OLD | NEW |
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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" |
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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 |
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