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 } |
(...skipping 23 matching lines...) Expand all Loading... |
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; |
(...skipping 98 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
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); |
(...skipping 106 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
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 |