| 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 | |
| 156 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 164 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 157 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 165 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 166 const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>(); |
| 167 |
| 168 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient
Lights); |
| 158 | 169 |
| 159 // add uniforms | 170 // add uniforms |
| 160 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; | 171 int32_t numLights = shadowFP.fNumNonAmbLights; |
| 161 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 172 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
| 162 | 173 |
| 163 int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType; | 174 int blurAlgorithm = shadowFP.fShadowParams.fType; |
| 164 | 175 |
| 165 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] =
{nullptr}; | 176 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight
s] = {nullptr}; |
| 166 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights]
= {nullptr}; | 177 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights]
= {nullptr}; |
| 178 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh
ts] = {nullptr}; |
| 167 | 179 |
| 168 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight
s] | 180 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight
s] = {nullptr}; |
| 169 = {nullptr}; | 181 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh
ts] = {nullptr}; |
| 170 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh
ts] | |
| 171 = {nullptr}; | |
| 172 | 182 |
| 173 SkString lightDirUniNameBase("lightDir"); | 183 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
| 174 SkString lightColorUniNameBase("lightColor"); | 184 SkString lightDirOrPosUniNameStr("lightDir"); |
| 185 lightDirOrPosUniNameStr.appendf("%d", i); |
| 186 SkString lightColorUniNameStr("lightColor"); |
| 187 lightColorUniNameStr.appendf("%d", i); |
| 188 SkString lightIntensityUniNameStr("lightIntensity"); |
| 189 lightIntensityUniNameStr.appendf("%d", i); |
| 175 | 190 |
| 176 SkString depthMapWidthUniNameBase("dmapWidth"); | 191 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); | 192 depthMapWidthUniNameStr.appendf("%d", i); |
| 187 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); | 193 SkString depthMapHeightUniNameStr("dmapHeight"); |
| 188 depthMapHeightUniNameStr.appendf("%d", i); | 194 depthMapHeightUniNameStr.appendf("%d", i); |
| 189 | 195 |
| 190 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF
lag, | 196 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh
aderFlag, |
| 191 kVec3f_GrSLType, | 197 kVec3f_GrSLType, |
| 192 kDefault_GrSLPrecis
ion, | 198 kDefault_GrSLPrecis
ion, |
| 193 lightDirUniNameStr.
c_str(), | 199 lightDirOrPosUniNam
eStr.c_str(), |
| 194 &lightDirUniName[i]
); | 200 &lightDirOrPosUniNa
me[i]); |
| 195 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade
rFlag, | 201 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade
rFlag, |
| 196 kVec3f_GrSLType, | 202 kVec3f_GrSLType, |
| 197 kDefault_GrSLPrec
ision, | 203 kDefault_GrSLPrec
ision, |
| 198 lightColorUniName
Str.c_str(), | 204 lightColorUniName
Str.c_str(), |
| 199 &lightColorUniNam
e[i]); | 205 &lightColorUniNam
e[i]); |
| 206 fLightIntensityUni[i] = |
| 207 uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 208 kFloat_GrSLType, |
| 209 kDefault_GrSLPrecision, |
| 210 lightIntensityUniNameStr.c_st
r(), |
| 211 &lightIntensityUniName[i]); |
| 200 | 212 |
| 201 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS
haderFlag, | 213 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS
haderFlag, |
| 202 kInt_GrSLType, | 214 kInt_GrSLType, |
| 203 kDefault_GrSLPrecision, | 215 kDefault_GrSLPrecision, |
| 204 depthMapWidthUniNameStr.c_str
(), | 216 depthMapWidthUniNameStr.c_str
(), |
| 205 &depthMapWidthUniName[i]); | 217 &depthMapWidthUniName[i]); |
| 206 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS
haderFlag, | 218 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS
haderFlag, |
| 207 kInt_GrSLType, | 219 kInt_GrSLType, |
| 208 kDefault_GrSLPrecision, | 220 kDefault_GrSLPrecision, |
| 209 depthMapHeightUniNameStr.c_st
r(), | 221 depthMapHeightUniNameStr.c_st
r(), |
| (...skipping 17 matching lines...) Expand all Loading... |
| 227 | 239 |
| 228 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 240 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 229 kInt_GrSLType, | 241 kInt_GrSLType, |
| 230 kDefault_GrSLPrecision, | 242 kDefault_GrSLPrecision, |
| 231 "width", &widthUniName); | 243 "width", &widthUniName); |
| 232 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 244 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 233 kInt_GrSLType, | 245 kInt_GrSLType, |
| 234 kDefault_GrSLPrecision, | 246 kDefault_GrSLPrecision, |
| 235 "height", &heightUniName); | 247 "height", &heightUniName); |
| 236 | 248 |
| 237 | |
| 238 SkString povDepth("povDepth"); | 249 SkString povDepth("povDepth"); |
| 239 this->emitChild(0, nullptr, &povDepth, args); | 250 this->emitChild(0, nullptr, &povDepth, args); |
| 240 | 251 |
| 241 SkString diffuseColor("inDiffuseColor"); | 252 SkString diffuseColor("inDiffuseColor"); |
| 242 this->emitChild(1, nullptr, &diffuseColor, args); | 253 this->emitChild(1, nullptr, &diffuseColor, args); |
| 243 | 254 |
| 244 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 255 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
| 245 | 256 |
| 246 for (int i = 0; i < numLights; i++) { | 257 // Multiply by 255 to transform from sampler coordinates to world |
| 258 // coordinates (since 1 channel is 0xFF) |
| 259 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag
e0 * " |
| 260 "vec2(%s, %s), %s.b * 255);
", |
| 261 widthUniName, heightUniName, povDepth.c_str
()); |
| 262 |
| 263 // Applies the offset indexing that goes from our view space into th
e light's space. |
| 264 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
| 247 SkString povCoord("povCoord"); | 265 SkString povCoord("povCoord"); |
| 248 povCoord.appendf("%d", i); | 266 povCoord.appendf("%d", i); |
| 249 | 267 |
| 250 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 268 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 251 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s
pace, | 269 // 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 | 270 // 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"); | 271 SkString offset("offset"); |
| 256 offset.appendf("%d", i); | 272 offset.appendf("%d", i); |
| 257 | 273 |
| 258 SkString scaleVec("scaleVec"); | 274 SkString scaleVec("scaleVec"); |
| 259 scaleVec.appendf("%d", i); | 275 scaleVec.appendf("%d", i); |
| 260 | 276 |
| 261 SkString scaleOffsetVec("scaleOffsetVec"); | 277 SkString scaleOffsetVec("scaleOffsetVec"); |
| 262 scaleOffsetVec.appendf("%d", i); | 278 scaleOffsetVec.appendf("%d", i); |
| 263 | 279 |
| 264 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255
/ 400;\n", | 280 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
| 265 offset.c_str(), lightDirUniName[i]); | |
| 266 | 281 |
| 267 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s)
);\n", | 282 if (shadowFP.fIsPointLight[i]) { |
| 283 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor
;", |
| 284 i, lightDirOrPosUniName[i]); |
| 285 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d
, fragToLight%d);" |
| 286 "fragToLight%d = normalize(fragToLi
ght%d);", |
| 287 i, i, i, i, i); |
| 288 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl
dCor.y - %s.y)*" |
| 289 "(povDepth.b) / vec2(%s, %s)
;", |
| 290 offset.c_str(), lightDirOrPosUniNam
e[i], |
| 291 lightDirOrPosUniName[i], |
| 292 widthUniName, heightUniName); |
| 293 } else { |
| 294 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 /
vec2(%s, %s);", |
| 295 offset.c_str(), lightDirOrPosUniNam
e[i], |
| 296 widthUniName, heightUniName); |
| 297 } |
| 298 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s)
);", |
| 268 scaleVec.c_str(), | 299 scaleVec.c_str(), |
| 269 widthUniName, heightUniName, | 300 widthUniName, heightUniName, |
| 270 depthMapWidthUniName[i], depthMapHeight
UniName[i]); | 301 depthMapWidthUniName[i], depthMapHeight
UniName[i]); |
| 271 | 302 |
| 272 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 303 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
| 273 scaleOffsetVec.c_str(), scaleVec.c_str(
)); | 304 scaleOffsetVec.c_str(), |
| 305 scaleVec.c_str()); |
| 274 | 306 |
| 275 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 307 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
| 276 "vec2(%s.x, 0 - %s.y)) " | 308 "vec2(%s.x, 0 - %s.y)) " |
| 277 " * %s + vec2(0,1) * %s;\n", | 309 " * %s + vec2(0,1) * %s;", |
| 278 povCoord.c_str(), offset.c_str(), offse
t.c_str(), | 310 povCoord.c_str(), offset.c_str(), offse
t.c_str(), |
| 279 scaleVec.c_str(), scaleOffsetVec.c_str(
)); | 311 scaleVec.c_str(), scaleOffsetVec.c_str(
)); |
| 280 | 312 |
| 281 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler
s[i], | 313 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler
s[i], |
| 282 povCoord.c_str(), | 314 povCoord.c_str(), |
| 283 kVec2f_GrSLType); | 315 kVec2f_GrSLType); |
| 284 | 316 |
| 285 | |
| 286 } | 317 } |
| 287 | 318 |
| 288 const char* ambientColorUniName = nullptr; | 319 const char* ambientColorUniName = nullptr; |
| 289 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag
, | 320 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag
, |
| 290 kVec3f_GrSLType, kDefa
ult_GrSLPrecision, | 321 kVec3f_GrSLType, kDefa
ult_GrSLPrecision, |
| 291 "AmbientColor", &ambie
ntColorUniName); | 322 "AmbientColor", &ambie
ntColorUniName); |
| 292 | 323 |
| 293 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol
or.c_str()); | 324 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol
or.c_str()); |
| 294 | 325 |
| 295 SkString totalLightColor("totalLightColor"); | 326 SkString totalLightColor("totalLightColor"); |
| 296 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c
_str()); | 327 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c
_str()); |
| 297 | 328 |
| 298 fragBuilder->codeAppendf("float lightProbability;"); | 329 fragBuilder->codeAppendf("float lightProbability;"); |
| 299 fragBuilder->codeAppendf("float variance;"); | 330 fragBuilder->codeAppendf("float variance;"); |
| 300 fragBuilder->codeAppendf("float d;"); | 331 fragBuilder->codeAppendf("float d;"); |
| 301 | 332 |
| 302 for (int i = 0; i < numLights; i++) { | 333 for (int i = 0; i < numLights; i++) { |
| 303 fragBuilder->codeAppendf("lightProbability = 1;"); | 334 if (!shadowFP.isPointLight(i)) { |
| 335 fragBuilder->codeAppendf("lightProbability = 1;"); |
| 304 | 336 |
| 305 // 1/512 is less than half a pixel; imperceptible | 337 // 1/512 is less than half a pixel; imperceptible |
| 306 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", | 338 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", |
| 307 povDepth.c_str(), depthMaps[i].c_str())
; | 339 povDepth.c_str(), depthMaps[i].c_st
r()); |
| 308 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { | 340 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { |
| 309 fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, %
s.g * 255 * 256 );", | 341 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 2
55," |
| 310 depthMaps[i].c_str(), depthMaps[i].
c_str()); | 342 "%s.g * 2
55 * 256 );", |
| 343 i, depthMaps[i].c_str(), depthM
aps[i].c_str()); |
| 311 | 344 |
| 312 // variance biasing lessens light bleeding | 345 // variance biasing lessens light bleeding |
| 313 fragBuilder->codeAppendf("variance = max(moments.y - (moment
s.x * moments.x)," | 346 fragBuilder->codeAppendf("variance = max(moments%d.y - " |
| 314 "%s);", minVarianceUniName)
; | 347 "(moments%d.x *
moments%d.x)," |
| 348 "%s);", i, i, i, |
| 349 minVarianceUniName); |
| 315 | 350 |
| 316 fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", po
vDepth.c_str()); | 351 fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x
;", |
| 317 fragBuilder->codeAppendf("lightProbability = " | 352 povDepth.c_str(), i); |
| 318 "(variance / (variance + d * d));")
; | 353 fragBuilder->codeAppendf("lightProbability = " |
| 354 "(variance / (variance
+ d * d));"); |
| 319 | 355 |
| 320 SkString clamp("clamp"); | 356 SkString clamp("clamp"); |
| 321 clamp.appendf("%d", i); | 357 clamp.appendf("%d", i); |
| 322 | 358 |
| 323 // choosing between light artifacts or correct shape shadows | 359 // choosing between light artifacts or correct shape sha
dows |
| 324 // linstep | 360 // linstep |
| 325 fragBuilder->codeAppendf("float %s = clamp((lightProbability
- %s) /" | 361 fragBuilder->codeAppendf("float %s = clamp((lightProbabi
lity - %s) /" |
| 326 "(1 - %s), 0, 1);"
, | 362 "(1 - %s), 0, 1);", |
| 327 clamp.c_str(), shBiasUniName, shBia
sUniName); | 363 clamp.c_str(), shBiasUniName, s
hBiasUniName); |
| 328 | 364 |
| 329 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s
tr()); | 365 fragBuilder->codeAppendf("lightProbability = %s;", clamp
.c_str()); |
| 366 } else { |
| 367 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 368 povDepth.c_str(), depthMaps[i].
c_str()); |
| 369 fragBuilder->codeAppendf("lightProbability = 1;"); |
| 370 fragBuilder->codeAppendf("} else { lightProbability = 0;
}"); |
| 371 } |
| 372 |
| 373 // VSM: The curved shadows near plane edges are artifacts fr
om blurring |
| 374 fragBuilder->codeAppendf("}"); |
| 375 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s *
" |
| 376 "lightProbability;", |
| 377 totalLightColor.c_str(), |
| 378 lightDirOrPosUniName[i], |
| 379 lightColorUniName[i]); |
| 330 } else { | 380 } else { |
| 331 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 381 // fragToLight%d.z is equal to the fragToLight dot the surfa
ce normal. |
| 332 povDepth.c_str(), depthMaps[i].c_st
r()); | 382 fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s
/" |
| 333 fragBuilder->codeAppendf("lightProbability = 1;"); | 383 "(1 + distsq%d / (%s * %s));"
, |
| 334 fragBuilder->codeAppendf("} else { lightProbability = 0; }")
; | 384 totalLightColor.c_str(), i, |
| 385 lightColorUniName[i], i, |
| 386 lightIntensityUniName[i], |
| 387 lightIntensityUniName[i]); |
| 335 } | 388 } |
| 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 } | 389 } |
| 345 | 390 |
| 346 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie
ntColorUniName); | 391 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie
ntColorUniName); |
| 347 | 392 |
| 348 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 393 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
| 349 totalLightColor.c_str()); | 394 totalLightColor.c_str()); |
| 350 | 395 |
| 351 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol
or); | 396 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol
or); |
| 352 } | 397 } |
| 353 | 398 |
| 354 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 399 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 355 GrProcessorKeyBuilder* b) { | 400 GrProcessorKeyBuilder* b) { |
| 356 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 401 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 357 b->add32(shadowFP.fNumDirLights); | 402 b->add32(shadowFP.fNumNonAmbLights); |
| 403 int isPL = 0; |
| 404 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { |
| 405 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); |
| 406 } |
| 407 b->add32(isPL); |
| 358 b->add32(shadowFP.fShadowParams.fType); | 408 b->add32(shadowFP.fShadowParams.fType); |
| 359 } | 409 } |
| 360 | 410 |
| 361 protected: | 411 protected: |
| 362 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { | 412 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { |
| 363 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 413 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
| 364 | 414 |
| 365 for (int i = 0; i < shadowFP.fNumDirLights; i++) { | 415 for (int i = 0; i < shadowFP.numLights(); i++) { |
| 366 const SkVector3& lightDir = shadowFP.lightDir(i); | 416 const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i); |
| 367 if (lightDir != fLightDir[i]) { | 417 if (lightDirOrPos != fLightDirOrPos[i]) { |
| 368 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 418 pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX); |
| 369 fLightDir[i] = lightDir; | 419 fLightDirOrPos[i] = lightDirOrPos; |
| 370 } | 420 } |
| 421 |
| 371 const SkColor3f& lightColor = shadowFP.lightColor(i); | 422 const SkColor3f& lightColor = shadowFP.lightColor(i); |
| 372 if (lightColor != fLightColor[i]) { | 423 if (lightColor != fLightColor[i]) { |
| 373 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 424 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| 374 fLightColor[i] = lightColor; | 425 fLightColor[i] = lightColor; |
| 375 } | 426 } |
| 376 | 427 |
| 428 SkScalar lightIntensity = shadowFP.lightIntensity(i); |
| 429 if (lightIntensity != fLightIntensity[i]) { |
| 430 pdman.set1f(fLightIntensityUni[i], lightIntensity); |
| 431 fLightIntensity[i] = lightIntensity; |
| 432 } |
| 433 |
| 377 int depthMapWidth = shadowFP.depthMapWidth(i); | 434 int depthMapWidth = shadowFP.depthMapWidth(i); |
| 378 if (depthMapWidth != fDepthMapWidth[i]) { | 435 if (depthMapWidth != fDepthMapWidth[i]) { |
| 379 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 436 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| 380 fDepthMapWidth[i] = depthMapWidth; | 437 fDepthMapWidth[i] = depthMapWidth; |
| 381 } | 438 } |
| 382 int depthMapHeight = shadowFP.depthMapHeight(i); | 439 int depthMapHeight = shadowFP.depthMapHeight(i); |
| 383 if (depthMapHeight != fDepthMapHeight[i]) { | 440 if (depthMapHeight != fDepthMapHeight[i]) { |
| 384 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 441 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| 385 fDepthMapHeight[i] = depthMapHeight; | 442 fDepthMapHeight[i] = depthMapHeight; |
| 386 } | 443 } |
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| 410 } | 467 } |
| 411 | 468 |
| 412 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 469 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
| 413 if (ambientColor != fAmbientColor) { | 470 if (ambientColor != fAmbientColor) { |
| 414 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 471 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| 415 fAmbientColor = ambientColor; | 472 fAmbientColor = ambientColor; |
| 416 } | 473 } |
| 417 } | 474 } |
| 418 | 475 |
| 419 private: | 476 private: |
| 420 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 477 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
| 421 GrGLSLProgramDataManager::UniformHandle | 478 GrGLSLProgramDataManager::UniformHandle |
| 422 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; | 479 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; |
| 423 | 480 |
| 424 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 481 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 425 GrGLSLProgramDataManager::UniformHandle | 482 GrGLSLProgramDataManager::UniformHandle |
| 426 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 483 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
| 427 | 484 |
| 485 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; |
| 486 GrGLSLProgramDataManager::UniformHandle |
| 487 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; |
| 488 |
| 428 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 489 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 429 GrGLSLProgramDataManager::UniformHandle | 490 GrGLSLProgramDataManager::UniformHandle |
| 430 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 491 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
| 431 | 492 |
| 432 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 493 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 433 GrGLSLProgramDataManager::UniformHandle | 494 GrGLSLProgramDataManager::UniformHandle |
| 434 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 495 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| 435 | 496 |
| 436 int fWidth; | 497 int fWidth; |
| 437 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 498 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| (...skipping 11 matching lines...) Expand all Loading... |
| 449 | 510 |
| 450 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { | 511 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { |
| 451 GLSLShadowFP::GenKey(*this, caps, b); | 512 GLSLShadowFP::GenKey(*this, caps, b); |
| 452 } | 513 } |
| 453 | 514 |
| 454 const char* name() const override { return "shadowFP"; } | 515 const char* name() const override { return "shadowFP"; } |
| 455 | 516 |
| 456 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 517 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 457 inout->mulByUnknownFourComponents(); | 518 inout->mulByUnknownFourComponents(); |
| 458 } | 519 } |
| 459 int32_t numLights() const { return fNumDirLights; } | 520 int32_t numLights() const { return fNumNonAmbLights; } |
| 460 const SkColor3f& ambientColor() const { return fAmbientColor; } | 521 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 461 const SkVector3& lightDir(int i) const { | 522 bool isPointLight(int i) const { |
| 462 SkASSERT(i < fNumDirLights); | 523 SkASSERT(i < fNumNonAmbLights); |
| 463 return fLightDir[i]; | 524 return fIsPointLight[i]; |
| 525 } |
| 526 const SkVector3& lightDirOrPos(int i) const { |
| 527 SkASSERT(i < fNumNonAmbLights); |
| 528 return fLightDirOrPos[i]; |
| 464 } | 529 } |
| 465 const SkVector3& lightColor(int i) const { | 530 const SkVector3& lightColor(int i) const { |
| 466 SkASSERT(i < fNumDirLights); | 531 SkASSERT(i < fNumNonAmbLights); |
| 467 return fLightColor[i]; | 532 return fLightColor[i]; |
| 468 } | 533 } |
| 534 SkScalar lightIntensity(int i) const { |
| 535 SkASSERT(i < fNumNonAmbLights); |
| 536 return fLightIntensity[i]; |
| 537 } |
| 469 | 538 |
| 470 int depthMapWidth(int i) const { | 539 int depthMapWidth(int i) const { |
| 471 SkASSERT(i < fNumDirLights); | 540 SkASSERT(i < fNumNonAmbLights); |
| 472 return fDepthMapWidth[i]; | 541 return fDepthMapWidth[i]; |
| 473 } | 542 } |
| 474 int depthMapHeight(int i) const { | 543 int depthMapHeight(int i) const { |
| 475 SkASSERT(i < fNumDirLights); | 544 SkASSERT(i < fNumNonAmbLights); |
| 476 return fDepthMapHeight[i]; | 545 return fDepthMapHeight[i]; |
| 477 } | 546 } |
| 478 int width() const {return fWidth; } | 547 int width() const {return fWidth; } |
| 479 int height() const {return fHeight; } | 548 int height() const {return fHeight; } |
| 480 | 549 |
| 481 const SkShadowParams& shadowParams() const {return fShadowParams; } | 550 const SkShadowParams& shadowParams() const {return fShadowParams; } |
| 482 | 551 |
| 483 private: | 552 private: |
| 484 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLShadowFP; } | 553 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLShadowFP; } |
| 485 | 554 |
| 486 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 555 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 487 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 556 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 488 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP
.fNumDirLights) { | 557 if (fAmbientColor != shadowFP.fAmbientColor || |
| 558 fNumNonAmbLights != shadowFP.fNumNonAmbLights) { |
| 489 return false; | 559 return false; |
| 490 } | 560 } |
| 491 | 561 |
| 492 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 562 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| 493 return false; | 563 return false; |
| 494 } | 564 } |
| 495 | 565 |
| 496 for (int i = 0; i < fNumDirLights; i++) { | 566 for (int i = 0; i < fNumNonAmbLights; i++) { |
| 497 if (fLightDir[i] != shadowFP.fLightDir[i] || | 567 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
| 498 fLightColor[i] != shadowFP.fLightColor[i]) { | 568 fLightColor[i] != shadowFP.fLightColor[i] || |
| 569 fLightIntensity[i] != shadowFP.fLightIntensity[i] || |
| 570 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { |
| 499 return false; | 571 return false; |
| 500 } | 572 } |
| 501 | 573 |
| 502 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 574 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
| 503 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 575 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
| 504 return false; | 576 return false; |
| 505 } | 577 } |
| 506 } | 578 } |
| 507 | 579 |
| 508 return true; | 580 return true; |
| 509 } | 581 } |
| 510 | 582 |
| 511 int fNumDirLights; | 583 int fNumNonAmbLights; |
| 512 | 584 |
| 513 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 585 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
| 586 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
| 514 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 587 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 588 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; |
| 515 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 589 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| 516 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 590 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| 517 | 591 |
| 518 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 592 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 519 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 593 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 520 | 594 |
| 521 int fHeight; | 595 int fHeight; |
| 522 int fWidth; | 596 int fWidth; |
| 523 | 597 |
| 524 SkShadowParams fShadowParams; | 598 SkShadowParams fShadowParams; |
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| 623 | 697 |
| 624 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 698 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) | 699 // 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) { | 700 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 627 const SkLights::Light& light = lightShader.fLights->light(l); | 701 const SkLights::Light& light = lightShader.fLights->light(l); |
| 628 | 702 |
| 629 if (SkLights::Light::kAmbient_LightType == light.type()) { | 703 if (SkLights::Light::kAmbient_LightType == light.type()) { |
| 630 accum.fX += light.color().fX * SkColorGetR(diffColor); | 704 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 631 accum.fY += light.color().fY * SkColorGetG(diffColor); | 705 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 632 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 706 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 707 } else if (SkLights::Light::kDirectional_LightType == light.type
()) { |
| 708 // scaling by fZ accounts for lighting direction |
| 709 accum.fX += light.color().makeScale(light.dir().fZ).fX * |
| 710 SkColorGetR(diffColor); |
| 711 accum.fY += light.color().makeScale(light.dir().fZ).fY * |
| 712 SkColorGetG(diffColor); |
| 713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * |
| 714 SkColorGetB(diffColor); |
| 633 } else { | 715 } else { |
| 634 // scaling by fZ accounts for lighting direction | 716 // TODO: do point lights for raster, currently treated like
ambient |
| 635 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC
olorGetR(diffColor); | 717 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 636 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC
olorGetG(diffColor); | 718 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 637 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC
olorGetB(diffColor); | 719 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 638 } | 720 } |
| 639 } | 721 } |
| 640 | 722 |
| 641 result[i] = convert(accum, SkColorGetA(diffColor)); | 723 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 642 } | 724 } |
| 643 | 725 |
| 644 result += n; | 726 result += n; |
| 645 x += n; | 727 x += n; |
| 646 count -= n; | 728 count -= n; |
| 647 } while (count > 0); | 729 } while (count > 0); |
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| 754 | 836 |
| 755 /////////////////////////////////////////////////////////////////////////////// | 837 /////////////////////////////////////////////////////////////////////////////// |
| 756 | 838 |
| 757 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 758 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 760 | 842 |
| 761 /////////////////////////////////////////////////////////////////////////////// | 843 /////////////////////////////////////////////////////////////////////////////// |
| 762 | 844 |
| 763 #endif | 845 #endif |
| OLD | NEW |