OLD | NEW |
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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" |
(...skipping 93 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
104 public: | 104 public: |
105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | 105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, |
106 sk_sp<GrFragmentProcessor> diffuse, | 106 sk_sp<GrFragmentProcessor> diffuse, |
107 sk_sp<SkLights> lights, | 107 sk_sp<SkLights> lights, |
108 int diffuseWidth, int diffuseHeight, | 108 int diffuseWidth, int diffuseHeight, |
109 GrContext* context) { | 109 GrContext* context) { |
110 | 110 |
111 // fuse all ambient lights into a single one | 111 // fuse all ambient lights into a single one |
112 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 112 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
113 | 113 |
114 fNumDirLights = 0; // refers to directional lights. | 114 fNumNonAmbLights = 0; // count of non-ambient lights |
115 for (int i = 0; i < lights->numLights(); ++i) { | 115 for (int i = 0; i < lights->numLights(); ++i) { |
116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | 116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
117 fAmbientColor += lights->light(i).color(); | 117 fAmbientColor += lights->light(i).color(); |
118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { | 118 } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { |
119 fLightColor[fNumDirLights] = lights->light(i).color(); | 119 fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
120 fLightDir[fNumDirLights] = lights->light(i).dir(); | 120 if (lights->light(i).type() == SkLights::Light::kPoint_LightType ) { |
121 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
122 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi ty(); | |
123 } else { | |
124 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | |
125 fLightIntensity[fNumNonAmbLights] = 0.0f; | |
126 } | |
127 fIsPointLight[fNumNonAmbLights] = | |
128 SkLights::Light::kPoint_LightType == lights->light(i).t ype(); | |
129 | |
121 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 130 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
122 | 131 |
123 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 132 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
124 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, | 133 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, |
125 GrTextureParams::Clam pNoFilter(), | 134 GrTextureParams::Clam pNoFilter(), |
126 SkSourceGammaTreatmen t::kIgnore)); | 135 SkSourceGammaTreatmen t::kIgnore)); |
127 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); | 136 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight s].get()); |
128 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); | 137 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); |
129 | 138 |
130 fDepthMapHeight[fNumDirLights] = shadowMap->height(); | 139 fDepthMapHeight[fNumNonAmbLights] = shadowMap->height(); |
131 fDepthMapWidth[fNumDirLights] = shadowMap->width(); | 140 fDepthMapWidth[fNumNonAmbLights] = shadowMap->width(); |
132 | 141 |
133 fNumDirLights++; | 142 fNumNonAmbLights++; |
134 } | 143 } |
135 } | 144 } |
136 | 145 |
137 fWidth = diffuseWidth; | 146 fWidth = diffuseWidth; |
138 fHeight = diffuseHeight; | 147 fHeight = diffuseHeight; |
139 | 148 |
140 this->registerChildProcessor(std::move(povDepth)); | 149 this->registerChildProcessor(std::move(povDepth)); |
141 this->registerChildProcessor(std::move(diffuse)); | 150 this->registerChildProcessor(std::move(diffuse)); |
142 this->initClassID<ShadowFP>(); | 151 this->initClassID<ShadowFP>(); |
143 } | 152 } |
144 | 153 |
145 class GLSLShadowFP : public GrGLSLFragmentProcessor { | 154 class GLSLShadowFP : public GrGLSLFragmentProcessor { |
146 public: | 155 public: |
147 GLSLShadowFP() { } | 156 GLSLShadowFP() { } |
148 | 157 |
149 void emitCode(EmitArgs& args) override { | 158 void emitCode(EmitArgs& args) override { |
150 | 159 |
151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 160 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 161 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
162 const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>(); | |
163 | |
164 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); | |
153 | 165 |
154 // add uniforms | 166 // add uniforms |
155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; | |
156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | |
157 | |
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}; |
169 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | |
160 | 170 |
161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] | 171 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
162 = {nullptr}; | 172 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] | |
164 = {nullptr}; | |
165 | 173 |
166 SkString lightDirUniNameBase("lightDir"); | 174 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
robertphillips
2016/08/23 16:51:02
Should lightDir be lightDirOrPos ?
vjiaoblack
2016/08/23 18:28:52
Done.
| |
167 SkString lightColorUniNameBase("lightColor"); | 175 SkString lightDirUniNameStr("lightDir"); |
176 lightDirUniNameStr.appendf("%d", i); | |
177 SkString lightColorUniNameStr("lightColor"); | |
178 lightColorUniNameStr.appendf("%d", i); | |
179 SkString lightIntensityUniNameStr("lightIntensity"); | |
180 lightIntensityUniNameStr.appendf("%d", i); | |
168 | 181 |
169 SkString depthMapWidthUniNameBase("dmapWidth"); | 182 SkString depthMapWidthUniNameStr("dmapWidth"); |
170 SkString depthMapHeightUniNameBase("dmapHeight"); | |
171 | |
172 for (int i = 0; i < numLights; i++) { | |
173 SkString lightDirUniNameStr(lightDirUniNameBase); | |
174 lightDirUniNameStr.appendf("%d", i); | |
175 SkString lightColorUniNameStr(lightColorUniNameBase); | |
176 lightColorUniNameStr.appendf("%d", i); | |
177 | |
178 SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); | |
179 depthMapWidthUniNameStr.appendf("%d", i); | 183 depthMapWidthUniNameStr.appendf("%d", i); |
180 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); | 184 SkString depthMapHeightUniNameStr("dmapHeight"); |
181 depthMapHeightUniNameStr.appendf("%d", i); | 185 depthMapHeightUniNameStr.appendf("%d", i); |
182 | 186 |
183 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | 187 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, |
184 kVec3f_GrSLType, | 188 kVec3f_GrSLType, |
185 kDefault_GrSLPrecis ion, | 189 kDefault_GrSLPrecis ion, |
186 lightDirUniNameStr. c_str(), | 190 lightDirUniNameStr. c_str(), |
187 &lightDirUniName[i] ); | 191 &lightDirUniName[i] ); |
188 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | 192 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, |
189 kVec3f_GrSLType, | 193 kVec3f_GrSLType, |
190 kDefault_GrSLPrec ision, | 194 kDefault_GrSLPrec ision, |
191 lightColorUniName Str.c_str(), | 195 lightColorUniName Str.c_str(), |
192 &lightColorUniNam e[i]); | 196 &lightColorUniNam e[i]); |
197 fLightIntensityUni[i] = | |
198 uniformHandler->addUniform(kFragment_GrShaderFlag, | |
199 kFloat_GrSLType, | |
200 kDefault_GrSLPrecision, | |
201 lightIntensityUniNameStr.c_st r(), | |
202 &lightIntensityUniName[i]); | |
193 | 203 |
194 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 204 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
195 kInt_GrSLType, | 205 kInt_GrSLType, |
196 kDefault_GrSLPrecision, | 206 kDefault_GrSLPrecision, |
197 depthMapWidthUniNameStr.c_str (), | 207 depthMapWidthUniNameStr.c_str (), |
198 &depthMapWidthUniName[i]); | 208 &depthMapWidthUniName[i]); |
199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 209 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
200 kInt_GrSLType, | 210 kInt_GrSLType, |
201 kDefault_GrSLPrecision, | 211 kDefault_GrSLPrecision, |
202 depthMapHeightUniNameStr.c_st r(), | 212 depthMapHeightUniNameStr.c_st r(), |
203 &depthMapHeightUniName[i]); | 213 &depthMapHeightUniName[i]); |
204 } | 214 } |
205 | 215 |
206 | |
207 const char* widthUniName = nullptr; | 216 const char* widthUniName = nullptr; |
208 const char* heightUniName = nullptr; | 217 const char* heightUniName = nullptr; |
209 | 218 |
210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 219 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
211 kInt_GrSLType, | 220 kInt_GrSLType, |
212 kDefault_GrSLPrecision, | 221 kDefault_GrSLPrecision, |
213 "width", &widthUniName); | 222 "width", &widthUniName); |
214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 223 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
215 kInt_GrSLType, | 224 kInt_GrSLType, |
216 kDefault_GrSLPrecision, | 225 kDefault_GrSLPrecision, |
217 "height", &heightUniName); | 226 "height", &heightUniName); |
218 | 227 |
219 | |
220 SkString povDepth("povDepth"); | 228 SkString povDepth("povDepth"); |
221 this->emitChild(0, nullptr, &povDepth, args); | 229 this->emitChild(0, nullptr, &povDepth, args); |
222 | 230 |
223 SkString diffuseColor("inDiffuseColor"); | 231 SkString diffuseColor("inDiffuseColor"); |
224 this->emitChild(1, nullptr, &diffuseColor, args); | 232 this->emitChild(1, nullptr, &diffuseColor, args); |
225 | 233 |
226 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 234 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
227 | 235 |
228 for (int i = 0; i < numLights; i++) { | 236 // Multiply by 255 to transform from sampler coordinates to world |
237 // coordinates (since 1 channel is 0xFF) | |
238 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | |
239 "vec2(%s, %s), %s.b * 255); \n", | |
240 widthUniName, heightUniName, povDepth.c_str ()); | |
241 | |
242 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | |
229 SkString povCoord("povCoord"); | 243 SkString povCoord("povCoord"); |
230 povCoord.appendf("%d", i); | 244 povCoord.appendf("%d", i); |
231 | 245 |
232 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 246 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
233 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 247 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, |
234 // and the / 400 brings it back to a sampler coordinate, 0 - 1 | 248 // and the / vec2(width, height) brings it back to a sampler coo rdinate |
235 // The 400 comes from the shadowmaps GM. | |
236 // TODO use real shadowmaps size | |
237 SkString offset("offset"); | 249 SkString offset("offset"); |
238 offset.appendf("%d", i); | 250 offset.appendf("%d", i); |
239 | 251 |
240 SkString scaleVec("scaleVec"); | 252 SkString scaleVec("scaleVec"); |
241 scaleVec.appendf("%d", i); | 253 scaleVec.appendf("%d", i); |
242 | 254 |
243 SkString scaleOffsetVec("scaleOffsetVec"); | 255 SkString scaleOffsetVec("scaleOffsetVec"); |
244 scaleOffsetVec.appendf("%d", i); | 256 scaleOffsetVec.appendf("%d", i); |
245 | 257 |
246 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", | 258 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
247 offset.c_str(), lightDirUniName[i]); | |
248 | 259 |
260 if (shadowFP.fIsPointLight[i]) { | |
261 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;\n", | |
262 i, lightDirUniName[i]); | |
263 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | |
264 "fragToLight%d = normalize(fragToLi ght%d);", | |
265 i, i, i, i, i); | |
266 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | |
267 "(povDepth.b) / vec2(%s, %s) ;\n", | |
268 offset.c_str(), lightDirUniName[i], | |
269 lightDirUniName[i], widthUniName, h eightUniName); | |
jvanverth1
2016/08/23 17:25:22
Could you store 1/w, 1/h in these uniforms and so
vjiaoblack
2016/08/23 18:28:52
Yes; I wanted to make a final run for efficiency a
| |
270 } else { | |
271 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n", | |
272 offset.c_str(), lightDirUniName[i], | |
273 widthUniName, heightUniName); | |
274 } | |
249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", | 275 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", |
250 scaleVec.c_str(), | 276 scaleVec.c_str(), |
251 widthUniName, heightUniName, | 277 widthUniName, heightUniName, |
252 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 278 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
jvanverth1
2016/08/23 17:25:22
Same here with depthMapWidth, depthMapHeight.
vjiaoblack
2016/08/23 18:28:52
Acknowledged.
| |
253 | 279 |
254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 280 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
255 scaleOffsetVec.c_str(), scaleVec.c_str( )); | 281 scaleOffsetVec.c_str(), scaleVec.c_str( )); |
256 | 282 |
257 | |
258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 283 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
259 "vec2(%s.x, 0 - %s.y)) " | 284 "vec2(%s.x, 0 - %s.y)) " |
260 " * %s + vec2(0,1) * %s;\n", | 285 " * %s + vec2(0,1) * %s;\n", |
261 | |
262 povCoord.c_str(), offset.c_str(), offse t.c_str(), | 286 povCoord.c_str(), offset.c_str(), offse t.c_str(), |
263 scaleVec.c_str(), scaleOffsetVec.c_str( )); | 287 scaleVec.c_str(), scaleOffsetVec.c_str( )); |
264 | 288 |
265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 289 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
266 povCoord.c_str(), | 290 povCoord.c_str(), |
267 kVec2f_GrSLType); | 291 kVec2f_GrSLType); |
268 } | 292 } |
269 | 293 |
270 const char* ambientColorUniName = nullptr; | 294 const char* ambientColorUniName = nullptr; |
271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 295 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 296 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
273 "AmbientColor", &ambie ntColorUniName); | 297 "AmbientColor", &ambie ntColorUniName); |
274 | 298 |
275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 299 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); |
276 | 300 |
277 // Essentially, | |
278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) | 301 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) |
279 SkString totalLightColor("totalLightColor"); | 302 SkString totalLightColor("totalLightColor"); |
280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); | 303 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); |
281 | 304 |
282 for (int i = 0; i < numLights; i++) { | 305 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 306 if (!shadowFP.fIsPointLight[i]) { |
284 povDepth.c_str(), depthMaps[i].c_str()) ; | 307 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s | 308 povDepth.c_str(), depthMaps[i].c_st r()); |
286 fragBuilder->codeAppendf("%s += %s.z * %s;", | 309 // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
287 totalLightColor.c_str(), | 310 fragBuilder->codeAppendf("%s += %s.z * %s;", |
288 lightDirUniName[i], | 311 totalLightColor.c_str(), |
289 lightColorUniName[i]); | 312 lightDirUniName[i], |
290 fragBuilder->codeAppendf("}"); | 313 lightColorUniName[i]); |
314 fragBuilder->codeAppendf("}"); | |
315 } else { | |
316 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. | |
317 fragBuilder->codeAppendf("%s += fragToLight%d.z * %s / " | |
jvanverth1
2016/08/23 17:25:22
Clamp fragToLight.z to be >= 0. The light could ha
vjiaoblack
2016/08/23 18:28:52
Done.
| |
318 "(1 + distsq%d / (%s * %s));" , | |
jvanverth1
2016/08/23 17:25:22
Still dividing by intensity^2 here.
vjiaoblack
2016/08/23 18:28:52
I think this preserves conceptual clarity right no
| |
319 totalLightColor.c_str(), i, | |
320 lightColorUniName[i], i, | |
321 lightIntensityUniName[i], | |
322 lightIntensityUniName[i]); | |
323 } | |
291 } | 324 } |
292 | 325 |
293 fragBuilder->codeAppendf("%s += %s;", | 326 fragBuilder->codeAppendf("%s += %s;", |
294 totalLightColor.c_str(), | 327 totalLightColor.c_str(), |
295 ambientColorUniName); | 328 ambientColorUniName); |
296 | 329 |
297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 330 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
298 totalLightColor.c_str()); | 331 totalLightColor.c_str()); |
299 | 332 |
300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 333 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
301 } | 334 } |
302 | 335 |
303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 336 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
304 GrProcessorKeyBuilder* b) { | 337 GrProcessorKeyBuilder* b) { |
305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 338 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
306 b->add32(shadowFP.fNumDirLights); | 339 b->add32(shadowFP.fNumNonAmbLights); |
340 int isPL = 0; | |
341 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
342 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | |
343 } | |
344 b->add32(isPL); | |
307 } | 345 } |
308 | 346 |
309 protected: | 347 protected: |
310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 348 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 349 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
312 | 350 |
313 fNumDirLights = shadowFP.numLights(); | 351 fNumDirLights = shadowFP.numLights(); |
314 | 352 |
315 for (int i = 0; i < fNumDirLights; i++) { | 353 for (int i = 0; i < fNumDirLights; i++) { |
316 const SkVector3& lightDir = shadowFP.lightDir(i); | 354 bool isPoint = shadowFP.isPointLight(i); |
317 if (lightDir != fLightDir[i]) { | 355 fIsPointLight[i] = isPoint; |
318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 356 |
319 fLightDir[i] = lightDir; | 357 const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i); |
358 if (lightDirOrPos != fLightDir[i]) { | |
359 pdman.set3fv(fLightDirUni[i], 1, &lightDirOrPos.fX); | |
robertphillips
2016/08/23 16:51:02
Should fLightDir be fLightDirOrPos ?
vjiaoblack
2016/08/23 18:28:52
Done.
| |
360 fLightDir[i] = lightDirOrPos; | |
320 } | 361 } |
362 | |
321 const SkColor3f& lightColor = shadowFP.lightColor(i); | 363 const SkColor3f& lightColor = shadowFP.lightColor(i); |
322 if (lightColor != fLightColor[i]) { | 364 if (lightColor != fLightColor[i]) { |
323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 365 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
324 fLightColor[i] = lightColor; | 366 fLightColor[i] = lightColor; |
325 } | 367 } |
326 | 368 |
369 SkScalar lightIntensity = shadowFP.lightIntensity(i); | |
370 if (lightIntensity != fLightIntensity[i]) { | |
371 pdman.set1f(fLightIntensityUni[i], lightIntensity); | |
372 fLightIntensity[i] = lightIntensity; | |
373 } | |
374 | |
327 int depthMapWidth = shadowFP.depthMapWidth(i); | 375 int depthMapWidth = shadowFP.depthMapWidth(i); |
328 if (depthMapWidth != fDepthMapWidth[i]) { | 376 if (depthMapWidth != fDepthMapWidth[i]) { |
329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 377 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
330 fDepthMapWidth[i] = depthMapWidth; | 378 fDepthMapWidth[i] = depthMapWidth; |
331 } | 379 } |
332 int depthMapHeight = shadowFP.depthMapHeight(i); | 380 int depthMapHeight = shadowFP.depthMapHeight(i); |
333 if (depthMapHeight != fDepthMapHeight[i]) { | 381 if (depthMapHeight != fDepthMapHeight[i]) { |
334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 382 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
335 fDepthMapHeight[i] = depthMapHeight; | 383 fDepthMapHeight[i] = depthMapHeight; |
336 } | 384 } |
(...skipping 11 matching lines...) Expand all Loading... | |
348 } | 396 } |
349 | 397 |
350 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 398 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
351 if (ambientColor != fAmbientColor) { | 399 if (ambientColor != fAmbientColor) { |
352 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 400 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
353 fAmbientColor = ambientColor; | 401 fAmbientColor = ambientColor; |
354 } | 402 } |
355 } | 403 } |
356 | 404 |
357 private: | 405 private: |
406 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
407 | |
358 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 408 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
jvanverth1
2016/08/23 17:25:22
fLightDirOrPos
vjiaoblack
2016/08/23 18:28:52
Done.
| |
359 GrGLSLProgramDataManager::UniformHandle | 409 GrGLSLProgramDataManager::UniformHandle |
360 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; | 410 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; |
jvanverth1
2016/08/23 17:25:22
fLightDirOrPosUni
vjiaoblack
2016/08/23 18:28:52
Done.
| |
361 | 411 |
362 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 412 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
363 GrGLSLProgramDataManager::UniformHandle | 413 GrGLSLProgramDataManager::UniformHandle |
364 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 414 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
365 | 415 |
416 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
417 GrGLSLProgramDataManager::UniformHandle | |
418 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | |
419 | |
366 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 420 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
367 GrGLSLProgramDataManager::UniformHandle | 421 GrGLSLProgramDataManager::UniformHandle |
368 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 422 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
369 | 423 |
370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 424 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
371 GrGLSLProgramDataManager::UniformHandle | 425 GrGLSLProgramDataManager::UniformHandle |
372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 426 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
373 | 427 |
374 int fWidth; | 428 int fWidth; |
375 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 429 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
376 int fHeight; | 430 int fHeight; |
377 GrGLSLProgramDataManager::UniformHandle fHeightUni; | 431 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
378 | 432 |
379 SkColor3f fAmbientColor; | 433 SkColor3f fAmbientColor; |
380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | 434 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
381 | 435 |
382 int fNumDirLights; | 436 int fNumDirLights; |
383 }; | 437 }; |
384 | 438 |
385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | 439 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
386 GLSLShadowFP::GenKey(*this, caps, b); | 440 GLSLShadowFP::GenKey(*this, caps, b); |
387 } | 441 } |
388 | 442 |
389 const char* name() const override { return "shadowFP"; } | 443 const char* name() const override { return "shadowFP"; } |
390 | 444 |
391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 445 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
392 inout->mulByUnknownFourComponents(); | 446 inout->mulByUnknownFourComponents(); |
393 } | 447 } |
394 int32_t numLights() const { return fNumDirLights; } | 448 int32_t numLights() const { return fNumNonAmbLights; } |
395 const SkColor3f& ambientColor() const { return fAmbientColor; } | 449 const SkColor3f& ambientColor() const { return fAmbientColor; } |
396 const SkVector3& lightDir(int i) const { | 450 bool isPointLight(int i) const { |
397 SkASSERT(i < fNumDirLights); | 451 SkASSERT(i < fNumNonAmbLights); |
398 return fLightDir[i]; | 452 return fIsPointLight[i]; |
453 } | |
454 const SkVector3& lightDirOrPos(int i) const { | |
455 SkASSERT(i < fNumNonAmbLights); | |
456 return fLightDirOrPos[i]; | |
399 } | 457 } |
400 const SkVector3& lightColor(int i) const { | 458 const SkVector3& lightColor(int i) const { |
401 SkASSERT(i < fNumDirLights); | 459 SkASSERT(i < fNumNonAmbLights); |
402 return fLightColor[i]; | 460 return fLightColor[i]; |
403 } | 461 } |
462 SkScalar lightIntensity(int i) const { | |
463 SkASSERT(i < fNumNonAmbLights); | |
464 return fLightIntensity[i]; | |
465 } | |
404 | 466 |
405 int depthMapWidth(int i) const { | 467 int depthMapWidth(int i) const { |
406 SkASSERT(i < fNumDirLights); | 468 SkASSERT(i < fNumNonAmbLights); |
407 return fDepthMapWidth[i]; | 469 return fDepthMapWidth[i]; |
408 } | 470 } |
409 int depthMapHeight(int i) const { | 471 int depthMapHeight(int i) const { |
410 SkASSERT(i < fNumDirLights); | 472 SkASSERT(i < fNumNonAmbLights); |
411 return fDepthMapHeight[i]; | 473 return fDepthMapHeight[i]; |
412 } | 474 } |
413 int width() const {return fWidth; } | 475 int width() const {return fWidth; } |
414 int height() const {return fHeight; } | 476 int height() const {return fHeight; } |
415 | 477 |
416 private: | 478 private: |
417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | 479 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
418 | 480 |
419 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 481 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 482 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
robertphillips
2016/08/23 16:51:02
\n
vjiaoblack
2016/08/23 18:28:52
Done.
| |
421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { | 483 if (fAmbientColor != shadowFP.fAmbientColor || fNumNonAmbLights != shado wFP.fNumNonAmbLights) { |
422 return false; | 484 return false; |
423 } | 485 } |
424 | 486 |
425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 487 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
426 return false; | 488 return false; |
427 } | 489 } |
428 | 490 |
429 for (int i = 0; i < fNumDirLights; i++) { | 491 for (int i = 0; i < fNumNonAmbLights; i++) { |
430 if (fLightDir[i] != shadowFP.fLightDir[i] || | 492 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
431 fLightColor[i] != shadowFP.fLightColor[i]) { | 493 fLightColor[i] != shadowFP.fLightColor[i] || |
494 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | |
495 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | |
432 return false; | 496 return false; |
433 } | 497 } |
434 | 498 |
435 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 499 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
436 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 500 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
437 return false; | 501 return false; |
438 } | 502 } |
439 } | 503 } |
440 | 504 |
441 return true; | 505 return true; |
442 } | 506 } |
443 | 507 |
444 int fNumDirLights; | 508 int fNumNonAmbLights; |
445 | 509 |
446 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 510 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
511 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | |
447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 512 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
513 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 514 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 515 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
450 | 516 |
451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 517 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 518 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
453 | 519 |
454 int fHeight; | 520 int fHeight; |
455 int fWidth; | 521 int fWidth; |
456 | 522 |
457 SkColor3f fAmbientColor; | 523 SkColor3f fAmbientColor; |
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554 | 620 |
555 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 621 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
556 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | 622 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
557 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 623 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
558 const SkLights::Light& light = lightShader.fLights->light(l); | 624 const SkLights::Light& light = lightShader.fLights->light(l); |
559 | 625 |
560 if (SkLights::Light::kAmbient_LightType == light.type()) { | 626 if (SkLights::Light::kAmbient_LightType == light.type()) { |
561 accum.fX += light.color().fX * SkColorGetR(diffColor); | 627 accum.fX += light.color().fX * SkColorGetR(diffColor); |
562 accum.fY += light.color().fY * SkColorGetG(diffColor); | 628 accum.fY += light.color().fY * SkColorGetG(diffColor); |
563 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 629 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
630 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
631 // scaling by fZ accounts for lighting direction | |
632 accum.fX += light.color().makeScale(light.dir().fZ).fX * | |
633 SkColorGetR(diffColor); | |
634 accum.fY += light.color().makeScale(light.dir().fZ).fY * | |
635 SkColorGetG(diffColor); | |
636 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | |
637 SkColorGetB(diffColor); | |
564 } else { | 638 } else { |
565 // scaling by fZ accounts for lighting direction | 639 // TODO: do point lights for raster, currently treated like ambient |
566 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 640 accum.fX += light.color().fX * SkColorGetR(diffColor); |
567 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 641 accum.fY += light.color().fY * SkColorGetG(diffColor); |
568 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 642 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
569 } | 643 } |
570 } | 644 } |
571 | 645 |
572 result[i] = convert(accum, SkColorGetA(diffColor)); | 646 result[i] = convert(accum, SkColorGetA(diffColor)); |
573 } | 647 } |
574 | 648 |
575 result += n; | 649 result += n; |
576 x += n; | 650 x += n; |
577 count -= n; | 651 count -= n; |
578 } while (count > 0); | 652 } while (count > 0); |
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671 | 745 |
672 /////////////////////////////////////////////////////////////////////////////// | 746 /////////////////////////////////////////////////////////////////////////////// |
673 | 747 |
674 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 748 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
675 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 749 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
676 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 750 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
677 | 751 |
678 /////////////////////////////////////////////////////////////////////////////// | 752 /////////////////////////////////////////////////////////////////////////////// |
679 | 753 |
680 #endif | 754 #endif |
OLD | NEW |