Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index 5fc992acc14dd790ab86e43e6a761ecc7b7db8bc..cbe218ba62bd23b141b61ee55d788e054fb962f9 100644 |
--- a/src/core/SkShadowShader.cpp |
+++ b/src/core/SkShadowShader.cpp |
@@ -250,21 +250,21 @@ public: |
scaleVec.c_str(), |
widthUniName, heightUniName, |
depthMapWidthUniName[i], depthMapHeightUniName[i]); |
robertphillips
2016/08/10 14:23:18
??
vjiaoblack
2016/08/11 18:28:51
Done.
|
- |
+// |
fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
scaleOffsetVec.c_str(), scaleVec.c_str()); |
- |
fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
- "vec2(%s.x, 0 - %s.y)) " |
- " * %s + vec2(0,1) * %s;\n", |
- |
+ "vec2(%s.x, 0 - %s.y)) " |
+ " * %s + vec2(0,1) * %s;\n", |
povCoord.c_str(), offset.c_str(), offset.c_str(), |
scaleVec.c_str(), scaleOffsetVec.c_str()); |
fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i], |
povCoord.c_str(), |
kVec2f_GrSLType); |
+ |
+ |
} |
const char* ambientColorUniName = nullptr; |
@@ -274,25 +274,45 @@ public: |
fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str()); |
robertphillips
2016/08/10 14:23:18
can we parameterize the shadow generation ?
vjiaoblack
2016/08/11 18:28:51
Done.
|
- // Essentially, |
- // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) |
+ // all the normal vectors point straight up |
SkString totalLightColor("totalLightColor"); |
- fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str()); |
+ fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c_str()); |
+ |
+ SkString lightProb("lightProbability"); |
+ fragBuilder->codeAppendf("float %s;", lightProb.c_str()); |
+ fragBuilder->codeAppendf("float variance;"); |
+ fragBuilder->codeAppendf("float d;"); |
for (int i = 0; i < numLights; i++) { |
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
+ fragBuilder->codeAppendf("%s = 1;", lightProb.c_str()); |
+ |
+ // 1/512 is less than half a pixel; imperceptible |
+ fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", |
povDepth.c_str(), depthMaps[i].c_str()); |
- // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
- fragBuilder->codeAppendf("%s += %s.z * %s;", |
+ |
+ fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, %s.g * 255 * 256 );", |
+ depthMaps[i].c_str(), depthMaps[i].c_str()); |
+ |
+ // variance biasing lessens light bleeding |
+ fragBuilder->codeAppendf("variance = max(moments.y - (moments.x * moments.x)," |
+ "1024);"); |
+ |
+ fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", povDepth.c_str()); |
+ fragBuilder->codeAppendf("%s = (variance / (variance + d * d));", |
+ lightProb.c_str()); |
+ |
+ // The curved shadows near plane edges are caused by using a non-optimal blurring |
+ // function. Optimally, it'd be a linear blur. |
+ fragBuilder->codeAppendf("}"); |
+ |
+ fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * %s;", |
totalLightColor.c_str(), |
lightDirUniName[i], |
- lightColorUniName[i]); |
- fragBuilder->codeAppendf("}"); |
+ lightColorUniName[i], |
+ lightProb.c_str()); |
} |
- fragBuilder->codeAppendf("%s += %s;", |
- totalLightColor.c_str(), |
- ambientColorUniName); |
+ fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambientColorUniName); |
fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
totalLightColor.c_str()); |