Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index 804258321a80f9ab0bd20b7ffa995878ab079b17..c08c235b2d9019b6e7523131efec5ecec4c717f2 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++; |
} |
} |
@@ -150,46 +159,47 @@ 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); |
- const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
+ // add uniforms |
+ const char* lightDirOrPosUniName[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); |
- lightDirUniNameStr.appendf("%d", i); |
- SkString lightColorUniNameStr(lightColorUniNameBase); |
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
+ SkString lightDirOrPosUniNameStr("lightDir"); |
+ lightDirOrPosUniNameStr.appendf("%d", i); |
+ 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, |
+ fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, |
kDefault_GrSLPrecision, |
- lightDirUniNameStr.c_str(), |
- &lightDirUniName[i]); |
+ lightDirOrPosUniNameStr.c_str(), |
+ &lightDirOrPosUniName[i]); |
fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kVec3f_GrSLType, |
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 * " |
robertphillips
2016/08/23 19:24:51
Don't need '\n' in shader code. The pretty printer
vjiaoblack
2016/08/23 20:11:27
I would like to make this change after I merge the
|
+ "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, lightDirOrPosUniName[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(), lightDirOrPosUniName[i], |
+ lightDirOrPosUniName[i], widthUniName, heightUniName); |
+ } else { |
+ fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);\n", |
+ offset.c_str(), lightDirOrPosUniName[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(), |
+ lightDirOrPosUniName[i], |
+ lightColorUniName[i]); |
+ fragBuilder->codeAppendf("}"); |
+ } else { |
+ // fragToLight%d.z is equal to the fragToLight dot the surface normal. |
+ fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s / " |
+ "(1 + distsq%d / (%s * %s));", |
+ totalLightColor.c_str(), i, |
+ lightColorUniName[i], i, |
+ lightIntensityUniName[i], |
+ lightIntensityUniName[i]); |
+ } |
} |
fragBuilder->codeAppendf("%s += %s;", |
@@ -303,27 +336,42 @@ 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: |
void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
- fNumDirLights = shadowFP.numLights(); |
+ fNumNonAmbLights = 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; |
+ for (int i = 0; i < fNumNonAmbLights; i++) { |
+ bool isPoint = shadowFP.isPointLight(i); |
+ fIsPointLight[i] = isPoint; |
+ |
+ const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i); |
+ if (lightDirOrPos != fLightDir[i]) { |
+ pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX); |
robertphillips
2016/08/23 19:24:51
Shouldn't fLightDir be fLightDirOrPos ?
|
+ 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); |
@@ -355,14 +403,20 @@ public: |
} |
private: |
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
+ |
SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights]; |
GrGLSLProgramDataManager::UniformHandle |
- fLightDirUni[SkShadowShader::kMaxNonAmbientLights]; |
+ fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; |
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
GrGLSLProgramDataManager::UniformHandle |
fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
+ SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; |
+ GrGLSLProgramDataManager::UniformHandle |
+ fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; |
+ |
int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
GrGLSLProgramDataManager::UniformHandle |
fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
@@ -379,7 +433,7 @@ public: |
SkColor3f fAmbientColor; |
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
- int fNumDirLights; |
+ int fNumNonAmbLights; |
}; |
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
@@ -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 +480,8 @@ private: |
bool onIsEqual(const GrFragmentProcessor& proc) const override { |
const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
- if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) { |
+ if (fAmbientColor != shadowFP.fAmbientColor || |
+ fNumNonAmbLights != shadowFP.fNumNonAmbLights) { |
return false; |
} |
@@ -426,9 +489,11 @@ 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 +506,12 @@ 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 +628,19 @@ 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); |
} |
} |