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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 #include "SkCanvas.h" | 8 #include "SkCanvas.h" |
9 #include "SkReadBuffer.h" | 9 #include "SkReadBuffer.h" |
10 #include "SkShadowShader.h" | 10 #include "SkShadowShader.h" |
(...skipping 96 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
107 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | 107 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, |
108 sk_sp<GrFragmentProcessor> diffuse, | 108 sk_sp<GrFragmentProcessor> diffuse, |
109 sk_sp<SkLights> lights, | 109 sk_sp<SkLights> lights, |
110 int diffuseWidth, int diffuseHeight, | 110 int diffuseWidth, int diffuseHeight, |
111 const SkShadowParams& params, | 111 const SkShadowParams& params, |
112 GrContext* context) { | 112 GrContext* context) { |
113 | 113 |
114 // fuse all ambient lights into a single one | 114 // fuse all ambient lights into a single one |
115 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 115 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
116 | 116 |
117 fNumDirLights = 0; // refers to directional lights. | 117 fNumNonAmbLights = 0; // count of non-ambient lights |
118 for (int i = 0; i < lights->numLights(); ++i) { | 118 for (int i = 0; i < lights->numLights(); ++i) { |
119 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | 119 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
120 fAmbientColor += lights->light(i).color(); | 120 fAmbientColor += lights->light(i).color(); |
121 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { | 121 } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { |
122 fLightColor[fNumDirLights] = lights->light(i).color(); | 122 fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
123 fLightDir[fNumDirLights] = lights->light(i).dir(); | 123 if (lights->light(i).type() == SkLights::Light::kPoint_LightType ) { |
124 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
125 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi ty(); | |
126 } else { | |
127 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | |
128 fLightIntensity[fNumNonAmbLights] = 0.0f; | |
129 } | |
130 fIsPointLight[fNumNonAmbLights] = | |
131 SkLights::Light::kPoint_LightType == lights->light(i).t ype(); | |
132 | |
124 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 133 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
125 | 134 |
126 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 135 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
127 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, | 136 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, |
128 GrTextureParams::Clam pNoFilter(), | 137 GrTextureParams::Clam pNoFilter(), |
129 SkSourceGammaTreatmen t::kIgnore)); | 138 SkSourceGammaTreatmen t::kIgnore)); |
130 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); | 139 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight s].get()); |
131 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); | 140 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); |
132 | 141 |
133 fDepthMapHeight[fNumDirLights] = shadowMap->height(); | 142 fDepthMapHeight[fNumNonAmbLights] = shadowMap->height(); |
134 fDepthMapWidth[fNumDirLights] = shadowMap->width(); | 143 fDepthMapWidth[fNumNonAmbLights] = shadowMap->width(); |
135 | 144 |
136 fNumDirLights++; | 145 fNumNonAmbLights++; |
137 } | 146 } |
138 } | 147 } |
139 | 148 |
140 fWidth = diffuseWidth; | 149 fWidth = diffuseWidth; |
141 fHeight = diffuseHeight; | 150 fHeight = diffuseHeight; |
142 | 151 |
143 fShadowParams = params; | 152 fShadowParams = params; |
144 | 153 |
145 this->registerChildProcessor(std::move(povDepth)); | 154 this->registerChildProcessor(std::move(povDepth)); |
146 this->registerChildProcessor(std::move(diffuse)); | 155 this->registerChildProcessor(std::move(diffuse)); |
147 this->initClassID<ShadowFP>(); | 156 this->initClassID<ShadowFP>(); |
148 } | 157 } |
149 | 158 |
150 class GLSLShadowFP : public GrGLSLFragmentProcessor { | 159 class GLSLShadowFP : public GrGLSLFragmentProcessor { |
151 public: | 160 public: |
152 GLSLShadowFP() { } | 161 GLSLShadowFP() { } |
153 | 162 |
154 void emitCode(EmitArgs& args) override { | 163 void emitCode(EmitArgs& args) override { |
155 | 164 |
156 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 165 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
157 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 166 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
167 const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>(); | |
168 | |
169 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); | |
158 | 170 |
159 // add uniforms | 171 // add uniforms |
160 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; | 172 int32_t numLights = args.fFp.cast<ShadowFP>().fNumNonAmbLights; |
161 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 173 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
162 | 174 |
robertphillips
2016/08/25 17:41:43
Didn't you remove this copy once before ?
vjiaoblack
2016/08/26 12:37:22
Done.
| |
175 bool isPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
176 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
177 isPointLight[i] = args.fFp.cast<ShadowFP>().fIsPointLight[i]; | |
178 } | |
163 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType; | 179 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType; |
164 | 180 |
robertphillips
2016/08/25 17:41:43
what ?
vjiaoblack
2016/08/26 12:37:22
Done.
| |
165 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 181 if (isPointLight[0]) { |
182 } | |
183 | |
184 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | |
166 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 185 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
186 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | |
167 | 187 |
168 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] | 188 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
169 = {nullptr}; | 189 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
170 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] | |
171 = {nullptr}; | |
172 | 190 |
173 SkString lightDirUniNameBase("lightDir"); | 191 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
174 SkString lightColorUniNameBase("lightColor"); | 192 SkString lightDirOrPosUniNameStr("lightDir"); |
193 lightDirOrPosUniNameStr.appendf("%d", i); | |
194 SkString lightColorUniNameStr("lightColor"); | |
195 lightColorUniNameStr.appendf("%d", i); | |
196 SkString lightIntensityUniNameStr("lightIntensity"); | |
197 lightIntensityUniNameStr.appendf("%d", i); | |
175 | 198 |
176 SkString depthMapWidthUniNameBase("dmapWidth"); | 199 SkString depthMapWidthUniNameStr("dmapWidth"); |
177 SkString depthMapHeightUniNameBase("dmapHeight"); | |
178 | |
179 for (int i = 0; i < numLights; i++) { | |
180 SkString lightDirUniNameStr(lightDirUniNameBase); | |
181 lightDirUniNameStr.appendf("%d", i); | |
182 SkString lightColorUniNameStr(lightColorUniNameBase); | |
183 lightColorUniNameStr.appendf("%d", i); | |
184 | |
185 SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); | |
186 depthMapWidthUniNameStr.appendf("%d", i); | 200 depthMapWidthUniNameStr.appendf("%d", i); |
187 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); | 201 SkString depthMapHeightUniNameStr("dmapHeight"); |
188 depthMapHeightUniNameStr.appendf("%d", i); | 202 depthMapHeightUniNameStr.appendf("%d", i); |
189 | 203 |
190 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | 204 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh aderFlag, |
191 kVec3f_GrSLType, | 205 kVec3f_GrSLType, |
192 kDefault_GrSLPrecis ion, | 206 kDefault_GrSLPrecis ion, |
193 lightDirUniNameStr. c_str(), | 207 lightDirOrPosUniNam eStr.c_str(), |
194 &lightDirUniName[i] ); | 208 &lightDirOrPosUniNa me[i]); |
195 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | 209 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, |
196 kVec3f_GrSLType, | 210 kVec3f_GrSLType, |
197 kDefault_GrSLPrec ision, | 211 kDefault_GrSLPrec ision, |
198 lightColorUniName Str.c_str(), | 212 lightColorUniName Str.c_str(), |
199 &lightColorUniNam e[i]); | 213 &lightColorUniNam e[i]); |
214 fLightIntensityUni[i] = | |
215 uniformHandler->addUniform(kFragment_GrShaderFlag, | |
216 kFloat_GrSLType, | |
217 kDefault_GrSLPrecision, | |
218 lightIntensityUniNameStr.c_st r(), | |
219 &lightIntensityUniName[i]); | |
200 | 220 |
201 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 221 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
202 kInt_GrSLType, | 222 kInt_GrSLType, |
203 kDefault_GrSLPrecision, | 223 kDefault_GrSLPrecision, |
204 depthMapWidthUniNameStr.c_str (), | 224 depthMapWidthUniNameStr.c_str (), |
205 &depthMapWidthUniName[i]); | 225 &depthMapWidthUniName[i]); |
206 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 226 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
207 kInt_GrSLType, | 227 kInt_GrSLType, |
208 kDefault_GrSLPrecision, | 228 kDefault_GrSLPrecision, |
209 depthMapHeightUniNameStr.c_st r(), | 229 depthMapHeightUniNameStr.c_st r(), |
(...skipping 17 matching lines...) Expand all Loading... | |
227 | 247 |
228 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 248 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
229 kInt_GrSLType, | 249 kInt_GrSLType, |
230 kDefault_GrSLPrecision, | 250 kDefault_GrSLPrecision, |
231 "width", &widthUniName); | 251 "width", &widthUniName); |
232 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 252 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
233 kInt_GrSLType, | 253 kInt_GrSLType, |
234 kDefault_GrSLPrecision, | 254 kDefault_GrSLPrecision, |
235 "height", &heightUniName); | 255 "height", &heightUniName); |
236 | 256 |
237 | |
238 SkString povDepth("povDepth"); | 257 SkString povDepth("povDepth"); |
239 this->emitChild(0, nullptr, &povDepth, args); | 258 this->emitChild(0, nullptr, &povDepth, args); |
240 | 259 |
241 SkString diffuseColor("inDiffuseColor"); | 260 SkString diffuseColor("inDiffuseColor"); |
242 this->emitChild(1, nullptr, &diffuseColor, args); | 261 this->emitChild(1, nullptr, &diffuseColor, args); |
243 | 262 |
244 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 263 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
245 | 264 |
246 for (int i = 0; i < numLights; i++) { | 265 // Multiply by 255 to transform from sampler coordinates to world |
266 // coordinates (since 1 channel is 0xFF) | |
267 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | |
268 "vec2(%s, %s), %s.b * 255); \n", | |
269 widthUniName, heightUniName, povDepth.c_str ()); | |
270 | |
271 // Applies the offset indexing that goes from our view space into th e light's space. | |
272 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | |
247 SkString povCoord("povCoord"); | 273 SkString povCoord("povCoord"); |
248 povCoord.appendf("%d", i); | 274 povCoord.appendf("%d", i); |
249 | 275 |
250 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 276 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
251 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 277 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, |
252 // and the / 400 brings it back to a sampler coordinate, 0 - 1 | 278 // and the / vec2(width, height) brings it back to a sampler coo rdinate |
253 // The 400 comes from the shadowmaps GM. | |
254 // TODO use real shadowmaps size | |
255 SkString offset("offset"); | 279 SkString offset("offset"); |
256 offset.appendf("%d", i); | 280 offset.appendf("%d", i); |
257 | 281 |
258 SkString scaleVec("scaleVec"); | 282 SkString scaleVec("scaleVec"); |
259 scaleVec.appendf("%d", i); | 283 scaleVec.appendf("%d", i); |
260 | 284 |
261 SkString scaleOffsetVec("scaleOffsetVec"); | 285 SkString scaleOffsetVec("scaleOffsetVec"); |
262 scaleOffsetVec.appendf("%d", i); | 286 scaleOffsetVec.appendf("%d", i); |
263 | 287 |
264 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", | 288 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
265 offset.c_str(), lightDirUniName[i]); | |
266 | 289 |
290 if (shadowFP.fIsPointLight[i]) { | |
291 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;\n", | |
292 i, lightDirOrPosUniName[i]); | |
293 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | |
294 "fragToLight%d = normalize(fragToLi ght%d);", | |
295 i, i, i, i, i); | |
296 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | |
297 "(povDepth.b) / vec2(%s, %s) ;\n", | |
298 offset.c_str(), lightDirOrPosUniNam e[i], | |
299 lightDirOrPosUniName[i], | |
300 widthUniName, heightUniName); | |
301 } else { | |
302 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n", | |
303 offset.c_str(), lightDirOrPosUniNam e[i], | |
304 widthUniName, heightUniName); | |
305 } | |
267 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", | 306 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", |
268 scaleVec.c_str(), | 307 scaleVec.c_str(), |
269 widthUniName, heightUniName, | 308 widthUniName, heightUniName, |
270 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 309 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
271 | 310 |
272 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 311 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
273 scaleOffsetVec.c_str(), scaleVec.c_str( )); | 312 scaleOffsetVec.c_str(), |
313 scaleVec.c_str()); | |
274 | 314 |
275 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 315 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
276 "vec2(%s.x, 0 - %s.y)) " | 316 "vec2(%s.x, 0 - %s.y)) " |
277 " * %s + vec2(0,1) * %s;\n", | 317 " * %s + vec2(0,1) * %s;\n", |
278 povCoord.c_str(), offset.c_str(), offse t.c_str(), | 318 povCoord.c_str(), offset.c_str(), offse t.c_str(), |
279 scaleVec.c_str(), scaleOffsetVec.c_str( )); | 319 scaleVec.c_str(), scaleOffsetVec.c_str( )); |
280 | 320 |
281 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 321 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
282 povCoord.c_str(), | 322 povCoord.c_str(), |
283 kVec2f_GrSLType); | 323 kVec2f_GrSLType); |
284 | 324 |
285 | |
286 } | 325 } |
287 | 326 |
288 const char* ambientColorUniName = nullptr; | 327 const char* ambientColorUniName = nullptr; |
289 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 328 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
290 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 329 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
291 "AmbientColor", &ambie ntColorUniName); | 330 "AmbientColor", &ambie ntColorUniName); |
292 | 331 |
293 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 332 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); |
294 | 333 |
295 SkString totalLightColor("totalLightColor"); | 334 SkString totalLightColor("totalLightColor"); |
296 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); | 335 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); |
297 | 336 |
298 fragBuilder->codeAppendf("float lightProbability;"); | 337 fragBuilder->codeAppendf("float lightProbability;"); |
299 fragBuilder->codeAppendf("float variance;"); | 338 fragBuilder->codeAppendf("float variance;"); |
300 fragBuilder->codeAppendf("float d;"); | 339 fragBuilder->codeAppendf("float d;"); |
301 | 340 |
302 for (int i = 0; i < numLights; i++) { | 341 for (int i = 0; i < numLights; i++) { |
303 fragBuilder->codeAppendf("lightProbability = 1;"); | 342 if (!isPointLight[i]) { |
343 fragBuilder->codeAppendf("lightProbability = 1;"); | |
304 | 344 |
305 // 1/512 is less than half a pixel; imperceptible | 345 // 1/512 is less than half a pixel; imperceptible |
306 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", | 346 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", |
307 povDepth.c_str(), depthMaps[i].c_str()) ; | 347 povDepth.c_str(), depthMaps[i].c_st r()); |
308 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { | 348 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { |
309 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, % s.g * 255 * 256 );", | 349 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 2 55," |
310 depthMaps[i].c_str(), depthMaps[i]. c_str()); | 350 "%s.g * 2 55 * 256 );", |
351 i, depthMaps[i].c_str(), depthM aps[i].c_str()); | |
311 | 352 |
312 // variance biasing lessens light bleeding | 353 // variance biasing lessens light bleeding |
313 fragBuilder->codeAppendf("variance = max(moments.y - (moment s.x * moments.x)," | 354 fragBuilder->codeAppendf("variance = max(moments%d.y - " |
314 "%s);", minVarianceUniName) ; | 355 "(moments%d.x * moments%d.x)," |
356 "%s);", i, i, i, | |
357 minVarianceUniName); | |
315 | 358 |
316 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po vDepth.c_str()); | 359 fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x ;", |
317 fragBuilder->codeAppendf("lightProbability = " | 360 povDepth.c_str(), i); |
318 "(variance / (variance + d * d));") ; | 361 fragBuilder->codeAppendf("lightProbability = " |
362 "(variance / (variance + d * d));"); | |
319 | 363 |
320 SkString clamp("clamp"); | 364 SkString clamp("clamp"); |
321 clamp.appendf("%d", i); | 365 clamp.appendf("%d", i); |
322 | 366 |
323 // choosing between light artifacts or correct shape shadows | 367 // choosing between light artifacts or correct shape sha dows |
324 // linstep | 368 // linstep |
325 fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /" | 369 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" |
326 "(1 - %s), 0, 1);" , | 370 "(1 - %s), 0, 1);", |
327 clamp.c_str(), shBiasUniName, shBia sUniName); | 371 clamp.c_str(), shBiasUniName, s hBiasUniName); |
328 | 372 |
329 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s tr()); | 373 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); |
374 } else { | |
375 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | |
376 povDepth.c_str(), depthMaps[i]. c_str()); | |
377 fragBuilder->codeAppendf("lightProbability = 1;"); | |
378 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); | |
379 } | |
380 | |
381 // VSM: The curved shadows near plane edges are mostly light bleeding. | |
382 fragBuilder->codeAppendf("}"); | |
383 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * " | |
384 "lightProbability;", | |
385 totalLightColor.c_str(), | |
386 lightDirOrPosUniName[i], | |
387 lightColorUniName[i]); | |
330 } else { | 388 } else { |
331 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 389 if (!shadowFP.fIsPointLight[i]) { |
332 povDepth.c_str(), depthMaps[i].c_st r()); | 390 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
333 fragBuilder->codeAppendf("lightProbability = 1;"); | 391 povDepth.c_str(), depthMaps[i]. c_str()); |
334 fragBuilder->codeAppendf("} else { lightProbability = 0; }") ; | 392 // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
393 fragBuilder->codeAppendf("%s += %s.z * %s;", | |
394 totalLightColor.c_str(), | |
395 lightDirOrPosUniName[i], | |
396 lightColorUniName[i]); | |
397 fragBuilder->codeAppendf("}"); | |
398 } else { | |
399 // fragToLight%d.z is equal to the fragToLight dot the s urface normal. | |
400 fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /" | |
401 "(1 + distsq%d / (%s * %s));", | |
402 totalLightColor.c_str(), i, | |
403 lightColorUniName[i], i, | |
404 lightIntensityUniName[i], | |
405 lightIntensityUniName[i]); | |
406 } | |
335 } | 407 } |
336 | |
337 // VSM: The curved shadows near plane edges are mostly light ble eding. | |
338 fragBuilder->codeAppendf("}"); | |
339 | |
340 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * ligh tProbability;", | |
341 totalLightColor.c_str(), | |
342 lightDirUniName[i], | |
343 lightColorUniName[i]); | |
344 } | 408 } |
345 | 409 |
346 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); | 410 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); |
347 | 411 |
348 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 412 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
349 totalLightColor.c_str()); | 413 totalLightColor.c_str()); |
350 | 414 |
351 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 415 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
352 } | 416 } |
353 | 417 |
354 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 418 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
355 GrProcessorKeyBuilder* b) { | 419 GrProcessorKeyBuilder* b) { |
356 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
357 b->add32(shadowFP.fNumDirLights); | 421 b->add32(shadowFP.fNumNonAmbLights); |
422 int isPL = 0; | |
423 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
424 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | |
425 } | |
426 b->add32(isPL); | |
358 b->add32(shadowFP.fShadowParams.fType); | 427 b->add32(shadowFP.fShadowParams.fType); |
359 } | 428 } |
360 | 429 |
361 protected: | 430 protected: |
362 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 431 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
363 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 432 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
364 | 433 |
robertphillips
2016/08/25 17:41:43
Didn't you remove this once before ?
vjiaoblack
2016/08/26 12:37:22
Done.
| |
365 for (int i = 0; i < shadowFP.fNumDirLights; i++) { | 434 fNumNonAmbLights = shadowFP.numLights(); |
366 const SkVector3& lightDir = shadowFP.lightDir(i); | 435 |
367 if (lightDir != fLightDir[i]) { | 436 for (int i = 0; i < fNumNonAmbLights; i++) { |
368 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 437 bool isPoint = shadowFP.isPointLight(i); |
369 fLightDir[i] = lightDir; | 438 fIsPointLight[i] = isPoint; |
439 | |
440 const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i); | |
441 if (lightDirOrPos != fLightDirOrPos[i]) { | |
442 pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX); | |
443 fLightDirOrPos[i] = lightDirOrPos; | |
370 } | 444 } |
445 | |
371 const SkColor3f& lightColor = shadowFP.lightColor(i); | 446 const SkColor3f& lightColor = shadowFP.lightColor(i); |
372 if (lightColor != fLightColor[i]) { | 447 if (lightColor != fLightColor[i]) { |
373 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 448 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
374 fLightColor[i] = lightColor; | 449 fLightColor[i] = lightColor; |
375 } | 450 } |
376 | 451 |
452 SkScalar lightIntensity = shadowFP.lightIntensity(i); | |
453 if (lightIntensity != fLightIntensity[i]) { | |
454 pdman.set1f(fLightIntensityUni[i], lightIntensity); | |
455 fLightIntensity[i] = lightIntensity; | |
456 } | |
457 | |
377 int depthMapWidth = shadowFP.depthMapWidth(i); | 458 int depthMapWidth = shadowFP.depthMapWidth(i); |
378 if (depthMapWidth != fDepthMapWidth[i]) { | 459 if (depthMapWidth != fDepthMapWidth[i]) { |
379 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 460 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
380 fDepthMapWidth[i] = depthMapWidth; | 461 fDepthMapWidth[i] = depthMapWidth; |
381 } | 462 } |
382 int depthMapHeight = shadowFP.depthMapHeight(i); | 463 int depthMapHeight = shadowFP.depthMapHeight(i); |
383 if (depthMapHeight != fDepthMapHeight[i]) { | 464 if (depthMapHeight != fDepthMapHeight[i]) { |
384 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 465 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
385 fDepthMapHeight[i] = depthMapHeight; | 466 fDepthMapHeight[i] = depthMapHeight; |
386 } | 467 } |
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410 } | 491 } |
411 | 492 |
412 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 493 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
413 if (ambientColor != fAmbientColor) { | 494 if (ambientColor != fAmbientColor) { |
414 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 495 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
415 fAmbientColor = ambientColor; | 496 fAmbientColor = ambientColor; |
416 } | 497 } |
417 } | 498 } |
418 | 499 |
419 private: | 500 private: |
420 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 501 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
502 | |
503 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | |
421 GrGLSLProgramDataManager::UniformHandle | 504 GrGLSLProgramDataManager::UniformHandle |
422 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; | 505 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; |
423 | 506 |
424 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 507 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
425 GrGLSLProgramDataManager::UniformHandle | 508 GrGLSLProgramDataManager::UniformHandle |
426 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 509 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
427 | 510 |
511 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
512 GrGLSLProgramDataManager::UniformHandle | |
513 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | |
514 | |
428 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 515 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
429 GrGLSLProgramDataManager::UniformHandle | 516 GrGLSLProgramDataManager::UniformHandle |
430 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 517 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
431 | 518 |
432 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 519 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
433 GrGLSLProgramDataManager::UniformHandle | 520 GrGLSLProgramDataManager::UniformHandle |
434 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 521 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
435 | 522 |
436 int fWidth; | 523 int fWidth; |
437 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 524 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
438 int fHeight; | 525 int fHeight; |
439 GrGLSLProgramDataManager::UniformHandle fHeightUni; | 526 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
440 | 527 |
441 SkScalar fBiasingConstant; | 528 SkScalar fBiasingConstant; |
442 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni; | 529 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni; |
443 SkScalar fMinVariance; | 530 SkScalar fMinVariance; |
444 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni; | 531 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni; |
445 | 532 |
446 SkColor3f fAmbientColor; | 533 SkColor3f fAmbientColor; |
447 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | 534 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
535 | |
536 int fNumNonAmbLights; | |
448 }; | 537 }; |
449 | 538 |
450 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | 539 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
451 GLSLShadowFP::GenKey(*this, caps, b); | 540 GLSLShadowFP::GenKey(*this, caps, b); |
452 } | 541 } |
453 | 542 |
454 const char* name() const override { return "shadowFP"; } | 543 const char* name() const override { return "shadowFP"; } |
455 | 544 |
456 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 545 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
457 inout->mulByUnknownFourComponents(); | 546 inout->mulByUnknownFourComponents(); |
458 } | 547 } |
459 int32_t numLights() const { return fNumDirLights; } | 548 int32_t numLights() const { return fNumNonAmbLights; } |
460 const SkColor3f& ambientColor() const { return fAmbientColor; } | 549 const SkColor3f& ambientColor() const { return fAmbientColor; } |
461 const SkVector3& lightDir(int i) const { | 550 bool isPointLight(int i) const { |
462 SkASSERT(i < fNumDirLights); | 551 SkASSERT(i < fNumNonAmbLights); |
463 return fLightDir[i]; | 552 return fIsPointLight[i]; |
553 } | |
554 const SkVector3& lightDirOrPos(int i) const { | |
555 SkASSERT(i < fNumNonAmbLights); | |
556 return fLightDirOrPos[i]; | |
464 } | 557 } |
465 const SkVector3& lightColor(int i) const { | 558 const SkVector3& lightColor(int i) const { |
466 SkASSERT(i < fNumDirLights); | 559 SkASSERT(i < fNumNonAmbLights); |
467 return fLightColor[i]; | 560 return fLightColor[i]; |
468 } | 561 } |
562 SkScalar lightIntensity(int i) const { | |
563 SkASSERT(i < fNumNonAmbLights); | |
564 return fLightIntensity[i]; | |
565 } | |
469 | 566 |
470 int depthMapWidth(int i) const { | 567 int depthMapWidth(int i) const { |
471 SkASSERT(i < fNumDirLights); | 568 SkASSERT(i < fNumNonAmbLights); |
472 return fDepthMapWidth[i]; | 569 return fDepthMapWidth[i]; |
473 } | 570 } |
474 int depthMapHeight(int i) const { | 571 int depthMapHeight(int i) const { |
475 SkASSERT(i < fNumDirLights); | 572 SkASSERT(i < fNumNonAmbLights); |
476 return fDepthMapHeight[i]; | 573 return fDepthMapHeight[i]; |
477 } | 574 } |
478 int width() const {return fWidth; } | 575 int width() const {return fWidth; } |
479 int height() const {return fHeight; } | 576 int height() const {return fHeight; } |
480 | 577 |
481 const SkShadowParams& shadowParams() const {return fShadowParams; } | 578 const SkShadowParams& shadowParams() const {return fShadowParams; } |
482 | 579 |
483 private: | 580 private: |
484 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | 581 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
485 | 582 |
486 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 583 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
487 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 584 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
488 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { | 585 if (fAmbientColor != shadowFP.fAmbientColor || |
586 fNumNonAmbLights != shadowFP.fNumNonAmbLights) { | |
489 return false; | 587 return false; |
490 } | 588 } |
491 | 589 |
492 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 590 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
493 return false; | 591 return false; |
494 } | 592 } |
495 | 593 |
496 for (int i = 0; i < fNumDirLights; i++) { | 594 for (int i = 0; i < fNumNonAmbLights; i++) { |
497 if (fLightDir[i] != shadowFP.fLightDir[i] || | 595 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
498 fLightColor[i] != shadowFP.fLightColor[i]) { | 596 fLightColor[i] != shadowFP.fLightColor[i] || |
597 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | |
598 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | |
499 return false; | 599 return false; |
500 } | 600 } |
501 | 601 |
502 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 602 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
503 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 603 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
504 return false; | 604 return false; |
505 } | 605 } |
506 } | 606 } |
507 | 607 |
508 return true; | 608 return true; |
509 } | 609 } |
510 | 610 |
511 int fNumDirLights; | 611 int fNumNonAmbLights; |
512 | 612 |
513 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 613 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
614 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | |
514 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 615 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
616 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
515 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 617 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
516 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 618 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
517 | 619 |
518 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 620 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
519 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 621 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
520 | 622 |
521 int fHeight; | 623 int fHeight; |
522 int fWidth; | 624 int fWidth; |
523 | 625 |
524 SkShadowParams fShadowParams; | 626 SkShadowParams fShadowParams; |
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623 | 725 |
624 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 726 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
625 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | 727 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
626 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 728 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
627 const SkLights::Light& light = lightShader.fLights->light(l); | 729 const SkLights::Light& light = lightShader.fLights->light(l); |
628 | 730 |
629 if (SkLights::Light::kAmbient_LightType == light.type()) { | 731 if (SkLights::Light::kAmbient_LightType == light.type()) { |
630 accum.fX += light.color().fX * SkColorGetR(diffColor); | 732 accum.fX += light.color().fX * SkColorGetR(diffColor); |
631 accum.fY += light.color().fY * SkColorGetG(diffColor); | 733 accum.fY += light.color().fY * SkColorGetG(diffColor); |
632 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 734 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
735 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
736 // scaling by fZ accounts for lighting direction | |
737 accum.fX += light.color().makeScale(light.dir().fZ).fX * | |
738 SkColorGetR(diffColor); | |
739 accum.fY += light.color().makeScale(light.dir().fZ).fY * | |
740 SkColorGetG(diffColor); | |
741 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | |
742 SkColorGetB(diffColor); | |
633 } else { | 743 } else { |
634 // scaling by fZ accounts for lighting direction | 744 // TODO: do point lights for raster, currently treated like ambient |
635 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 745 accum.fX += light.color().fX * SkColorGetR(diffColor); |
636 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 746 accum.fY += light.color().fY * SkColorGetG(diffColor); |
637 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 747 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
638 } | 748 } |
639 } | 749 } |
640 | 750 |
641 result[i] = convert(accum, SkColorGetA(diffColor)); | 751 result[i] = convert(accum, SkColorGetA(diffColor)); |
642 } | 752 } |
643 | 753 |
644 result += n; | 754 result += n; |
645 x += n; | 755 x += n; |
646 count -= n; | 756 count -= n; |
647 } while (count > 0); | 757 } while (count > 0); |
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754 | 864 |
755 /////////////////////////////////////////////////////////////////////////////// | 865 /////////////////////////////////////////////////////////////////////////////// |
756 | 866 |
757 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 867 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
758 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 868 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 869 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
760 | 870 |
761 /////////////////////////////////////////////////////////////////////////////// | 871 /////////////////////////////////////////////////////////////////////////////// |
762 | 872 |
763 #endif | 873 #endif |
OLD | NEW |