Chromium Code Reviews| OLD | NEW |
|---|---|
| 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 |
|
robertphillips
2016/08/26 14:28:28
use shadowFP here instead of re-casting
here and
vjiaoblack
2016/08/26 14:43:39
Done.
| |
| 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 |
| 163 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType; | 175 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType; |
| 164 | 176 |
| 165 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 177 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
| 166 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 178 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| 179 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | |
| 167 | 180 |
| 168 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] | 181 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
| 169 = {nullptr}; | 182 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
| 170 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] | |
| 171 = {nullptr}; | |
| 172 | 183 |
| 173 SkString lightDirUniNameBase("lightDir"); | 184 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
| 174 SkString lightColorUniNameBase("lightColor"); | 185 SkString lightDirOrPosUniNameStr("lightDir"); |
| 186 lightDirOrPosUniNameStr.appendf("%d", i); | |
| 187 SkString lightColorUniNameStr("lightColor"); | |
| 188 lightColorUniNameStr.appendf("%d", i); | |
| 189 SkString lightIntensityUniNameStr("lightIntensity"); | |
| 190 lightIntensityUniNameStr.appendf("%d", i); | |
| 175 | 191 |
| 176 SkString depthMapWidthUniNameBase("dmapWidth"); | 192 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); | 193 depthMapWidthUniNameStr.appendf("%d", i); |
| 187 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); | 194 SkString depthMapHeightUniNameStr("dmapHeight"); |
| 188 depthMapHeightUniNameStr.appendf("%d", i); | 195 depthMapHeightUniNameStr.appendf("%d", i); |
| 189 | 196 |
| 190 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | 197 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh aderFlag, |
| 191 kVec3f_GrSLType, | 198 kVec3f_GrSLType, |
| 192 kDefault_GrSLPrecis ion, | 199 kDefault_GrSLPrecis ion, |
| 193 lightDirUniNameStr. c_str(), | 200 lightDirOrPosUniNam eStr.c_str(), |
| 194 &lightDirUniName[i] ); | 201 &lightDirOrPosUniNa me[i]); |
| 195 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | 202 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, |
| 196 kVec3f_GrSLType, | 203 kVec3f_GrSLType, |
| 197 kDefault_GrSLPrec ision, | 204 kDefault_GrSLPrec ision, |
| 198 lightColorUniName Str.c_str(), | 205 lightColorUniName Str.c_str(), |
| 199 &lightColorUniNam e[i]); | 206 &lightColorUniNam e[i]); |
| 207 fLightIntensityUni[i] = | |
| 208 uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 209 kFloat_GrSLType, | |
| 210 kDefault_GrSLPrecision, | |
| 211 lightIntensityUniNameStr.c_st r(), | |
| 212 &lightIntensityUniName[i]); | |
| 200 | 213 |
| 201 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 214 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 202 kInt_GrSLType, | 215 kInt_GrSLType, |
| 203 kDefault_GrSLPrecision, | 216 kDefault_GrSLPrecision, |
| 204 depthMapWidthUniNameStr.c_str (), | 217 depthMapWidthUniNameStr.c_str (), |
| 205 &depthMapWidthUniName[i]); | 218 &depthMapWidthUniName[i]); |
| 206 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 219 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 207 kInt_GrSLType, | 220 kInt_GrSLType, |
| 208 kDefault_GrSLPrecision, | 221 kDefault_GrSLPrecision, |
| 209 depthMapHeightUniNameStr.c_st r(), | 222 depthMapHeightUniNameStr.c_st r(), |
| (...skipping 17 matching lines...) Expand all Loading... | |
| 227 | 240 |
| 228 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 241 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 229 kInt_GrSLType, | 242 kInt_GrSLType, |
| 230 kDefault_GrSLPrecision, | 243 kDefault_GrSLPrecision, |
| 231 "width", &widthUniName); | 244 "width", &widthUniName); |
| 232 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 245 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 233 kInt_GrSLType, | 246 kInt_GrSLType, |
| 234 kDefault_GrSLPrecision, | 247 kDefault_GrSLPrecision, |
| 235 "height", &heightUniName); | 248 "height", &heightUniName); |
| 236 | 249 |
| 237 | |
| 238 SkString povDepth("povDepth"); | 250 SkString povDepth("povDepth"); |
| 239 this->emitChild(0, nullptr, &povDepth, args); | 251 this->emitChild(0, nullptr, &povDepth, args); |
| 240 | 252 |
| 241 SkString diffuseColor("inDiffuseColor"); | 253 SkString diffuseColor("inDiffuseColor"); |
| 242 this->emitChild(1, nullptr, &diffuseColor, args); | 254 this->emitChild(1, nullptr, &diffuseColor, args); |
| 243 | 255 |
| 244 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 256 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
| 245 | 257 |
| 246 for (int i = 0; i < numLights; i++) { | 258 // Multiply by 255 to transform from sampler coordinates to world |
| 259 // coordinates (since 1 channel is 0xFF) | |
| 260 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | |
|
robertphillips
2016/08/26 14:28:28
rm '\n's in new shader code
vjiaoblack
2016/08/26 14:43:39
Done.
| |
| 261 "vec2(%s, %s), %s.b * 255); \n", | |
| 262 widthUniName, heightUniName, povDepth.c_str ()); | |
| 263 | |
| 264 // Applies the offset indexing that goes from our view space into th e light's space. | |
| 265 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | |
| 247 SkString povCoord("povCoord"); | 266 SkString povCoord("povCoord"); |
| 248 povCoord.appendf("%d", i); | 267 povCoord.appendf("%d", i); |
| 249 | 268 |
| 250 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 269 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 251 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 270 // 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 | 271 // 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"); | 272 SkString offset("offset"); |
| 256 offset.appendf("%d", i); | 273 offset.appendf("%d", i); |
| 257 | 274 |
| 258 SkString scaleVec("scaleVec"); | 275 SkString scaleVec("scaleVec"); |
| 259 scaleVec.appendf("%d", i); | 276 scaleVec.appendf("%d", i); |
| 260 | 277 |
| 261 SkString scaleOffsetVec("scaleOffsetVec"); | 278 SkString scaleOffsetVec("scaleOffsetVec"); |
| 262 scaleOffsetVec.appendf("%d", i); | 279 scaleOffsetVec.appendf("%d", i); |
| 263 | 280 |
| 264 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", | 281 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
| 265 offset.c_str(), lightDirUniName[i]); | |
| 266 | 282 |
| 283 if (shadowFP.fIsPointLight[i]) { | |
| 284 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;\n", | |
| 285 i, lightDirOrPosUniName[i]); | |
| 286 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | |
| 287 "fragToLight%d = normalize(fragToLi ght%d);", | |
| 288 i, i, i, i, i); | |
| 289 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | |
| 290 "(povDepth.b) / vec2(%s, %s) ;\n", | |
| 291 offset.c_str(), lightDirOrPosUniNam e[i], | |
| 292 lightDirOrPosUniName[i], | |
| 293 widthUniName, heightUniName); | |
| 294 } else { | |
| 295 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n", | |
| 296 offset.c_str(), lightDirOrPosUniNam e[i], | |
| 297 widthUniName, heightUniName); | |
| 298 } | |
| 267 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", | 299 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", |
| 268 scaleVec.c_str(), | 300 scaleVec.c_str(), |
| 269 widthUniName, heightUniName, | 301 widthUniName, heightUniName, |
| 270 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 302 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
| 271 | 303 |
| 272 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 304 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
| 273 scaleOffsetVec.c_str(), scaleVec.c_str( )); | 305 scaleOffsetVec.c_str(), |
| 306 scaleVec.c_str()); | |
| 274 | 307 |
| 275 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 308 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
| 276 "vec2(%s.x, 0 - %s.y)) " | 309 "vec2(%s.x, 0 - %s.y)) " |
| 277 " * %s + vec2(0,1) * %s;\n", | 310 " * %s + vec2(0,1) * %s;\n", |
| 278 povCoord.c_str(), offset.c_str(), offse t.c_str(), | 311 povCoord.c_str(), offset.c_str(), offse t.c_str(), |
| 279 scaleVec.c_str(), scaleOffsetVec.c_str( )); | 312 scaleVec.c_str(), scaleOffsetVec.c_str( )); |
| 280 | 313 |
| 281 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 314 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
| 282 povCoord.c_str(), | 315 povCoord.c_str(), |
| 283 kVec2f_GrSLType); | 316 kVec2f_GrSLType); |
| 284 | 317 |
| 285 | |
| 286 } | 318 } |
| 287 | 319 |
| 288 const char* ambientColorUniName = nullptr; | 320 const char* ambientColorUniName = nullptr; |
| 289 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 321 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
| 290 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 322 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
| 291 "AmbientColor", &ambie ntColorUniName); | 323 "AmbientColor", &ambie ntColorUniName); |
| 292 | 324 |
| 293 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 325 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); |
| 294 | 326 |
| 295 SkString totalLightColor("totalLightColor"); | 327 SkString totalLightColor("totalLightColor"); |
| 296 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); | 328 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); |
| 297 | 329 |
| 298 fragBuilder->codeAppendf("float lightProbability;"); | 330 fragBuilder->codeAppendf("float lightProbability;"); |
| 299 fragBuilder->codeAppendf("float variance;"); | 331 fragBuilder->codeAppendf("float variance;"); |
| 300 fragBuilder->codeAppendf("float d;"); | 332 fragBuilder->codeAppendf("float d;"); |
| 301 | 333 |
| 302 for (int i = 0; i < numLights; i++) { | 334 for (int i = 0; i < numLights; i++) { |
| 303 fragBuilder->codeAppendf("lightProbability = 1;"); | 335 if (!shadowFP.isPointLight(i)) { |
| 336 fragBuilder->codeAppendf("lightProbability = 1;"); | |
| 304 | 337 |
| 305 // 1/512 is less than half a pixel; imperceptible | 338 // 1/512 is less than half a pixel; imperceptible |
| 306 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", | 339 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", |
| 307 povDepth.c_str(), depthMaps[i].c_str()) ; | 340 povDepth.c_str(), depthMaps[i].c_st r()); |
| 308 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { | 341 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { |
| 309 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, % s.g * 255 * 256 );", | 342 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 2 55," |
| 310 depthMaps[i].c_str(), depthMaps[i]. c_str()); | 343 "%s.g * 2 55 * 256 );", |
| 344 i, depthMaps[i].c_str(), depthM aps[i].c_str()); | |
| 311 | 345 |
| 312 // variance biasing lessens light bleeding | 346 // variance biasing lessens light bleeding |
| 313 fragBuilder->codeAppendf("variance = max(moments.y - (moment s.x * moments.x)," | 347 fragBuilder->codeAppendf("variance = max(moments%d.y - " |
| 314 "%s);", minVarianceUniName) ; | 348 "(moments%d.x * moments%d.x)," |
| 349 "%s);", i, i, i, | |
| 350 minVarianceUniName); | |
| 315 | 351 |
| 316 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po vDepth.c_str()); | 352 fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x ;", |
| 317 fragBuilder->codeAppendf("lightProbability = " | 353 povDepth.c_str(), i); |
| 318 "(variance / (variance + d * d));") ; | 354 fragBuilder->codeAppendf("lightProbability = " |
| 355 "(variance / (variance + d * d));"); | |
| 319 | 356 |
| 320 SkString clamp("clamp"); | 357 SkString clamp("clamp"); |
| 321 clamp.appendf("%d", i); | 358 clamp.appendf("%d", i); |
| 322 | 359 |
| 323 // choosing between light artifacts or correct shape shadows | 360 // choosing between light artifacts or correct shape sha dows |
| 324 // linstep | 361 // linstep |
| 325 fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /" | 362 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" |
| 326 "(1 - %s), 0, 1);" , | 363 "(1 - %s), 0, 1);", |
| 327 clamp.c_str(), shBiasUniName, shBia sUniName); | 364 clamp.c_str(), shBiasUniName, s hBiasUniName); |
| 328 | 365 |
| 329 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s tr()); | 366 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); |
| 367 } else { | |
| 368 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | |
| 369 povDepth.c_str(), depthMaps[i]. c_str()); | |
| 370 fragBuilder->codeAppendf("lightProbability = 1;"); | |
| 371 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); | |
| 372 } | |
| 373 | |
| 374 // VSM: The curved shadows near plane edges are mostly light bleeding. | |
| 375 fragBuilder->codeAppendf("}"); | |
| 376 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * " | |
| 377 "lightProbability;", | |
| 378 totalLightColor.c_str(), | |
| 379 lightDirOrPosUniName[i], | |
| 380 lightColorUniName[i]); | |
| 330 } else { | 381 } else { |
|
robertphillips
2016/08/26 14:28:28
Didn't we already perform this test to get into th
vjiaoblack
2016/08/26 14:43:39
Done.
| |
| 331 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 382 if (!shadowFP.fIsPointLight[i]) { |
| 332 povDepth.c_str(), depthMaps[i].c_st r()); | 383 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 333 fragBuilder->codeAppendf("lightProbability = 1;"); | 384 povDepth.c_str(), depthMaps[i]. c_str()); |
| 334 fragBuilder->codeAppendf("} else { lightProbability = 0; }") ; | 385 // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
| 386 fragBuilder->codeAppendf("%s += %s.z * %s;", | |
| 387 totalLightColor.c_str(), | |
| 388 lightDirOrPosUniName[i], | |
| 389 lightColorUniName[i]); | |
| 390 fragBuilder->codeAppendf("}"); | |
| 391 } else { | |
| 392 // fragToLight%d.z is equal to the fragToLight dot the s urface normal. | |
| 393 fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /" | |
| 394 "(1 + distsq%d / (%s * %s));", | |
| 395 totalLightColor.c_str(), i, | |
| 396 lightColorUniName[i], i, | |
| 397 lightIntensityUniName[i], | |
| 398 lightIntensityUniName[i]); | |
| 399 } | |
| 335 } | 400 } |
| 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 } | 401 } |
| 345 | 402 |
| 346 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); | 403 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); |
| 347 | 404 |
| 348 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 405 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
| 349 totalLightColor.c_str()); | 406 totalLightColor.c_str()); |
| 350 | 407 |
| 351 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 408 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
| 352 } | 409 } |
| 353 | 410 |
| 354 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 411 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 355 GrProcessorKeyBuilder* b) { | 412 GrProcessorKeyBuilder* b) { |
| 356 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 413 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 357 b->add32(shadowFP.fNumDirLights); | 414 b->add32(shadowFP.fNumNonAmbLights); |
| 415 int isPL = 0; | |
| 416 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
| 417 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | |
| 418 } | |
| 419 b->add32(isPL); | |
| 358 b->add32(shadowFP.fShadowParams.fType); | 420 b->add32(shadowFP.fShadowParams.fType); |
| 359 } | 421 } |
| 360 | 422 |
| 361 protected: | 423 protected: |
| 362 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 424 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
| 363 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 425 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
| 364 | 426 |
| 365 for (int i = 0; i < shadowFP.fNumDirLights; i++) { | 427 for (int i = 0; i < shadowFP.numLights(); i++) { |
| 366 const SkVector3& lightDir = shadowFP.lightDir(i); | 428 const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i); |
| 367 if (lightDir != fLightDir[i]) { | 429 if (lightDirOrPos != fLightDirOrPos[i]) { |
| 368 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 430 pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX); |
| 369 fLightDir[i] = lightDir; | 431 fLightDirOrPos[i] = lightDirOrPos; |
| 370 } | 432 } |
| 433 | |
| 371 const SkColor3f& lightColor = shadowFP.lightColor(i); | 434 const SkColor3f& lightColor = shadowFP.lightColor(i); |
| 372 if (lightColor != fLightColor[i]) { | 435 if (lightColor != fLightColor[i]) { |
| 373 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 436 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| 374 fLightColor[i] = lightColor; | 437 fLightColor[i] = lightColor; |
| 375 } | 438 } |
| 376 | 439 |
| 440 SkScalar lightIntensity = shadowFP.lightIntensity(i); | |
| 441 if (lightIntensity != fLightIntensity[i]) { | |
| 442 pdman.set1f(fLightIntensityUni[i], lightIntensity); | |
| 443 fLightIntensity[i] = lightIntensity; | |
| 444 } | |
| 445 | |
| 377 int depthMapWidth = shadowFP.depthMapWidth(i); | 446 int depthMapWidth = shadowFP.depthMapWidth(i); |
| 378 if (depthMapWidth != fDepthMapWidth[i]) { | 447 if (depthMapWidth != fDepthMapWidth[i]) { |
| 379 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 448 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| 380 fDepthMapWidth[i] = depthMapWidth; | 449 fDepthMapWidth[i] = depthMapWidth; |
| 381 } | 450 } |
| 382 int depthMapHeight = shadowFP.depthMapHeight(i); | 451 int depthMapHeight = shadowFP.depthMapHeight(i); |
| 383 if (depthMapHeight != fDepthMapHeight[i]) { | 452 if (depthMapHeight != fDepthMapHeight[i]) { |
| 384 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 453 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| 385 fDepthMapHeight[i] = depthMapHeight; | 454 fDepthMapHeight[i] = depthMapHeight; |
| 386 } | 455 } |
| (...skipping 23 matching lines...) Expand all Loading... | |
| 410 } | 479 } |
| 411 | 480 |
| 412 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 481 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
| 413 if (ambientColor != fAmbientColor) { | 482 if (ambientColor != fAmbientColor) { |
| 414 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 483 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| 415 fAmbientColor = ambientColor; | 484 fAmbientColor = ambientColor; |
| 416 } | 485 } |
| 417 } | 486 } |
| 418 | 487 |
| 419 private: | 488 private: |
| 420 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 489 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
| 421 GrGLSLProgramDataManager::UniformHandle | 490 GrGLSLProgramDataManager::UniformHandle |
| 422 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; | 491 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; |
| 423 | 492 |
| 424 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 493 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 425 GrGLSLProgramDataManager::UniformHandle | 494 GrGLSLProgramDataManager::UniformHandle |
| 426 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 495 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
| 427 | 496 |
| 497 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
| 498 GrGLSLProgramDataManager::UniformHandle | |
| 499 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | |
| 500 | |
| 428 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 501 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 429 GrGLSLProgramDataManager::UniformHandle | 502 GrGLSLProgramDataManager::UniformHandle |
| 430 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 503 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
| 431 | 504 |
| 432 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 505 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 433 GrGLSLProgramDataManager::UniformHandle | 506 GrGLSLProgramDataManager::UniformHandle |
| 434 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 507 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| 435 | 508 |
| 436 int fWidth; | 509 int fWidth; |
| 437 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 510 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| (...skipping 11 matching lines...) Expand all Loading... | |
| 449 | 522 |
| 450 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | 523 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
| 451 GLSLShadowFP::GenKey(*this, caps, b); | 524 GLSLShadowFP::GenKey(*this, caps, b); |
| 452 } | 525 } |
| 453 | 526 |
| 454 const char* name() const override { return "shadowFP"; } | 527 const char* name() const override { return "shadowFP"; } |
| 455 | 528 |
| 456 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 529 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 457 inout->mulByUnknownFourComponents(); | 530 inout->mulByUnknownFourComponents(); |
| 458 } | 531 } |
| 459 int32_t numLights() const { return fNumDirLights; } | 532 int32_t numLights() const { return fNumNonAmbLights; } |
| 460 const SkColor3f& ambientColor() const { return fAmbientColor; } | 533 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 461 const SkVector3& lightDir(int i) const { | 534 bool isPointLight(int i) const { |
| 462 SkASSERT(i < fNumDirLights); | 535 SkASSERT(i < fNumNonAmbLights); |
| 463 return fLightDir[i]; | 536 return fIsPointLight[i]; |
| 537 } | |
| 538 const SkVector3& lightDirOrPos(int i) const { | |
| 539 SkASSERT(i < fNumNonAmbLights); | |
| 540 return fLightDirOrPos[i]; | |
| 464 } | 541 } |
| 465 const SkVector3& lightColor(int i) const { | 542 const SkVector3& lightColor(int i) const { |
| 466 SkASSERT(i < fNumDirLights); | 543 SkASSERT(i < fNumNonAmbLights); |
| 467 return fLightColor[i]; | 544 return fLightColor[i]; |
| 468 } | 545 } |
| 546 SkScalar lightIntensity(int i) const { | |
| 547 SkASSERT(i < fNumNonAmbLights); | |
| 548 return fLightIntensity[i]; | |
| 549 } | |
| 469 | 550 |
| 470 int depthMapWidth(int i) const { | 551 int depthMapWidth(int i) const { |
| 471 SkASSERT(i < fNumDirLights); | 552 SkASSERT(i < fNumNonAmbLights); |
| 472 return fDepthMapWidth[i]; | 553 return fDepthMapWidth[i]; |
| 473 } | 554 } |
| 474 int depthMapHeight(int i) const { | 555 int depthMapHeight(int i) const { |
| 475 SkASSERT(i < fNumDirLights); | 556 SkASSERT(i < fNumNonAmbLights); |
| 476 return fDepthMapHeight[i]; | 557 return fDepthMapHeight[i]; |
| 477 } | 558 } |
| 478 int width() const {return fWidth; } | 559 int width() const {return fWidth; } |
| 479 int height() const {return fHeight; } | 560 int height() const {return fHeight; } |
| 480 | 561 |
| 481 const SkShadowParams& shadowParams() const {return fShadowParams; } | 562 const SkShadowParams& shadowParams() const {return fShadowParams; } |
| 482 | 563 |
| 483 private: | 564 private: |
| 484 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | 565 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
| 485 | 566 |
| 486 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 567 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 487 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 568 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 488 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { | 569 if (fAmbientColor != shadowFP.fAmbientColor || |
| 570 fNumNonAmbLights != shadowFP.fNumNonAmbLights) { | |
| 489 return false; | 571 return false; |
| 490 } | 572 } |
| 491 | 573 |
| 492 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 574 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| 493 return false; | 575 return false; |
| 494 } | 576 } |
| 495 | 577 |
| 496 for (int i = 0; i < fNumDirLights; i++) { | 578 for (int i = 0; i < fNumNonAmbLights; i++) { |
| 497 if (fLightDir[i] != shadowFP.fLightDir[i] || | 579 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
| 498 fLightColor[i] != shadowFP.fLightColor[i]) { | 580 fLightColor[i] != shadowFP.fLightColor[i] || |
| 581 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | |
| 582 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | |
| 499 return false; | 583 return false; |
| 500 } | 584 } |
| 501 | 585 |
| 502 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 586 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
| 503 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 587 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
| 504 return false; | 588 return false; |
| 505 } | 589 } |
| 506 } | 590 } |
| 507 | 591 |
| 508 return true; | 592 return true; |
| 509 } | 593 } |
| 510 | 594 |
| 511 int fNumDirLights; | 595 int fNumNonAmbLights; |
| 512 | 596 |
| 513 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 597 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
| 598 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | |
| 514 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 599 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 600 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
| 515 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 601 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| 516 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 602 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| 517 | 603 |
| 518 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 604 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 519 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 605 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 520 | 606 |
| 521 int fHeight; | 607 int fHeight; |
| 522 int fWidth; | 608 int fWidth; |
| 523 | 609 |
| 524 SkShadowParams fShadowParams; | 610 SkShadowParams fShadowParams; |
| (...skipping 98 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 623 | 709 |
| 624 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 710 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) | 711 // 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) { | 712 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 627 const SkLights::Light& light = lightShader.fLights->light(l); | 713 const SkLights::Light& light = lightShader.fLights->light(l); |
| 628 | 714 |
| 629 if (SkLights::Light::kAmbient_LightType == light.type()) { | 715 if (SkLights::Light::kAmbient_LightType == light.type()) { |
| 630 accum.fX += light.color().fX * SkColorGetR(diffColor); | 716 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 631 accum.fY += light.color().fY * SkColorGetG(diffColor); | 717 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 632 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 718 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 719 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
| 720 // scaling by fZ accounts for lighting direction | |
| 721 accum.fX += light.color().makeScale(light.dir().fZ).fX * | |
| 722 SkColorGetR(diffColor); | |
| 723 accum.fY += light.color().makeScale(light.dir().fZ).fY * | |
| 724 SkColorGetG(diffColor); | |
| 725 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | |
| 726 SkColorGetB(diffColor); | |
| 633 } else { | 727 } else { |
| 634 // scaling by fZ accounts for lighting direction | 728 // TODO: do point lights for raster, currently treated like ambient |
| 635 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 729 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 636 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 730 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 637 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 731 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 638 } | 732 } |
| 639 } | 733 } |
| 640 | 734 |
| 641 result[i] = convert(accum, SkColorGetA(diffColor)); | 735 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 642 } | 736 } |
| 643 | 737 |
| 644 result += n; | 738 result += n; |
| 645 x += n; | 739 x += n; |
| 646 count -= n; | 740 count -= n; |
| 647 } while (count > 0); | 741 } while (count > 0); |
| (...skipping 106 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 754 | 848 |
| 755 /////////////////////////////////////////////////////////////////////////////// | 849 /////////////////////////////////////////////////////////////////////////////// |
| 756 | 850 |
| 757 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 851 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 758 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 852 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 853 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 760 | 854 |
| 761 /////////////////////////////////////////////////////////////////////////////// | 855 /////////////////////////////////////////////////////////////////////////////// |
| 762 | 856 |
| 763 #endif | 857 #endif |
| OLD | NEW |