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Unified Diff: src/core/SkShadowShader.cpp

Issue 2246463004: Added distance attenuation and diffuse shading to PointLights (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: made req changes Created 4 years, 4 months ago
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Index: src/core/SkShadowShader.cpp
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
index 804258321a80f9ab0bd20b7ffa995878ab079b17..341e18562f28ee768a6963618fd6f448c91ce299 100644
--- a/src/core/SkShadowShader.cpp
+++ b/src/core/SkShadowShader.cpp
@@ -111,26 +111,35 @@ public:
// fuse all ambient lights into a single one
fAmbientColor.set(0.0f, 0.0f, 0.0f);
- fNumDirLights = 0; // refers to directional lights.
+ fNumNonAmbLights = 0; // count of non-ambient lights
for (int i = 0; i < lights->numLights(); ++i) {
if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
fAmbientColor += lights->light(i).color();
- } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
- fLightColor[fNumDirLights] = lights->light(i).color();
- fLightDir[fNumDirLights] = lights->light(i).dir();
+ } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
+ fLightColor[fNumNonAmbLights] = lights->light(i).color();
+ if (lights->light(i).type() == SkLights::Light::kPoint_LightType) {
+ fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
+ fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
+ } else {
+ fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
+ fLightIntensity[fNumNonAmbLights] = 0.0f;
+ }
+ fIsPointLight[fNumNonAmbLights] =
+ SkLights::Light::kPoint_LightType == lights->light(i).type();
+
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
// gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
- fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
+ fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
GrTextureParams::ClampNoFilter(),
SkSourceGammaTreatment::kIgnore));
- fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
- this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
+ fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
+ this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]);
- fDepthMapHeight[fNumDirLights] = shadowMap->height();
- fDepthMapWidth[fNumDirLights] = shadowMap->width();
+ fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
+ fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
- fNumDirLights++;
+ fNumNonAmbLights++;
}
}
@@ -150,34 +159,29 @@ public:
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
- // add uniforms
- int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
- SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
+ SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
+ // add uniforms
const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights]
- = {nullptr};
- const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights]
- = {nullptr};
+ const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- SkString lightDirUniNameBase("lightDir");
- SkString lightColorUniNameBase("lightColor");
-
- SkString depthMapWidthUniNameBase("dmapWidth");
- SkString depthMapHeightUniNameBase("dmapHeight");
-
- for (int i = 0; i < numLights; i++) {
- SkString lightDirUniNameStr(lightDirUniNameBase);
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
robertphillips 2016/08/23 16:51:02 Should lightDir be lightDirOrPos ?
vjiaoblack 2016/08/23 18:28:52 Done.
+ SkString lightDirUniNameStr("lightDir");
lightDirUniNameStr.appendf("%d", i);
- SkString lightColorUniNameStr(lightColorUniNameBase);
+ SkString lightColorUniNameStr("lightColor");
lightColorUniNameStr.appendf("%d", i);
+ SkString lightIntensityUniNameStr("lightIntensity");
+ lightIntensityUniNameStr.appendf("%d", i);
- SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
+ SkString depthMapWidthUniNameStr("dmapWidth");
depthMapWidthUniNameStr.appendf("%d", i);
- SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
+ SkString depthMapHeightUniNameStr("dmapHeight");
depthMapHeightUniNameStr.appendf("%d", i);
fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
@@ -190,6 +194,12 @@ public:
kDefault_GrSLPrecision,
lightColorUniNameStr.c_str(),
&lightColorUniName[i]);
+ fLightIntensityUni[i] =
+ uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ lightIntensityUniNameStr.c_str(),
+ &lightIntensityUniName[i]);
fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
@@ -203,7 +213,6 @@ public:
&depthMapHeightUniName[i]);
}
-
const char* widthUniName = nullptr;
const char* heightUniName = nullptr;
@@ -216,7 +225,6 @@ public:
kDefault_GrSLPrecision,
"height", &heightUniName);
-
SkString povDepth("povDepth");
this->emitChild(0, nullptr, &povDepth, args);
@@ -225,15 +233,19 @@ public:
SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
- for (int i = 0; i < numLights; i++) {
+ // Multiply by 255 to transform from sampler coordinates to world
+ // coordinates (since 1 channel is 0xFF)
+ fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
+ "vec2(%s, %s), %s.b * 255);\n",
+ widthUniName, heightUniName, povDepth.c_str());
+
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
// vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
// povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
- // and the / 400 brings it back to a sampler coordinate, 0 - 1
- // The 400 comes from the shadowmaps GM.
- // TODO use real shadowmaps size
+ // and the / vec2(width, height) brings it back to a sampler coordinate
SkString offset("offset");
offset.appendf("%d", i);
@@ -243,9 +255,23 @@ public:
SkString scaleOffsetVec("scaleOffsetVec");
scaleOffsetVec.appendf("%d", i);
- fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
- offset.c_str(), lightDirUniName[i]);
-
+ fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
+
+ if (shadowFP.fIsPointLight[i]) {
+ fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;\n",
+ i, lightDirUniName[i]);
+ fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d, fragToLight%d);"
+ "fragToLight%d = normalize(fragToLight%d);",
+ i, i, i, i, i);
+ fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worldCor.y - %s.y)*"
+ "(povDepth.b) / vec2(%s, %s);\n",
+ offset.c_str(), lightDirUniName[i],
+ lightDirUniName[i], widthUniName, heightUniName);
jvanverth1 2016/08/23 17:25:22 Could you store 1/w, 1/h in these uniforms and so
vjiaoblack 2016/08/23 18:28:52 Yes; I wanted to make a final run for efficiency a
+ } else {
+ fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n",
+ offset.c_str(), lightDirUniName[i],
+ widthUniName, heightUniName);
+ }
fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
scaleVec.c_str(),
widthUniName, heightUniName,
@@ -254,11 +280,9 @@ public:
fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
scaleOffsetVec.c_str(), scaleVec.c_str());
-
fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
- "vec2(%s.x, 0 - %s.y)) "
+ "vec2(%s.x, 0 - %s.y)) "
" * %s + vec2(0,1) * %s;\n",
-
povCoord.c_str(), offset.c_str(), offset.c_str(),
scaleVec.c_str(), scaleOffsetVec.c_str());
@@ -274,20 +298,29 @@ public:
fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str());
- // Essentially,
// diffColor * (ambientLightTot + foreachDirLight(lightColor * (N . L)))
SkString totalLightColor("totalLightColor");
fragBuilder->codeAppendf("vec3 %s = vec3(0);", totalLightColor.c_str());
- for (int i = 0; i < numLights; i++) {
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
- povDepth.c_str(), depthMaps[i].c_str());
- // Note that dot(vec3(0,0,1), %s) == %s.z * %s
- fragBuilder->codeAppendf("%s += %s.z * %s;",
- totalLightColor.c_str(),
- lightDirUniName[i],
- lightColorUniName[i]);
- fragBuilder->codeAppendf("}");
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
+ if (!shadowFP.fIsPointLight[i]) {
+ fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ povDepth.c_str(), depthMaps[i].c_str());
+ // Note that dot(vec3(0,0,1), %s) == %s.z * %s
+ fragBuilder->codeAppendf("%s += %s.z * %s;",
+ totalLightColor.c_str(),
+ lightDirUniName[i],
+ lightColorUniName[i]);
+ fragBuilder->codeAppendf("}");
+ } else {
+ // fragToLight%d.z is equal to the fragToLight dot the surface normal.
+ fragBuilder->codeAppendf("%s += fragToLight%d.z * %s / "
jvanverth1 2016/08/23 17:25:22 Clamp fragToLight.z to be >= 0. The light could ha
vjiaoblack 2016/08/23 18:28:52 Done.
+ "(1 + distsq%d / (%s * %s));",
jvanverth1 2016/08/23 17:25:22 Still dividing by intensity^2 here.
vjiaoblack 2016/08/23 18:28:52 I think this preserves conceptual clarity right no
+ totalLightColor.c_str(), i,
+ lightColorUniName[i], i,
+ lightIntensityUniName[i],
+ lightIntensityUniName[i]);
+ }
}
fragBuilder->codeAppendf("%s += %s;",
@@ -303,7 +336,12 @@ public:
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
- b->add32(shadowFP.fNumDirLights);
+ b->add32(shadowFP.fNumNonAmbLights);
+ int isPL = 0;
+ for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
+ isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
+ }
+ b->add32(isPL);
}
protected:
@@ -313,17 +351,27 @@ public:
fNumDirLights = shadowFP.numLights();
for (int i = 0; i < fNumDirLights; i++) {
- const SkVector3& lightDir = shadowFP.lightDir(i);
- if (lightDir != fLightDir[i]) {
- pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
- fLightDir[i] = lightDir;
+ bool isPoint = shadowFP.isPointLight(i);
+ fIsPointLight[i] = isPoint;
+
+ const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
+ if (lightDirOrPos != fLightDir[i]) {
+ pdman.set3fv(fLightDirUni[i], 1, &lightDirOrPos.fX);
robertphillips 2016/08/23 16:51:02 Should fLightDir be fLightDirOrPos ?
vjiaoblack 2016/08/23 18:28:52 Done.
+ fLightDir[i] = lightDirOrPos;
}
+
const SkColor3f& lightColor = shadowFP.lightColor(i);
if (lightColor != fLightColor[i]) {
pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
fLightColor[i] = lightColor;
}
+ SkScalar lightIntensity = shadowFP.lightIntensity(i);
+ if (lightIntensity != fLightIntensity[i]) {
+ pdman.set1f(fLightIntensityUni[i], lightIntensity);
+ fLightIntensity[i] = lightIntensity;
+ }
+
int depthMapWidth = shadowFP.depthMapWidth(i);
if (depthMapWidth != fDepthMapWidth[i]) {
pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
@@ -355,6 +403,8 @@ public:
}
private:
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
+
SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
jvanverth1 2016/08/23 17:25:22 fLightDirOrPos
vjiaoblack 2016/08/23 18:28:52 Done.
GrGLSLProgramDataManager::UniformHandle
fLightDirUni[SkShadowShader::kMaxNonAmbientLights];
jvanverth1 2016/08/23 17:25:22 fLightDirOrPosUni
vjiaoblack 2016/08/23 18:28:52 Done.
@@ -363,6 +413,10 @@ public:
GrGLSLProgramDataManager::UniformHandle
fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
+ SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights];
+
int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
@@ -391,23 +445,31 @@ public:
void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
inout->mulByUnknownFourComponents();
}
- int32_t numLights() const { return fNumDirLights; }
+ int32_t numLights() const { return fNumNonAmbLights; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
- const SkVector3& lightDir(int i) const {
- SkASSERT(i < fNumDirLights);
- return fLightDir[i];
+ bool isPointLight(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fIsPointLight[i];
+ }
+ const SkVector3& lightDirOrPos(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fLightDirOrPos[i];
}
const SkVector3& lightColor(int i) const {
- SkASSERT(i < fNumDirLights);
+ SkASSERT(i < fNumNonAmbLights);
return fLightColor[i];
}
+ SkScalar lightIntensity(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fLightIntensity[i];
+ }
int depthMapWidth(int i) const {
- SkASSERT(i < fNumDirLights);
+ SkASSERT(i < fNumNonAmbLights);
return fDepthMapWidth[i];
}
int depthMapHeight(int i) const {
- SkASSERT(i < fNumDirLights);
+ SkASSERT(i < fNumNonAmbLights);
return fDepthMapHeight[i];
}
int width() const {return fWidth; }
@@ -418,7 +480,7 @@ private:
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
robertphillips 2016/08/23 16:51:02 \n
vjiaoblack 2016/08/23 18:28:52 Done.
- if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) {
+ if (fAmbientColor != shadowFP.fAmbientColor || fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
return false;
}
@@ -426,9 +488,11 @@ private:
return false;
}
- for (int i = 0; i < fNumDirLights; i++) {
- if (fLightDir[i] != shadowFP.fLightDir[i] ||
- fLightColor[i] != shadowFP.fLightColor[i]) {
+ for (int i = 0; i < fNumNonAmbLights; i++) {
+ if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
+ fLightColor[i] != shadowFP.fLightColor[i] ||
+ fLightIntensity[i] != shadowFP.fLightIntensity[i] ||
+ fIsPointLight[i] != shadowFP.fIsPointLight[i]) {
return false;
}
@@ -441,10 +505,12 @@ private:
return true;
}
- int fNumDirLights;
+ int fNumNonAmbLights;
- SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
+ SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
+ SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
@@ -561,11 +627,19 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
accum.fX += light.color().fX * SkColorGetR(diffColor);
accum.fY += light.color().fY * SkColorGetG(diffColor);
accum.fZ += light.color().fZ * SkColorGetB(diffColor);
- } else {
+ } else if (SkLights::Light::kDirectional_LightType == light.type()) {
// scaling by fZ accounts for lighting direction
- accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor);
- accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
- accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
+ accum.fX += light.color().makeScale(light.dir().fZ).fX *
+ SkColorGetR(diffColor);
+ accum.fY += light.color().makeScale(light.dir().fZ).fY *
+ SkColorGetG(diffColor);
+ accum.fZ += light.color().makeScale(light.dir().fZ).fZ *
+ SkColorGetB(diffColor);
+ } else {
+ // TODO: do point lights for raster, currently treated like ambient
+ accum.fX += light.color().fX * SkColorGetR(diffColor);
+ accum.fY += light.color().fY * SkColorGetG(diffColor);
+ accum.fZ += light.color().fZ * SkColorGetB(diffColor);
}
}
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