOffsetVec.c_str(), scaleVec.c_str( ));
256 276
257
258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " 277 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
259 "vec2(%s.x, 0 - %s.y)) " 278 "vec2(%s.x, 0 - %s.y)) "
260 " * %s + vec2(0,1) * %s;\n", 279 " * %s + vec2(0,1) * %s;\n",
261
262 povCoord.c_str(), offset.c_str(), offse t.c_str(), 280 povCoord.c_str(), offset.c_str(), offse t.c_str(),
263 scaleVec.c_str(), scaleOffsetVec.c_str( )); 281 scaleVec.c_str(), scaleOffsetVec.c_str( ));
264 282
265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], 283 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
266 povCoord.c_str(), 284 povCoord.c_str(),
267 kVec2f_GrSLType); 285 kVec2f_GrSLType);
286
287
268 } 288 }
269 289
270 const char* ambientColorUniName = nullptr; 290 const char* ambientColorUniName = nullptr;
271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 291 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 292 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
273 "AmbientColor", &ambie ntColorUniName); 293 "AmbientColor", &ambie ntColorUniName);
274 294
275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); 295 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str());
276 296
277 // Essentially, 297 // all the normal vectors point straight up
278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
279 SkString totalLightColor("totalLightColor"); 298 SkString totalLightColor("totalLightColor");
280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); 299 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str());
300
301 SkString lightProb("lightProbability");
302 fragBuilder->codeAppendf("float %s;", lightProb.c_str());
303 fragBuilder->codeAppendf("float variance;");
304 fragBuilder->codeAppendf("float d;");
281 305
282 for (int i = 0; i < numLights; i++) { 306 for (int i = 0; i < numLights; i++) {
283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", 307 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str());
308
309 // 1/512 is less than half a pixel; imperceptible
310 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
284 povDepth.c_str(), depthMaps[i].c_str()) ; 311 povDepth.c_str(), depthMaps[i].c_str()) ;
285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s 312 if (blurAlgorithm == SkShadowType::kVariance_BlurAlgorithm) {
286 fragBuilder->codeAppendf("%s += %s.z * %s;", 313 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, % s.g * 255 * 256 );",
314 depthMaps[i].c_str(), depthMaps[i]. c_str());
315
316 // variance biasing lessens light bleeding
317 fragBuilder->codeAppendf("variance = max(moments.y - (moment s.x * moments.x),"
318 "%s);", minVarianceUniName) ;
319
320 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po vDepth.c_str());
321 fragBuilder->codeAppendf("%s = (variance / (variance + d * d ));",
322 lightProb.c_str());
323
324 SkString clamp("clamp");
325 clamp.appendf("%d", i);
326
327 // choosing between light artifacts or correct shape shadows
328 // linstep
329 fragBuilder->codeAppendf("float %s = clamp((%s - %s) / (1 - %s), 0, 1);",
330 clamp.c_str(), lightProb.c_str(),
331 shBiasUniName, shBiasUniName);
332
333 fragBuilder->codeAppendf("%s = %s;",
334 lightProb.c_str(), clamp.c_str());
335 } else {
336 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
337 povDepth.c_str(), depthMaps[i].c_st r());
338 fragBuilder->codeAppendf("%s = 1;", lightProb.c_str());
339 fragBuilder->codeAppendf("} else { %s = 0; }", lightProb.c_s tr());
340 }
341
342 // VSM: The curved shadows near plane edges are mostly light ble eding.
343 fragBuilder->codeAppendf("}");
344
345 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * %s;" ,
287 totalLightColor.c_str(), 346 totalLightColor.c_str(),
288 lightDirUniName[i], 347 lightDirUniName[i],
289 lightColorUniName[i]); 348 lightColorUniName[i],
290 fragBuilder->codeAppendf("}"); 349 lightProb.c_str());
291 } 350 }
292 351
293 fragBuilder->codeAppendf("%s += %s;", 352 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName);
294 totalLightColor.c_str(),
295 ambientColorUniName);
296 353
297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", 354 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);",
298 totalLightColor.c_str()); 355 totalLightColor.c_str());
299 356
300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); 357 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or);
301 } 358 }
302 359
303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 360 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
304 GrProcessorKeyBuilder* b) { 361 GrProcessorKeyBuilder* b) {
305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 362 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
306 b->add32(shadowFP.fNumDirLights); 363 b->add32(shadowFP.fNumDirLights);
364 b->add32(shadowFP.fShadowType.fBlurAlgorithm);
307 } 365 }
308 366
309 protected: 367 protected:
310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { 368 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); 369 const ShadowFP &shadowFP = proc.cast<ShadowFP>();
312 370
313 fNumDirLights = shadowFP.numLights(); 371 for (int i = 0; i < shadowFP.fNumDirLights; i++) {
314
315 for (int i = 0; i < fNumDirLights; i++) {
316 const SkVector3& lightDir = shadowFP.lightDir(i); 372 const SkVector3& lightDir = shadowFP.lightDir(i);
317 if (lightDir != fLightDir[i]) { 373 if (lightDir != fLightDir[i]) {
318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); 374 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
319 fLightDir[i] = lightDir; 375 fLightDir[i] = lightDir;
320 } 376 }
321 const SkColor3f& lightColor = shadowFP.lightColor(i); 377 const SkColor3f& lightColor = shadowFP.lightColor(i);
322 if (lightColor != fLightColor[i]) { 378 if (lightColor != fLightColor[i]) {
323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); 379 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
324 fLightColor[i] = lightColor; 380 fLightColor[i] = lightColor;
325 } 381 }
326 382
327 int depthMapWidth = shadowFP.depthMapWidth(i); 383 int depthMapWidth = shadowFP.depthMapWidth(i);
328 if (depthMapWidth != fDepthMapWidth[i]) { 384 if (depthMapWidth != fDepthMapWidth[i]) {
329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); 385 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
330 fDepthMapWidth[i] = depthMapWidth; 386 fDepthMapWidth[i] = depthMapWidth;
331 } 387 }
332 int depthMapHeight = shadowFP.depthMapHeight(i); 388 int depthMapHeight = shadowFP.depthMapHeight(i);
333 if (depthMapHeight != fDepthMapHeight[i]) { 389 if (depthMapHeight != fDepthMapHeight[i]) {
334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); 390 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
335 fDepthMapHeight[i] = depthMapHeight; 391 fDepthMapHeight[i] = depthMapHeight;
336 } 392 }
337 } 393 }
338 394
395 SkScalar biasingConstant = shadowFP.shadowType().fBiasingConstant;
396 if (biasingConstant != fBiasingConstant) {
397 pdman.set1f(fBiasingConstantUni, biasingConstant);
398 fBiasingConstant = biasingConstant;
399 }
400
401 SkScalar minVariance = shadowFP.shadowType().fMinVariance;
402 if (minVariance != fMinVariance) {
403 pdman.set1f(fMinVarianceUni, minVariance);
404 fMinVariance = minVariance;
405 }
406
339 int width = shadowFP.width(); 407 int width = shadowFP.width();
340 if (width != fWidth) { 408 if (width != fWidth) {
341 pdman.set1i(fWidthUni, width); 409 pdman.set1i(fWidthUni, width);
342 fWidth = width; 410 fWidth = width;
343 } 411 }
344 int height = shadowFP.height(); 412 int height = shadowFP.height();
345 if (height != fHeight) { 413 if (height != fHeight) {
346 pdman.set1i(fHeightUni, height); 414 pdman.set1i(fHeightUni, height);
347 fHeight = height; 415 fHeight = height;
348 } 416 }
(...skipping 20 matching lines...) Expand all
369 437
370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 438 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
371 GrGLSLProgramDataManager::UniformHandle 439 GrGLSLProgramDataManager::UniformHandle
372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; 440 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
373 441
374 int fWidth; 442 int fWidth;
375 GrGLSLProgramDataManager::UniformHandle fWidthUni; 443 GrGLSLProgramDataManager::UniformHandle fWidthUni;
376 int fHeight; 444 int fHeight;
377 GrGLSLProgramDataManager::UniformHandle fHeightUni; 445 GrGLSLProgramDataManager::UniformHandle fHeightUni;
378 446
447 SkScalar fBiasingConstant;
448 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni;
449 SkScalar fMinVariance;
450 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni;
451
379 SkColor3f fAmbientColor; 452 SkColor3f fAmbientColor;
380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; 453 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
381
382 int fNumDirLights;
383 }; 454 };
384 455
385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { 456 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
386 GLSLShadowFP::GenKey(*this, caps, b); 457 GLSLShadowFP::GenKey(*this, caps, b);
387 } 458 }
388 459
389 const char* name() const override { return "shadowFP"; } 460 const char* name() const override { return "shadowFP"; }
390 461
391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 462 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
392 inout->mulByUnknownFourComponents(); 463 inout->mulByUnknownFourComponents();
(...skipping 13 matching lines...) Expand all
406 SkASSERT(i < fNumDirLights); 477 SkASSERT(i < fNumDirLights);
407 return fDepthMapWidth[i]; 478 return fDepthMapWidth[i];
408 } 479 }
409 int depthMapHeight(int i) const { 480 int depthMapHeight(int i) const {
410 SkASSERT(i < fNumDirLights); 481 SkASSERT(i < fNumDirLights);
411 return fDepthMapHeight[i]; 482 return fDepthMapHeight[i];
412 } 483 }
413 int width() const {return fWidth; } 484 int width() const {return fWidth; }
414 int height() const {return fHeight; } 485 int height() const {return fHeight; }
415 486
487 SkShadowType shadowType() const {return fShadowType; }
jvanverth1 2016/08/15 16:37:17 return const SkShadowType&
vjiaoblack 2016/08/15 17:43:31 Done.
488
416 private: 489 private:
417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } 490 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; }
418 491
419 bool onIsEqual(const GrFragmentProcessor& proc) const override { 492 bool onIsEqual(const GrFragmentProcessor& proc) const override {
420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 493 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { 494 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) {
422 return false; 495 return false;
423 } 496 }
424 497
425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { 498 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
(...skipping 21 matching lines...) Expand all
447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; 520 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; 521 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; 522 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
450 523
451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; 524 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 525 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
453 526
454 int fHeight; 527 int fHeight;
455 int fWidth; 528 int fWidth;
456 529
530 SkShadowType fShadowType;
531
457 SkColor3f fAmbientColor; 532 SkColor3f fAmbientColor;
458 }; 533 };
459 534
460 //////////////////////////////////////////////////////////////////////////// 535 ////////////////////////////////////////////////////////////////////////////
461 536
462 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const { 537 sk_sp<GrFragmentProcessor> SkShadowShaderImpl::asFragmentProcessor(const AsFPArg s& fpargs) const {
463 538
464 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs); 539 sk_sp<GrFragmentProcessor> povDepthFP = fPovDepthShader->asFragmentProcessor (fpargs);
465 540
466 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs); 541 sk_sp<GrFragmentProcessor> diffuseFP = fDiffuseShader->asFragmentProcessor(f pargs);
467 542
468 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP), 543 sk_sp<GrFragmentProcessor> shadowfp = sk_make_sp<ShadowFP>(std::move(povDept hFP),
469 std::move(diffuse FP), 544 std::move(diffuse FP),
470 std::move(fLights ), 545 std::move(fLights ),
471 fDiffuseWidth, fD iffuseHeight, 546 fDiffuseWidth, fD iffuseHeight,
472 fpargs.fContext); 547 fShadowType, fpar gs.fContext);
473 return shadowfp; 548 return shadowfp;
474 } 549 }
475 550
476 551
477 #endif 552 #endif
478 553
479 //////////////////////////////////////////////////////////////////////////// 554 ////////////////////////////////////////////////////////////////////////////
480 555
481 bool SkShadowShaderImpl::isOpaque() const { 556 bool SkShadowShaderImpl::isOpaque() const {
482 return fDiffuseShader->isOpaque(); 557 return fDiffuseShader->isOpaque();
(...skipping 136 matching lines...) Expand 10 before | Expand all | Expand 10 after
619 694
620 SkLights::Light light = SkLights::Light(color, dir); 695 SkLights::Light light = SkLights::Light(color, dir);
621 light.setShadowMap(depthMap); 696 light.setShadowMap(depthMap);
622 697
623 builder.add(light); 698 builder.add(light);
624 } 699 }
625 } 700 }
626 701
627 sk_sp<SkLights> lights(builder.finish()); 702 sk_sp<SkLights> lights(builder.finish());
628 703
704 SkShadowType sType;
705 sType.fMinVariance = buf.readScalar();
706 sType.fBiasingConstant = buf.readScalar();
707 sType.fBlurAlgorithm = (SkShadowType::BlurAlgorithm) buf.readInt();
708 sType.fShadowRadius = buf.readScalar();
709
629 int diffuseWidth = buf.readInt(); 710 int diffuseWidth = buf.readInt();
630 int diffuseHeight = buf.readInt(); 711 int diffuseHeight = buf.readInt();
631 712
632 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>()); 713 sk_sp<SkShader> povDepthShader(buf.readFlattenable<SkShader>());
633 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); 714 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
634 715
635 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 716 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
636 std::move(diffuseShader), 717 std::move(diffuseShader),
637 std::move(lights), 718 std::move(lights),
638 diffuseWidth, diffuseHeight); 719 diffuseWidth, diffuseHeight,
720 sType);
639 } 721 }
640 722
641 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const { 723 void SkShadowShaderImpl::flatten(SkWriteBuffer& buf) const {
642 this->INHERITED::flatten(buf); 724 this->INHERITED::flatten(buf);
643 725
644 buf.writeInt(fLights->numLights()); 726 buf.writeInt(fLights->numLights());
645 727
646 for (int l = 0; l < fLights->numLights(); ++l) { 728 for (int l = 0; l < fLights->numLights(); ++l) {
647 const SkLights::Light& light = fLights->light(l); 729 const SkLights::Light& light = fLights->light(l);
648 730
649 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); 731 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
650 732
651 buf.writeBool(isAmbient); 733 buf.writeBool(isAmbient);
652 buf.writeScalarArray(&light.color().fX, 3); 734 buf.writeScalarArray(&light.color().fX, 3);
653 if (!isAmbient) { 735 if (!isAmbient) {
654 buf.writeScalarArray(&light.dir().fX, 3); 736 buf.writeScalarArray(&light.dir().fX, 3);
655 } 737 }
656 738
657 buf.writeImage(light.getShadowMap()); 739 buf.writeImage(light.getShadowMap());
658 } 740 }
659 741
742 buf.writeScalar(fShadowType.fMinVariance);
743 buf.writeScalar(fShadowType.fBiasingConstant);
744 buf.writeInt(fShadowType.fBlurAlgorithm);
745 buf.writeScalar(fShadowType.fShadowRadius);
746
660 buf.writeInt(fDiffuseWidth); 747 buf.writeInt(fDiffuseWidth);
661 buf.writeInt(fDiffuseHeight); 748 buf.writeInt(fDiffuseHeight);
662 749
663 buf.writeFlattenable(fPovDepthShader.get()); 750 buf.writeFlattenable(fPovDepthShader.get());
664 buf.writeFlattenable(fDiffuseShader.get()); 751 buf.writeFlattenable(fDiffuseShader.get());
665 } 752 }
666 753
667 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const { 754 size_t SkShadowShaderImpl::onContextSize(const ContextRec& rec) const {
668 return sizeof(ShadowShaderContext); 755 return sizeof(ShadowShaderContext);
669 } 756 }
(...skipping 25 matching lines...) Expand all
695 782
696 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext, 783 return new (storage) ShadowShaderContext(*this, rec, povDepthContext, diffus eContext,
697 heapAllocated); 784 heapAllocated);
698 } 785 }
699 786
700 /////////////////////////////////////////////////////////////////////////////// 787 ///////////////////////////////////////////////////////////////////////////////
701 788
702 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader, 789 sk_sp<SkShader> SkShadowShader::Make(sk_sp<SkShader> povDepthShader,
703 sk_sp<SkShader> diffuseShader, 790 sk_sp<SkShader> diffuseShader,
704 sk_sp<SkLights> lights, 791 sk_sp<SkLights> lights,
705 int diffuseWidth, int diffuseHeight) { 792 int diffuseWidth, int diffuseHeight,
793 SkShadowType sType) {
jvanverth1 2016/08/15 16:37:17 const SkShadowType&
vjiaoblack 2016/08/15 17:43:31 Done.
706 if (!povDepthShader || !diffuseShader) { 794 if (!povDepthShader || !diffuseShader) {
707 // TODO: Use paint's color in absence of a diffuseShader 795 // TODO: Use paint's color in absence of a diffuseShader
708 // TODO: Use a default implementation of normalSource instead 796 // TODO: Use a default implementation of normalSource instead
709 return nullptr; 797 return nullptr;
710 } 798 }
711 799
712 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader), 800 return sk_make_sp<SkShadowShaderImpl>(std::move(povDepthShader),
713 std::move(diffuseShader), 801 std::move(diffuseShader),
714 std::move(lights), 802 std::move(lights),
715 diffuseWidth, diffuseHeight); 803 diffuseWidth, diffuseHeight,
804 sType);
716 } 805 }
717 806
718 /////////////////////////////////////////////////////////////////////////////// 807 ///////////////////////////////////////////////////////////////////////////////
719 808
720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 809 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 810 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 811 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
723 812
724 /////////////////////////////////////////////////////////////////////////////// 813 ///////////////////////////////////////////////////////////////////////////////
725 814
726 #endif 815 #endif
OLDNEW

Powered by Google App Engine
This is Rietveld 408576698