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 | 8 |
| 9 #include "SkLights.h" | 9 #include "SkLights.h" |
| 10 #include "SkReadBuffer.h" | 10 #include "SkReadBuffer.h" |
| (...skipping 99 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 110 | 110 |
| 111 // fuse all ambient lights into a single one | 111 // fuse all ambient lights into a single one |
| 112 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 112 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
| 113 | 113 |
| 114 fNumDirLights = 0; // refers to directional lights. | 114 fNumDirLights = 0; // refers to directional lights. |
| 115 for (int i = 0; i < lights->numLights(); ++i) { | 115 for (int i = 0; i < lights->numLights(); ++i) { |
| 116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | 116 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
| 117 fAmbientColor += lights->light(i).color(); | 117 fAmbientColor += lights->light(i).color(); |
| 118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { | 118 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { |
| 119 fLightColor[fNumDirLights] = lights->light(i).color(); | 119 fLightColor[fNumDirLights] = lights->light(i).color(); |
| 120 fLightDir[fNumDirLights] = lights->light(i).dir(); | 120 if (lights->light(i).type() == SkLights::Light::kPoint_LightType ) { |
| 121 fLightDir[fNumDirLights] = lights->light(i).pos(); | |
|
jvanverth1
2016/08/17 19:59:02
fLightDirOrPos?
vjiaoblack
2016/08/18 14:52:19
Done.
| |
| 122 fLightIntensity[fNumDirLights] = lights->light(i).intensity( ); | |
| 123 } else { | |
| 124 fLightDir[fNumDirLights] = lights->light(i).dir(); | |
| 125 fLightIntensity[fNumDirLights] = 0.0f; | |
| 126 } | |
| 127 fIsPointLight[fNumDirLights] = | |
| 128 lights->light(i).type() == SkLights::Light::kPoint_Light Type; | |
| 129 | |
| 121 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 130 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
| 122 | 131 |
| 123 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 132 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
| 124 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, | 133 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, |
| 125 GrTextureParams::Clam pNoFilter(), | 134 GrTextureParams::Clam pNoFilter(), |
| 126 SkSourceGammaTreatmen t::kIgnore)); | 135 SkSourceGammaTreatmen t::kIgnore)); |
| 127 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); | 136 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); |
| 128 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); | 137 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); |
| 129 | 138 |
| 130 fDepthMapHeight[fNumDirLights] = shadowMap->height(); | 139 fDepthMapHeight[fNumDirLights] = shadowMap->height(); |
| (...skipping 17 matching lines...) Expand all Loading... | |
| 148 | 157 |
| 149 void emitCode(EmitArgs& args) override { | 158 void emitCode(EmitArgs& args) override { |
| 150 | 159 |
| 151 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 160 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 152 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 161 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 153 | 162 |
| 154 // add uniforms | 163 // add uniforms |
| 155 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; | 164 int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights; |
| 156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 165 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
| 157 | 166 |
| 167 bool isPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
|
jvanverth1
2016/08/17 19:59:02
I'm wondering if it might be worthwhile to change
vjiaoblack
2016/08/18 14:52:19
Done.
| |
| 168 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
| 169 isPointLight[i] = args.fFp.cast<ShadowFP>().fIsPointLight[i]; | |
| 170 } | |
| 171 | |
| 158 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 172 const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| 173 const char* isPointLightUniName[SkShadowShader::kMaxNonAmbientLights ] = {nullptr}; | |
| 159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 174 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| 175 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | |
| 160 | 176 |
| 161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] | 177 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
| 162 = {nullptr}; | 178 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
| 163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] | |
| 164 = {nullptr}; | |
| 165 | 179 |
| 166 SkString lightDirUniNameBase("lightDir"); | 180 SkString lightDirUniNameBase("lightDir"); |
| 167 SkString lightColorUniNameBase("lightColor"); | 181 SkString lightColorUniNameBase("lightColor"); |
| 182 SkString lightIntensityUniNameBase("lightIntensity"); | |
| 183 SkString isPointLightUniNameBase("isPointLight"); | |
| 168 | 184 |
| 169 SkString depthMapWidthUniNameBase("dmapWidth"); | 185 SkString depthMapWidthUniNameBase("dmapWidth"); |
| 170 SkString depthMapHeightUniNameBase("dmapHeight"); | 186 SkString depthMapHeightUniNameBase("dmapHeight"); |
| 171 | 187 |
| 172 for (int i = 0; i < numLights; i++) { | 188 for (int i = 0; i < numLights; i++) { |
| 173 SkString lightDirUniNameStr(lightDirUniNameBase); | 189 SkString lightDirUniNameStr(lightDirUniNameBase); |
| 174 lightDirUniNameStr.appendf("%d", i); | 190 lightDirUniNameStr.appendf("%d", i); |
| 175 SkString lightColorUniNameStr(lightColorUniNameBase); | 191 SkString lightColorUniNameStr(lightColorUniNameBase); |
| 176 lightColorUniNameStr.appendf("%d", i); | 192 lightColorUniNameStr.appendf("%d", i); |
| 193 SkString lightIntensityUniNameStr(lightIntensityUniNameBase); | |
| 194 lightIntensityUniNameStr.appendf("%d", i); | |
| 195 SkString isPointLightUniNameStr(isPointLightUniNameBase); | |
| 196 isPointLightUniNameStr.appendf("%d", i); | |
| 177 | 197 |
| 178 SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); | 198 SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); |
| 179 depthMapWidthUniNameStr.appendf("%d", i); | 199 depthMapWidthUniNameStr.appendf("%d", i); |
| 180 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); | 200 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); |
| 181 depthMapHeightUniNameStr.appendf("%d", i); | 201 depthMapHeightUniNameStr.appendf("%d", i); |
| 182 | 202 |
| 183 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | 203 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, |
| 184 kVec3f_GrSLType, | 204 kVec3f_GrSLType, |
| 185 kDefault_GrSLPrecis ion, | 205 kDefault_GrSLPrecis ion, |
| 186 lightDirUniNameStr. c_str(), | 206 lightDirUniNameStr. c_str(), |
| 187 &lightDirUniName[i] ); | 207 &lightDirUniName[i] ); |
| 208 fIsPointLightUni[i] = uniformHandler->addUniform(kFragment_GrSha derFlag, | |
| 209 kFloat_GrSLType , | |
| 210 kDefault_GrSLPr ecision, | |
| 211 isPointLightUni NameStr.c_str(), | |
| 212 &isPointLightUn iName[i]); | |
| 188 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | 213 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, |
| 189 kVec3f_GrSLType, | 214 kVec3f_GrSLType, |
| 190 kDefault_GrSLPrec ision, | 215 kDefault_GrSLPrec ision, |
| 191 lightColorUniName Str.c_str(), | 216 lightColorUniName Str.c_str(), |
| 192 &lightColorUniNam e[i]); | 217 &lightColorUniNam e[i]); |
| 218 fLightIntensityUni[i] = | |
| 219 uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 220 kFloat_GrSLType, | |
| 221 kDefault_GrSLPrecision, | |
| 222 lightIntensityUniNameStr.c_st r(), | |
| 223 &lightIntensityUniName[i]); | |
| 193 | 224 |
| 194 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 225 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 195 kInt_GrSLType, | 226 kInt_GrSLType, |
| 196 kDefault_GrSLPrecision, | 227 kDefault_GrSLPrecision, |
| 197 depthMapWidthUniNameStr.c_str (), | 228 depthMapWidthUniNameStr.c_str (), |
| 198 &depthMapWidthUniName[i]); | 229 &depthMapWidthUniName[i]); |
| 199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 230 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 200 kInt_GrSLType, | 231 kInt_GrSLType, |
| 201 kDefault_GrSLPrecision, | 232 kDefault_GrSLPrecision, |
| 202 depthMapHeightUniNameStr.c_st r(), | 233 depthMapHeightUniNameStr.c_st r(), |
| 203 &depthMapHeightUniName[i]); | 234 &depthMapHeightUniName[i]); |
| 204 } | 235 } |
| 205 | 236 |
| 206 | |
| 207 const char* widthUniName = nullptr; | 237 const char* widthUniName = nullptr; |
| 208 const char* heightUniName = nullptr; | 238 const char* heightUniName = nullptr; |
| 209 | 239 |
| 210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 240 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 211 kInt_GrSLType, | 241 kInt_GrSLType, |
| 212 kDefault_GrSLPrecision, | 242 kDefault_GrSLPrecision, |
| 213 "width", &widthUniName); | 243 "width", &widthUniName); |
| 214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 244 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 215 kInt_GrSLType, | 245 kInt_GrSLType, |
| 216 kDefault_GrSLPrecision, | 246 kDefault_GrSLPrecision, |
| 217 "height", &heightUniName); | 247 "height", &heightUniName); |
| 218 | 248 |
| 219 | |
| 220 SkString povDepth("povDepth"); | 249 SkString povDepth("povDepth"); |
| 221 this->emitChild(0, nullptr, &povDepth, args); | 250 this->emitChild(0, nullptr, &povDepth, args); |
| 222 | 251 |
| 223 SkString diffuseColor("inDiffuseColor"); | 252 SkString diffuseColor("inDiffuseColor"); |
| 224 this->emitChild(1, nullptr, &diffuseColor, args); | 253 this->emitChild(1, nullptr, &diffuseColor, args); |
| 225 | 254 |
| 226 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 255 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
| 227 | 256 |
| 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); \n", | |
| 261 widthUniName, heightUniName, povDepth.c_str ()); | |
| 262 | |
| 228 for (int i = 0; i < numLights; i++) { | 263 for (int i = 0; i < numLights; i++) { |
| 229 SkString povCoord("povCoord"); | 264 SkString povCoord("povCoord"); |
| 230 povCoord.appendf("%d", i); | 265 povCoord.appendf("%d", i); |
| 231 | 266 |
| 232 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 267 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 233 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 268 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, |
| 234 // and the / 400 brings it back to a sampler coordinate, 0 - 1 | 269 // and the / vec2(width, height) brings it back to a sampler coo rdinate |
| 235 // The 400 comes from the shadowmaps GM. | |
| 236 // TODO use real shadowmaps size | |
| 237 SkString offset("offset"); | 270 SkString offset("offset"); |
| 238 offset.appendf("%d", i); | 271 offset.appendf("%d", i); |
| 239 | 272 |
| 240 SkString scaleVec("scaleVec"); | 273 SkString scaleVec("scaleVec"); |
| 241 scaleVec.appendf("%d", i); | 274 scaleVec.appendf("%d", i); |
| 242 | 275 |
| 243 SkString scaleOffsetVec("scaleOffsetVec"); | 276 SkString scaleOffsetVec("scaleOffsetVec"); |
| 244 scaleOffsetVec.appendf("%d", i); | 277 scaleOffsetVec.appendf("%d", i); |
| 245 | 278 |
| 246 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", | 279 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
| 247 offset.c_str(), lightDirUniName[i]); | |
| 248 | 280 |
| 281 if (isPointLight[i]) { | |
| 282 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;\n", | |
| 283 i, lightDirUniName[i]); | |
| 284 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | |
| 285 "fragToLight%d = normalize(fragToLi ght%d);", | |
| 286 i, i, i, i, i); | |
| 287 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | |
| 288 "(povDepth.b) / vec2(%s, %s) ;\n", | |
|
jvanverth1
2016/08/17 19:59:02
I don't like these divides, but can live with it f
vjiaoblack
2016/08/18 14:52:19
Done.
| |
| 289 offset.c_str(), lightDirUniName[i], | |
| 290 lightDirUniName[i], widthUniName, h eightUniName); | |
| 291 } else { | |
| 292 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n", | |
| 293 offset.c_str(), lightDirUniName[i], | |
| 294 widthUniName, heightUniName); | |
| 295 } | |
| 249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", | 296 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", |
| 250 scaleVec.c_str(), | 297 scaleVec.c_str(), |
| 251 widthUniName, heightUniName, | 298 widthUniName, heightUniName, |
| 252 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 299 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
| 253 | 300 |
| 254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 301 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
| 255 scaleOffsetVec.c_str(), scaleVec.c_str( )); | 302 scaleOffsetVec.c_str(), scaleVec.c_str( )); |
| 256 | 303 |
| 257 | |
| 258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 304 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
| 259 "vec2(%s.x, 0 - %s.y)) " | 305 "vec2(%s.x, 0 - %s.y)) " |
|
jvanverth1
2016/08/17 19:59:02
Indent
vjiaoblack
2016/08/18 14:52:19
Done.
| |
| 260 " * %s + vec2(0,1) * %s;\n", | 306 " * %s + vec2(0,1) * %s;\n", |
| 261 | 307 povCoord.c_str(), offset.c_str(), o ffset.c_str(), |
| 262 povCoord.c_str(), offset.c_str(), offse t.c_str(), | 308 scaleVec.c_str(), scaleOffsetVec.c_ str()); |
| 263 scaleVec.c_str(), scaleOffsetVec.c_str( )); | |
| 264 | 309 |
| 265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 310 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
| 266 povCoord.c_str(), | 311 povCoord.c_str(), |
| 267 kVec2f_GrSLType); | 312 kVec2f_GrSLType); |
| 268 } | 313 } |
| 269 | 314 |
| 270 const char* ambientColorUniName = nullptr; | 315 const char* ambientColorUniName = nullptr; |
| 271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 316 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
| 272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 317 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
| 273 "AmbientColor", &ambie ntColorUniName); | 318 "AmbientColor", &ambie ntColorUniName); |
| 274 | 319 |
| 275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 320 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); |
| 276 | 321 |
| 277 // Essentially, | |
| 278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) | 322 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) |
| 279 SkString totalLightColor("totalLightColor"); | 323 SkString totalLightColor("totalLightColor"); |
| 280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); | 324 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); |
| 281 | 325 |
| 282 for (int i = 0; i < numLights; i++) { | 326 for (int i = 0; i < numLights; i++) { |
| 283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 327 if (!isPointLight[i]) { |
| 284 povDepth.c_str(), depthMaps[i].c_str()) ; | 328 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s | 329 povDepth.c_str(), depthMaps[i].c_st r()); |
| 286 fragBuilder->codeAppendf("%s += %s.z * %s;", | 330 // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
| 287 totalLightColor.c_str(), | 331 fragBuilder->codeAppendf("%s += %s.z * %s;", |
| 288 lightDirUniName[i], | 332 totalLightColor.c_str(), |
| 289 lightColorUniName[i]); | 333 lightDirUniName[i], |
| 290 fragBuilder->codeAppendf("}"); | 334 lightColorUniName[i]); |
| 335 fragBuilder->codeAppendf("}"); | |
| 336 } else { | |
| 337 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. | |
| 338 fragBuilder->codeAppendf("%s += fragToLight%d.z * %s / (1 + distsq%d / (%s * %s));", | |
|
jvanverth1
2016/08/17 19:59:02
Greater than 100 char line.
vjiaoblack
2016/08/18 14:52:19
Done.
| |
| 339 totalLightColor.c_str(), i, | |
| 340 lightColorUniName[i], i, | |
| 341 lightIntensityUniName[i], | |
| 342 lightIntensityUniName[i]); | |
| 343 } | |
| 291 } | 344 } |
| 292 | 345 |
| 293 fragBuilder->codeAppendf("%s += %s;", | 346 fragBuilder->codeAppendf("%s += %s;", |
| 294 totalLightColor.c_str(), | 347 totalLightColor.c_str(), |
| 295 ambientColorUniName); | 348 ambientColorUniName); |
| 296 | 349 |
| 297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 350 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
| 298 totalLightColor.c_str()); | 351 totalLightColor.c_str()); |
| 299 | 352 |
| 300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 353 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
| 301 } | 354 } |
| 302 | 355 |
| 303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 356 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 304 GrProcessorKeyBuilder* b) { | 357 GrProcessorKeyBuilder* b) { |
| 305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 358 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 306 b->add32(shadowFP.fNumDirLights); | 359 b->add32(shadowFP.fNumDirLights); |
| 360 int isPL = 0; | |
| 361 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
| 362 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | |
| 363 } | |
| 364 b->add32(isPL); | |
| 307 } | 365 } |
| 308 | 366 |
| 309 protected: | 367 protected: |
| 310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 368 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
| 311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 369 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
| 312 | 370 |
| 313 fNumDirLights = shadowFP.numLights(); | 371 fNumDirLights = shadowFP.numLights(); |
| 314 | 372 |
| 315 for (int i = 0; i < fNumDirLights; i++) { | 373 for (int i = 0; i < fNumDirLights; i++) { |
| 374 bool isPoint = shadowFP.isPointLight(i); | |
| 375 SkScalar isPointf = isPoint ? 1.0f : 0.0f; | |
| 376 pdman.set1f(fIsPointLightUni[i], isPointf); | |
| 377 fIsPointLight[i] = isPoint; | |
| 378 | |
| 316 const SkVector3& lightDir = shadowFP.lightDir(i); | 379 const SkVector3& lightDir = shadowFP.lightDir(i); |
| 317 if (lightDir != fLightDir[i]) { | 380 if (lightDir != fLightDir[i]) { |
| 318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 381 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); |
| 319 fLightDir[i] = lightDir; | 382 fLightDir[i] = lightDir; |
| 320 } | 383 } |
| 384 | |
| 321 const SkColor3f& lightColor = shadowFP.lightColor(i); | 385 const SkColor3f& lightColor = shadowFP.lightColor(i); |
| 322 if (lightColor != fLightColor[i]) { | 386 if (lightColor != fLightColor[i]) { |
| 323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 387 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| 324 fLightColor[i] = lightColor; | 388 fLightColor[i] = lightColor; |
| 325 } | 389 } |
| 326 | 390 |
| 391 SkScalar lightIntensity = shadowFP.lightIntensity(i); | |
| 392 if (lightIntensity != fLightIntensity[i]) { | |
| 393 pdman.set1f(fLightIntensityUni[i], lightIntensity); | |
| 394 fLightIntensity[i] = lightIntensity; | |
| 395 } | |
| 396 | |
| 327 int depthMapWidth = shadowFP.depthMapWidth(i); | 397 int depthMapWidth = shadowFP.depthMapWidth(i); |
| 328 if (depthMapWidth != fDepthMapWidth[i]) { | 398 if (depthMapWidth != fDepthMapWidth[i]) { |
| 329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 399 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| 330 fDepthMapWidth[i] = depthMapWidth; | 400 fDepthMapWidth[i] = depthMapWidth; |
| 331 } | 401 } |
| 332 int depthMapHeight = shadowFP.depthMapHeight(i); | 402 int depthMapHeight = shadowFP.depthMapHeight(i); |
| 333 if (depthMapHeight != fDepthMapHeight[i]) { | 403 if (depthMapHeight != fDepthMapHeight[i]) { |
| 334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 404 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| 335 fDepthMapHeight[i] = depthMapHeight; | 405 fDepthMapHeight[i] = depthMapHeight; |
| 336 } | 406 } |
| (...skipping 11 matching lines...) Expand all Loading... | |
| 348 } | 418 } |
| 349 | 419 |
| 350 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 420 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
| 351 if (ambientColor != fAmbientColor) { | 421 if (ambientColor != fAmbientColor) { |
| 352 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 422 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| 353 fAmbientColor = ambientColor; | 423 fAmbientColor = ambientColor; |
| 354 } | 424 } |
| 355 } | 425 } |
| 356 | 426 |
| 357 private: | 427 private: |
| 428 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
| 429 GrGLSLProgramDataManager::UniformHandle | |
| 430 fIsPointLightUni[SkShadowShader::kMaxNonAmbientLights]; | |
| 431 | |
| 358 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 432 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
| 359 GrGLSLProgramDataManager::UniformHandle | 433 GrGLSLProgramDataManager::UniformHandle |
| 360 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; | 434 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; |
| 361 | 435 |
| 362 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 436 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 363 GrGLSLProgramDataManager::UniformHandle | 437 GrGLSLProgramDataManager::UniformHandle |
| 364 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 438 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
| 365 | 439 |
| 440 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
| 441 GrGLSLProgramDataManager::UniformHandle | |
| 442 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | |
| 443 | |
| 366 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 444 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 367 GrGLSLProgramDataManager::UniformHandle | 445 GrGLSLProgramDataManager::UniformHandle |
| 368 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 446 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
| 369 | 447 |
| 370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 448 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 371 GrGLSLProgramDataManager::UniformHandle | 449 GrGLSLProgramDataManager::UniformHandle |
| 372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 450 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| 373 | 451 |
| 374 int fWidth; | 452 int fWidth; |
| 375 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 453 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
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| 386 GLSLShadowFP::GenKey(*this, caps, b); | 464 GLSLShadowFP::GenKey(*this, caps, b); |
| 387 } | 465 } |
| 388 | 466 |
| 389 const char* name() const override { return "shadowFP"; } | 467 const char* name() const override { return "shadowFP"; } |
| 390 | 468 |
| 391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 469 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 392 inout->mulByUnknownFourComponents(); | 470 inout->mulByUnknownFourComponents(); |
| 393 } | 471 } |
| 394 int32_t numLights() const { return fNumDirLights; } | 472 int32_t numLights() const { return fNumDirLights; } |
| 395 const SkColor3f& ambientColor() const { return fAmbientColor; } | 473 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 474 const bool& isPointLight(int i) const { | |
| 475 SkASSERT(i < fNumDirLights); | |
| 476 return fIsPointLight[i]; | |
| 477 } | |
| 396 const SkVector3& lightDir(int i) const { | 478 const SkVector3& lightDir(int i) const { |
| 397 SkASSERT(i < fNumDirLights); | 479 SkASSERT(i < fNumDirLights); |
| 398 return fLightDir[i]; | 480 return fLightDir[i]; |
| 399 } | 481 } |
| 400 const SkVector3& lightColor(int i) const { | 482 const SkVector3& lightColor(int i) const { |
| 401 SkASSERT(i < fNumDirLights); | 483 SkASSERT(i < fNumDirLights); |
| 402 return fLightColor[i]; | 484 return fLightColor[i]; |
| 403 } | 485 } |
| 486 SkScalar lightIntensity(int i) const { | |
| 487 SkASSERT(i < fNumDirLights); | |
| 488 return fLightIntensity[i]; | |
| 489 } | |
| 404 | 490 |
| 405 int depthMapWidth(int i) const { | 491 int depthMapWidth(int i) const { |
| 406 SkASSERT(i < fNumDirLights); | 492 SkASSERT(i < fNumDirLights); |
| 407 return fDepthMapWidth[i]; | 493 return fDepthMapWidth[i]; |
| 408 } | 494 } |
| 409 int depthMapHeight(int i) const { | 495 int depthMapHeight(int i) const { |
| 410 SkASSERT(i < fNumDirLights); | 496 SkASSERT(i < fNumDirLights); |
| 411 return fDepthMapHeight[i]; | 497 return fDepthMapHeight[i]; |
| 412 } | 498 } |
| 413 int width() const {return fWidth; } | 499 int width() const {return fWidth; } |
| 414 int height() const {return fHeight; } | 500 int height() const {return fHeight; } |
| 415 | 501 |
| 416 private: | 502 private: |
| 417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | 503 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
| 418 | 504 |
| 419 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 505 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 506 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { | 507 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { |
| 422 return false; | 508 return false; |
| 423 } | 509 } |
| 424 | 510 |
| 425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 511 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| 426 return false; | 512 return false; |
| 427 } | 513 } |
| 428 | 514 |
| 429 for (int i = 0; i < fNumDirLights; i++) { | 515 for (int i = 0; i < fNumDirLights; i++) { |
| 430 if (fLightDir[i] != shadowFP.fLightDir[i] || | 516 if (fLightDir[i] != shadowFP.fLightDir[i] || |
| 431 fLightColor[i] != shadowFP.fLightColor[i]) { | 517 fLightColor[i] != shadowFP.fLightColor[i] || |
| 518 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | |
| 519 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | |
| 432 return false; | 520 return false; |
| 433 } | 521 } |
| 434 | 522 |
| 435 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 523 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
| 436 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 524 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
| 437 return false; | 525 return false; |
| 438 } | 526 } |
| 439 } | 527 } |
| 440 | 528 |
| 441 return true; | 529 return true; |
| 442 } | 530 } |
| 443 | 531 |
| 444 int fNumDirLights; | 532 int fNumDirLights; |
| 445 | 533 |
| 534 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
| 446 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 535 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
| 447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 536 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 537 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
| 448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 538 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| 449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 539 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| 450 | 540 |
| 451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 541 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 542 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 453 | 543 |
| 454 int fHeight; | 544 int fHeight; |
| 455 int fWidth; | 545 int fWidth; |
| 456 | 546 |
| 457 SkColor3f fAmbientColor; | 547 SkColor3f fAmbientColor; |
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| 554 | 644 |
| 555 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 645 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| 556 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | 646 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
| 557 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 647 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 558 const SkLights::Light& light = lightShader.fLights->light(l); | 648 const SkLights::Light& light = lightShader.fLights->light(l); |
| 559 | 649 |
| 560 if (SkLights::Light::kAmbient_LightType == light.type()) { | 650 if (SkLights::Light::kAmbient_LightType == light.type()) { |
| 561 accum.fX += light.color().fX * SkColorGetR(diffColor); | 651 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 562 accum.fY += light.color().fY * SkColorGetG(diffColor); | 652 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 563 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 653 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 654 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
| 655 // scaling by fZ accounts for lighting direction | |
| 656 accum.fX += light.color().makeScale(light.dir().fZ).fX * | |
| 657 SkColorGetR(diffColor); | |
| 658 accum.fY += light.color().makeScale(light.dir().fZ).fY * | |
| 659 SkColorGetG(diffColor); | |
| 660 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | |
| 661 SkColorGetB(diffColor); | |
| 564 } else { | 662 } else { |
| 565 // scaling by fZ accounts for lighting direction | 663 // TODO: do point lights for raster, currently treated like ambient |
| 566 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 664 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 567 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 665 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 568 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 666 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 569 } | 667 } |
| 570 } | 668 } |
| 571 | 669 |
| 572 result[i] = convert(accum, SkColorGetA(diffColor)); | 670 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 573 } | 671 } |
| 574 | 672 |
| 575 result += n; | 673 result += n; |
| 576 x += n; | 674 x += n; |
| 577 count -= n; | 675 count -= n; |
| 578 } while (count > 0); | 676 } while (count > 0); |
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| 671 | 769 |
| 672 /////////////////////////////////////////////////////////////////////////////// | 770 /////////////////////////////////////////////////////////////////////////////// |
| 673 | 771 |
| 674 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 772 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 675 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 773 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 676 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 774 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 677 | 775 |
| 678 /////////////////////////////////////////////////////////////////////////////// | 776 /////////////////////////////////////////////////////////////////////////////// |
| 679 | 777 |
| 680 #endif | 778 #endif |
| OLD | NEW |