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 92 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 103 class ShadowFP : public GrFragmentProcessor { | 103 class ShadowFP : public GrFragmentProcessor { |
| 104 public: | 104 public: |
| 105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | 105 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, |
| 106 sk_sp<GrFragmentProcessor> diffuse, | 106 sk_sp<GrFragmentProcessor> diffuse, |
| 107 sk_sp<SkLights> lights, | 107 sk_sp<SkLights> lights, |
| 108 int diffuseWidth, int diffuseHeight, | 108 int diffuseWidth, int diffuseHeight, |
| 109 GrContext* context) { | 109 GrContext* context) { |
| 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 |
|
robertphillips
2016/08/18 17:12:59
refers to directional lights -> count of direction
vjiaoblack
2016/08/18 18:05:34
Done.
| |
| 114 fNumDirLights = 0; // refers to directional lights. | 114 fNumNonAmbLights = 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 (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { |
| 119 fLightColor[fNumDirLights] = lights->light(i).color(); | 119 fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
| 120 fLightDir[fNumDirLights] = lights->light(i).dir(); | 120 if (lights->light(i).type() == SkLights::Light::kPoint_LightType ) { |
| 121 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
| 122 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi ty(); | |
| 123 } else { | |
| 124 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | |
| 125 fLightIntensity[fNumNonAmbLights] = 0.0f; | |
| 126 } | |
| 127 fIsPointLight[fNumNonAmbLights] = | |
|
robertphillips
2016/08/18 17:12:59
make the '==' yoda speak
vjiaoblack
2016/08/18 18:05:34
Done.
| |
| 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[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(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[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight s].get()); |
| 128 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); | 137 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); |
| 129 | 138 |
| 130 fDepthMapHeight[fNumDirLights] = shadowMap->height(); | 139 fDepthMapHeight[fNumNonAmbLights] = shadowMap->height(); |
| 131 fDepthMapWidth[fNumDirLights] = shadowMap->width(); | 140 fDepthMapWidth[fNumNonAmbLights] = shadowMap->width(); |
| 132 | 141 |
| 133 fNumDirLights++; | 142 fNumNonAmbLights++; |
| 134 } | 143 } |
| 135 } | 144 } |
| 136 | 145 |
| 137 fWidth = diffuseWidth; | 146 fWidth = diffuseWidth; |
| 138 fHeight = diffuseHeight; | 147 fHeight = diffuseHeight; |
| 139 | 148 |
| 140 this->registerChildProcessor(std::move(povDepth)); | 149 this->registerChildProcessor(std::move(povDepth)); |
| 141 this->registerChildProcessor(std::move(diffuse)); | 150 this->registerChildProcessor(std::move(diffuse)); |
| 142 this->initClassID<ShadowFP>(); | 151 this->initClassID<ShadowFP>(); |
| 143 } | 152 } |
| 144 | 153 |
| 145 class GLSLShadowFP : public GrGLSLFragmentProcessor { | 154 class GLSLShadowFP : public GrGLSLFragmentProcessor { |
| 146 public: | 155 public: |
| 147 GLSLShadowFP() { } | 156 GLSLShadowFP() { } |
| 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>().fNumNonAmbLights; |
| 156 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 165 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
| 157 | 166 |
|
robertphillips
2016/08/18 17:12:59
a) can this be a memcpy ?
b) shouldn't it only be
vjiaoblack
2016/08/18 18:05:34
a) ok sure
b) no, because we need to use this valu
robertphillips
2016/08/18 18:32:11
okay, do you even need to copy it then?
vjiaoblack
2016/08/18 19:08:16
Yes, because without passing this value in, we wou
robertphillips
2016/08/23 13:52:16
Right, why can't we access the copy in ShadowFP ?
| |
| 167 bool isPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
| 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}; |
| 159 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 173 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| 174 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | |
| 160 | 175 |
| 161 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] | 176 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
| 162 = {nullptr}; | 177 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
| 163 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] | |
| 164 = {nullptr}; | |
| 165 | 178 |
|
robertphillips
2016/08/18 17:12:59
Are we really getting any mileage out of having th
vjiaoblack
2016/08/18 18:05:34
Yes we are. You'd want to be able to change color
robertphillips
2016/08/18 18:32:11
I meant having lightDirUniNameBase broken out into
vjiaoblack
2016/08/18 19:08:16
Okay, sure.
| |
| 166 SkString lightDirUniNameBase("lightDir"); | 179 SkString lightDirUniNameBase("lightDir"); |
| 167 SkString lightColorUniNameBase("lightColor"); | 180 SkString lightColorUniNameBase("lightColor"); |
| 181 SkString lightIntensityUniNameBase("lightIntensity"); | |
| 182 SkString isPointLightUniNameBase("isPointLight"); | |
| 168 | 183 |
| 169 SkString depthMapWidthUniNameBase("dmapWidth"); | 184 SkString depthMapWidthUniNameBase("dmapWidth"); |
| 170 SkString depthMapHeightUniNameBase("dmapHeight"); | 185 SkString depthMapHeightUniNameBase("dmapHeight"); |
| 171 | 186 |
| 172 for (int i = 0; i < numLights; i++) { | 187 for (int i = 0; i < numLights; i++) { |
| 173 SkString lightDirUniNameStr(lightDirUniNameBase); | 188 SkString lightDirUniNameStr(lightDirUniNameBase); |
| 174 lightDirUniNameStr.appendf("%d", i); | 189 lightDirUniNameStr.appendf("%d", i); |
| 175 SkString lightColorUniNameStr(lightColorUniNameBase); | 190 SkString lightColorUniNameStr(lightColorUniNameBase); |
| 176 lightColorUniNameStr.appendf("%d", i); | 191 lightColorUniNameStr.appendf("%d", i); |
| 192 SkString lightIntensityUniNameStr(lightIntensityUniNameBase); | |
| 193 lightIntensityUniNameStr.appendf("%d", i); | |
|
robertphillips
2016/08/18 17:12:59
We don't seem to use this
vjiaoblack
2016/08/18 18:05:34
Okay, true
| |
| 194 SkString isPointLightUniNameStr(isPointLightUniNameBase); | |
| 195 isPointLightUniNameStr.appendf("%d", i); | |
| 177 | 196 |
| 178 SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); | 197 SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase); |
| 179 depthMapWidthUniNameStr.appendf("%d", i); | 198 depthMapWidthUniNameStr.appendf("%d", i); |
| 180 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); | 199 SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase); |
| 181 depthMapHeightUniNameStr.appendf("%d", i); | 200 depthMapHeightUniNameStr.appendf("%d", i); |
| 182 | 201 |
| 183 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, | 202 fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderF lag, |
| 184 kVec3f_GrSLType, | 203 kVec3f_GrSLType, |
| 185 kDefault_GrSLPrecis ion, | 204 kDefault_GrSLPrecis ion, |
| 186 lightDirUniNameStr. c_str(), | 205 lightDirUniNameStr. c_str(), |
| 187 &lightDirUniName[i] ); | 206 &lightDirUniName[i] ); |
| 188 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | 207 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, |
| 189 kVec3f_GrSLType, | 208 kVec3f_GrSLType, |
| 190 kDefault_GrSLPrec ision, | 209 kDefault_GrSLPrec ision, |
| 191 lightColorUniName Str.c_str(), | 210 lightColorUniName Str.c_str(), |
| 192 &lightColorUniNam e[i]); | 211 &lightColorUniNam e[i]); |
| 212 fLightIntensityUni[i] = | |
| 213 uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 214 kFloat_GrSLType, | |
| 215 kDefault_GrSLPrecision, | |
| 216 lightIntensityUniNameStr.c_st r(), | |
| 217 &lightIntensityUniName[i]); | |
| 193 | 218 |
| 194 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 219 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 195 kInt_GrSLType, | 220 kInt_GrSLType, |
| 196 kDefault_GrSLPrecision, | 221 kDefault_GrSLPrecision, |
| 197 depthMapWidthUniNameStr.c_str (), | 222 depthMapWidthUniNameStr.c_str (), |
| 198 &depthMapWidthUniName[i]); | 223 &depthMapWidthUniName[i]); |
| 199 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 224 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 200 kInt_GrSLType, | 225 kInt_GrSLType, |
| 201 kDefault_GrSLPrecision, | 226 kDefault_GrSLPrecision, |
| 202 depthMapHeightUniNameStr.c_st r(), | 227 depthMapHeightUniNameStr.c_st r(), |
| 203 &depthMapHeightUniName[i]); | 228 &depthMapHeightUniName[i]); |
| 204 } | 229 } |
| 205 | 230 |
| 206 | |
| 207 const char* widthUniName = nullptr; | 231 const char* widthUniName = nullptr; |
| 208 const char* heightUniName = nullptr; | 232 const char* heightUniName = nullptr; |
| 209 | 233 |
| 210 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 234 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 211 kInt_GrSLType, | 235 kInt_GrSLType, |
| 212 kDefault_GrSLPrecision, | 236 kDefault_GrSLPrecision, |
| 213 "width", &widthUniName); | 237 "width", &widthUniName); |
| 214 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 238 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 215 kInt_GrSLType, | 239 kInt_GrSLType, |
| 216 kDefault_GrSLPrecision, | 240 kDefault_GrSLPrecision, |
| 217 "height", &heightUniName); | 241 "height", &heightUniName); |
| 218 | 242 |
| 219 | |
| 220 SkString povDepth("povDepth"); | 243 SkString povDepth("povDepth"); |
| 221 this->emitChild(0, nullptr, &povDepth, args); | 244 this->emitChild(0, nullptr, &povDepth, args); |
| 222 | 245 |
| 223 SkString diffuseColor("inDiffuseColor"); | 246 SkString diffuseColor("inDiffuseColor"); |
| 224 this->emitChild(1, nullptr, &diffuseColor, args); | 247 this->emitChild(1, nullptr, &diffuseColor, args); |
| 225 | 248 |
| 226 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 249 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
| 227 | 250 |
| 251 // Multiply by 255 to transform from sampler coordinates to world | |
| 252 // coordinates (since 1 channel is 0xFF) | |
| 253 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | |
| 254 "vec2(%s, %s), %s.b * 255); \n", | |
| 255 widthUniName, heightUniName, povDepth.c_str ()); | |
| 256 | |
| 228 for (int i = 0; i < numLights; i++) { | 257 for (int i = 0; i < numLights; i++) { |
| 229 SkString povCoord("povCoord"); | 258 SkString povCoord("povCoord"); |
| 230 povCoord.appendf("%d", i); | 259 povCoord.appendf("%d", i); |
| 231 | 260 |
| 232 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 261 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 233 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 262 // 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 | 263 // 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"); | 264 SkString offset("offset"); |
| 238 offset.appendf("%d", i); | 265 offset.appendf("%d", i); |
| 239 | 266 |
| 240 SkString scaleVec("scaleVec"); | 267 SkString scaleVec("scaleVec"); |
| 241 scaleVec.appendf("%d", i); | 268 scaleVec.appendf("%d", i); |
| 242 | 269 |
| 243 SkString scaleOffsetVec("scaleOffsetVec"); | 270 SkString scaleOffsetVec("scaleOffsetVec"); |
| 244 scaleOffsetVec.appendf("%d", i); | 271 scaleOffsetVec.appendf("%d", i); |
| 245 | 272 |
| 246 fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n", | 273 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
| 247 offset.c_str(), lightDirUniName[i]); | |
| 248 | 274 |
| 275 if (isPointLight[i]) { | |
| 276 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;\n", | |
| 277 i, lightDirUniName[i]); | |
| 278 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | |
| 279 "fragToLight%d = normalize(fragToLi ght%d);", | |
| 280 i, i, i, i, i); | |
| 281 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | |
| 282 "(povDepth.b) / vec2(%s, %s) ;\n", | |
| 283 offset.c_str(), lightDirUniName[i], | |
| 284 lightDirUniName[i], widthUniName, h eightUniName); | |
| 285 } else { | |
| 286 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n", | |
| 287 offset.c_str(), lightDirUniName[i], | |
| 288 widthUniName, heightUniName); | |
| 289 } | |
| 249 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", | 290 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );\n", |
| 250 scaleVec.c_str(), | 291 scaleVec.c_str(), |
| 251 widthUniName, heightUniName, | 292 widthUniName, heightUniName, |
| 252 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 293 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
| 253 | 294 |
| 254 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | 295 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", |
| 255 scaleOffsetVec.c_str(), scaleVec.c_str( )); | 296 scaleOffsetVec.c_str(), scaleVec.c_str( )); |
| 256 | 297 |
| 257 | |
| 258 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | 298 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " |
| 259 "vec2(%s.x, 0 - %s.y)) " | 299 "vec2(%s.x, 0 - %s.y)) " |
| 260 " * %s + vec2(0,1) * %s;\n", | 300 " * %s + vec2(0,1) * %s;\n", |
| 261 | |
| 262 povCoord.c_str(), offset.c_str(), offse t.c_str(), | 301 povCoord.c_str(), offset.c_str(), offse t.c_str(), |
| 263 scaleVec.c_str(), scaleOffsetVec.c_str( )); | 302 scaleVec.c_str(), scaleOffsetVec.c_str( )); |
| 264 | 303 |
| 265 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 304 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
| 266 povCoord.c_str(), | 305 povCoord.c_str(), |
| 267 kVec2f_GrSLType); | 306 kVec2f_GrSLType); |
| 268 } | 307 } |
| 269 | 308 |
| 270 const char* ambientColorUniName = nullptr; | 309 const char* ambientColorUniName = nullptr; |
| 271 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 310 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
| 272 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 311 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
| 273 "AmbientColor", &ambie ntColorUniName); | 312 "AmbientColor", &ambie ntColorUniName); |
| 274 | 313 |
| 275 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 314 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); |
| 276 | 315 |
| 277 // Essentially, | |
| 278 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) | 316 // diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L))) |
| 279 SkString totalLightColor("totalLightColor"); | 317 SkString totalLightColor("totalLightColor"); |
| 280 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); | 318 fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str ()); |
| 281 | 319 |
| 282 for (int i = 0; i < numLights; i++) { | 320 for (int i = 0; i < numLights; i++) { |
| 283 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 321 if (!isPointLight[i]) { |
| 284 povDepth.c_str(), depthMaps[i].c_str()) ; | 322 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 285 // Note that dot(vec3(0,0,1), %s) == %s.z * %s | 323 povDepth.c_str(), depthMaps[i].c_st r()); |
| 286 fragBuilder->codeAppendf("%s += %s.z * %s;", | 324 // Note that dot(vec3(0,0,1), %s) == %s.z * %s |
| 287 totalLightColor.c_str(), | 325 fragBuilder->codeAppendf("%s += %s.z * %s;", |
| 288 lightDirUniName[i], | 326 totalLightColor.c_str(), |
| 289 lightColorUniName[i]); | 327 lightDirUniName[i], |
| 290 fragBuilder->codeAppendf("}"); | 328 lightColorUniName[i]); |
| 329 fragBuilder->codeAppendf("}"); | |
| 330 } else { | |
| 331 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. | |
| 332 fragBuilder->codeAppendf("%s += fragToLight%d.z * %s / " | |
| 333 "(1 + distsq%d / (%s * %s));" , | |
| 334 totalLightColor.c_str(), i, | |
| 335 lightColorUniName[i], i, | |
| 336 lightIntensityUniName[i], | |
| 337 lightIntensityUniName[i]); | |
| 338 } | |
| 291 } | 339 } |
| 292 | 340 |
| 293 fragBuilder->codeAppendf("%s += %s;", | 341 fragBuilder->codeAppendf("%s += %s;", |
| 294 totalLightColor.c_str(), | 342 totalLightColor.c_str(), |
| 295 ambientColorUniName); | 343 ambientColorUniName); |
| 296 | 344 |
| 297 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 345 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
| 298 totalLightColor.c_str()); | 346 totalLightColor.c_str()); |
| 299 | 347 |
| 300 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 348 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
| 301 } | 349 } |
| 302 | 350 |
| 303 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 351 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 304 GrProcessorKeyBuilder* b) { | 352 GrProcessorKeyBuilder* b) { |
| 305 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 353 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 306 b->add32(shadowFP.fNumDirLights); | 354 b->add32(shadowFP.fNumNonAmbLights); |
| 355 int isPL = 0; | |
| 356 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | |
| 357 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | |
| 358 } | |
| 359 b->add32(isPL); | |
| 307 } | 360 } |
| 308 | 361 |
| 309 protected: | 362 protected: |
| 310 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 363 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
| 311 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 364 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
| 312 | 365 |
| 313 fNumDirLights = shadowFP.numLights(); | 366 fNumDirLights = shadowFP.numLights(); |
| 314 | 367 |
| 315 for (int i = 0; i < fNumDirLights; i++) { | 368 for (int i = 0; i < fNumDirLights; i++) { |
| 369 bool isPoint = shadowFP.isPointLight(i); | |
| 370 fIsPointLight[i] = isPoint; | |
| 371 | |
| 316 const SkVector3& lightDir = shadowFP.lightDir(i); | 372 const SkVector3& lightDir = shadowFP.lightDir(i); |
| 317 if (lightDir != fLightDir[i]) { | 373 if (lightDir != fLightDir[i]) { |
| 318 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); | 374 pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX); |
| 319 fLightDir[i] = lightDir; | 375 fLightDir[i] = lightDir; |
| 320 } | 376 } |
| 377 | |
| 321 const SkColor3f& lightColor = shadowFP.lightColor(i); | 378 const SkColor3f& lightColor = shadowFP.lightColor(i); |
| 322 if (lightColor != fLightColor[i]) { | 379 if (lightColor != fLightColor[i]) { |
| 323 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 380 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| 324 fLightColor[i] = lightColor; | 381 fLightColor[i] = lightColor; |
| 325 } | 382 } |
| 326 | 383 |
| 384 SkScalar lightIntensity = shadowFP.lightIntensity(i); | |
| 385 if (lightIntensity != fLightIntensity[i]) { | |
| 386 pdman.set1f(fLightIntensityUni[i], lightIntensity); | |
| 387 fLightIntensity[i] = lightIntensity; | |
| 388 } | |
| 389 | |
| 327 int depthMapWidth = shadowFP.depthMapWidth(i); | 390 int depthMapWidth = shadowFP.depthMapWidth(i); |
| 328 if (depthMapWidth != fDepthMapWidth[i]) { | 391 if (depthMapWidth != fDepthMapWidth[i]) { |
| 329 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 392 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| 330 fDepthMapWidth[i] = depthMapWidth; | 393 fDepthMapWidth[i] = depthMapWidth; |
| 331 } | 394 } |
| 332 int depthMapHeight = shadowFP.depthMapHeight(i); | 395 int depthMapHeight = shadowFP.depthMapHeight(i); |
| 333 if (depthMapHeight != fDepthMapHeight[i]) { | 396 if (depthMapHeight != fDepthMapHeight[i]) { |
| 334 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 397 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| 335 fDepthMapHeight[i] = depthMapHeight; | 398 fDepthMapHeight[i] = depthMapHeight; |
| 336 } | 399 } |
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| 348 } | 411 } |
| 349 | 412 |
| 350 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 413 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
| 351 if (ambientColor != fAmbientColor) { | 414 if (ambientColor != fAmbientColor) { |
| 352 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 415 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| 353 fAmbientColor = ambientColor; | 416 fAmbientColor = ambientColor; |
| 354 } | 417 } |
| 355 } | 418 } |
| 356 | 419 |
| 357 private: | 420 private: |
| 421 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; | |
| 422 | |
| 358 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 423 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
| 359 GrGLSLProgramDataManager::UniformHandle | 424 GrGLSLProgramDataManager::UniformHandle |
| 360 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; | 425 fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; |
| 361 | 426 |
| 362 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 427 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 363 GrGLSLProgramDataManager::UniformHandle | 428 GrGLSLProgramDataManager::UniformHandle |
| 364 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 429 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
| 365 | 430 |
| 431 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
| 432 GrGLSLProgramDataManager::UniformHandle | |
| 433 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | |
| 434 | |
| 366 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 435 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 367 GrGLSLProgramDataManager::UniformHandle | 436 GrGLSLProgramDataManager::UniformHandle |
| 368 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 437 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
| 369 | 438 |
| 370 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 439 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 371 GrGLSLProgramDataManager::UniformHandle | 440 GrGLSLProgramDataManager::UniformHandle |
| 372 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 441 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| 373 | 442 |
| 374 int fWidth; | 443 int fWidth; |
| 375 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 444 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
| 376 int fHeight; | 445 int fHeight; |
| 377 GrGLSLProgramDataManager::UniformHandle fHeightUni; | 446 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
| 378 | 447 |
| 379 SkColor3f fAmbientColor; | 448 SkColor3f fAmbientColor; |
| 380 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | 449 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
| 381 | 450 |
| 382 int fNumDirLights; | 451 int fNumDirLights; |
| 383 }; | 452 }; |
| 384 | 453 |
| 385 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | 454 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
| 386 GLSLShadowFP::GenKey(*this, caps, b); | 455 GLSLShadowFP::GenKey(*this, caps, b); |
| 387 } | 456 } |
| 388 | 457 |
| 389 const char* name() const override { return "shadowFP"; } | 458 const char* name() const override { return "shadowFP"; } |
| 390 | 459 |
| 391 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 460 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 392 inout->mulByUnknownFourComponents(); | 461 inout->mulByUnknownFourComponents(); |
| 393 } | 462 } |
| 394 int32_t numLights() const { return fNumDirLights; } | 463 int32_t numLights() const { return fNumNonAmbLights; } |
| 395 const SkColor3f& ambientColor() const { return fAmbientColor; } | 464 const SkColor3f& ambientColor() const { return fAmbientColor; } |
|
robertphillips
2016/08/18 17:12:59
just return 'bool' - "const bool&" is way overkill
vjiaoblack
2016/08/18 18:05:33
Done.
| |
| 465 const bool& isPointLight(int i) const { | |
| 466 SkASSERT(i < fNumNonAmbLights); | |
| 467 return fIsPointLight[i]; | |
| 468 } | |
|
robertphillips
2016/08/18 17:12:59
lightDirOrPos ?
vjiaoblack
2016/08/18 18:05:34
Done.
| |
| 396 const SkVector3& lightDir(int i) const { | 469 const SkVector3& lightDir(int i) const { |
| 397 SkASSERT(i < fNumDirLights); | 470 SkASSERT(i < fNumNonAmbLights); |
| 398 return fLightDir[i]; | 471 return fLightDirOrPos[i]; |
| 399 } | 472 } |
| 400 const SkVector3& lightColor(int i) const { | 473 const SkVector3& lightColor(int i) const { |
| 401 SkASSERT(i < fNumDirLights); | 474 SkASSERT(i < fNumNonAmbLights); |
| 402 return fLightColor[i]; | 475 return fLightColor[i]; |
| 403 } | 476 } |
| 477 SkScalar lightIntensity(int i) const { | |
| 478 SkASSERT(i < fNumNonAmbLights); | |
| 479 return fLightIntensity[i]; | |
| 480 } | |
| 404 | 481 |
| 405 int depthMapWidth(int i) const { | 482 int depthMapWidth(int i) const { |
| 406 SkASSERT(i < fNumDirLights); | 483 SkASSERT(i < fNumNonAmbLights); |
| 407 return fDepthMapWidth[i]; | 484 return fDepthMapWidth[i]; |
| 408 } | 485 } |
| 409 int depthMapHeight(int i) const { | 486 int depthMapHeight(int i) const { |
| 410 SkASSERT(i < fNumDirLights); | 487 SkASSERT(i < fNumNonAmbLights); |
| 411 return fDepthMapHeight[i]; | 488 return fDepthMapHeight[i]; |
| 412 } | 489 } |
| 413 int width() const {return fWidth; } | 490 int width() const {return fWidth; } |
| 414 int height() const {return fHeight; } | 491 int height() const {return fHeight; } |
| 415 | 492 |
| 416 private: | 493 private: |
| 417 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | 494 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
| 418 | 495 |
| 419 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 496 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 420 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 497 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 421 if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP .fNumDirLights) { | 498 if (fAmbientColor != shadowFP.fAmbientColor || fNumNonAmbLights != shado wFP.fNumNonAmbLights) { |
| 422 return false; | 499 return false; |
| 423 } | 500 } |
| 424 | 501 |
| 425 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 502 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| 426 return false; | 503 return false; |
| 427 } | 504 } |
| 428 | 505 |
| 429 for (int i = 0; i < fNumDirLights; i++) { | 506 for (int i = 0; i < fNumNonAmbLights; i++) { |
| 430 if (fLightDir[i] != shadowFP.fLightDir[i] || | 507 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
| 431 fLightColor[i] != shadowFP.fLightColor[i]) { | 508 fLightColor[i] != shadowFP.fLightColor[i] || |
| 509 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | |
| 510 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | |
| 432 return false; | 511 return false; |
| 433 } | 512 } |
| 434 | 513 |
| 435 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 514 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
| 436 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 515 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
| 437 return false; | 516 return false; |
| 438 } | 517 } |
| 439 } | 518 } |
| 440 | 519 |
| 441 return true; | 520 return true; |
| 442 } | 521 } |
| 443 | 522 |
| 444 int fNumDirLights; | 523 int fNumNonAmbLights; |
| 445 | 524 |
| 446 SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; | 525 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
| 526 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | |
| 447 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 527 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 528 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | |
| 448 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 529 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| 449 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 530 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| 450 | 531 |
| 451 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 532 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 452 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 533 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 453 | 534 |
| 454 int fHeight; | 535 int fHeight; |
| 455 int fWidth; | 536 int fWidth; |
| 456 | 537 |
| 457 SkColor3f fAmbientColor; | 538 SkColor3f fAmbientColor; |
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| 554 | 635 |
| 555 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 636 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) | 637 // 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) { | 638 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 558 const SkLights::Light& light = lightShader.fLights->light(l); | 639 const SkLights::Light& light = lightShader.fLights->light(l); |
| 559 | 640 |
| 560 if (SkLights::Light::kAmbient_LightType == light.type()) { | 641 if (SkLights::Light::kAmbient_LightType == light.type()) { |
| 561 accum.fX += light.color().fX * SkColorGetR(diffColor); | 642 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 562 accum.fY += light.color().fY * SkColorGetG(diffColor); | 643 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 563 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 644 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 645 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
| 646 // scaling by fZ accounts for lighting direction | |
| 647 accum.fX += light.color().makeScale(light.dir().fZ).fX * | |
| 648 SkColorGetR(diffColor); | |
| 649 accum.fY += light.color().makeScale(light.dir().fZ).fY * | |
| 650 SkColorGetG(diffColor); | |
| 651 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | |
| 652 SkColorGetB(diffColor); | |
| 564 } else { | 653 } else { |
| 565 // scaling by fZ accounts for lighting direction | 654 // TODO: do point lights for raster, currently treated like ambient |
| 566 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 655 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 567 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 656 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 568 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 657 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 569 } | 658 } |
| 570 } | 659 } |
| 571 | 660 |
| 572 result[i] = convert(accum, SkColorGetA(diffColor)); | 661 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 573 } | 662 } |
| 574 | 663 |
| 575 result += n; | 664 result += n; |
| 576 x += n; | 665 x += n; |
| 577 count -= n; | 666 count -= n; |
| 578 } while (count > 0); | 667 } while (count > 0); |
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| 671 | 760 |
| 672 /////////////////////////////////////////////////////////////////////////////// | 761 /////////////////////////////////////////////////////////////////////////////// |
| 673 | 762 |
| 674 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 763 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 675 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 764 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 676 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 765 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 677 | 766 |
| 678 /////////////////////////////////////////////////////////////////////////////// | 767 /////////////////////////////////////////////////////////////////////////////// |
| 679 | 768 |
| 680 #endif | 769 #endif |
| OLD | NEW |