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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: Cleaned up code 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..088d1b2769ed5a271db0c506366e37265e0d1626 100644
--- a/src/core/SkShadowShader.cpp
+++ b/src/core/SkShadowShader.cpp
@@ -117,7 +117,14 @@ public:
fAmbientColor += lights->light(i).color();
} else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
fLightColor[fNumDirLights] = lights->light(i).color();
- fLightDir[fNumDirLights] = lights->light(i).dir();
+ if (lights->light(i).type() == SkLights::Light::kPoint_LightType) {
+ fLightDir[fNumDirLights] = lights->light(i).pos();
+ } else {
+ fLightDir[fNumDirLights] = lights->light(i).dir();
+ }
+ fIsPointLight[fNumDirLights] =
+ lights->light(i).type() == SkLights::Light::kPoint_LightType;
+
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
// gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
@@ -155,16 +162,21 @@ public:
int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
+ bool isPointLight[SkShadowShader::kMaxNonAmbientLights];
+ for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
+ isPointLight[i] = args.fFp.cast<ShadowFP>().fIsPointLight[i];
+ }
+
const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* isPointLightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightColorUniName[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 isPointLightUniNameBase("isPointLight");
SkString depthMapWidthUniNameBase("dmapWidth");
SkString depthMapHeightUniNameBase("dmapHeight");
@@ -174,6 +186,8 @@ public:
lightDirUniNameStr.appendf("%d", i);
SkString lightColorUniNameStr(lightColorUniNameBase);
lightColorUniNameStr.appendf("%d", i);
+ SkString isPointLightUniNameStr(isPointLightUniNameBase);
+ isPointLightUniNameStr.appendf("%d", i);
SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
depthMapWidthUniNameStr.appendf("%d", i);
@@ -185,6 +199,11 @@ public:
kDefault_GrSLPrecision,
lightDirUniNameStr.c_str(),
&lightDirUniName[i]);
+ fIsPointLightUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
jvanverth1 2016/08/16 01:17:25 we have kBool_GrSLType
vjiaoblack 2016/08/16 20:33:40 Done.
+ kDefault_GrSLPrecision,
+ isPointLightUniNameStr.c_str(),
+ &isPointLightUniName[i]);
fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
@@ -203,7 +222,6 @@ public:
&depthMapHeightUniName[i]);
}
-
const char* widthUniName = nullptr;
const char* heightUniName = nullptr;
@@ -216,7 +234,6 @@ public:
kDefault_GrSLPrecision,
"height", &heightUniName);
-
SkString povDepth("povDepth");
this->emitChild(0, nullptr, &povDepth, args);
@@ -225,6 +242,10 @@ public:
SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
+ fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
+ "vec2(%s, %s), %s.b * 256);\n",
jvanverth1 2016/08/16 01:17:25 Why 256? And create a constant for this magic numb
vjiaoblack 2016/08/16 20:33:40 Done.
+ widthUniName, heightUniName, povDepth.c_str());
+
for (int i = 0; i < numLights; i++) {
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
@@ -243,9 +264,22 @@ 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 (isPointLight[i]) {
+ fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;\n",
+ i, lightDirUniName[i]);
+ fragBuilder->codeAppendf("float dist%d = length(fragToLight%d);"
jvanverth1 2016/08/16 01:17:25 Do you use dist? If not, why not use normalize()?
vjiaoblack 2016/08/16 20:33:40 Done.
+ "fragToLight%d = fragToLight%d / dist%d;",
+ i, i, i, i, i);
+ fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worldCor.y - %s.y)*"
+ "(povDepth.b) / 400;\n",
+ offset.c_str(), lightDirUniName[i],
+ lightDirUniName[i]);
+ } else {
+ fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 256 / 400;\n",
+ offset.c_str(), lightDirUniName[i]);
+ }
fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
scaleVec.c_str(),
widthUniName, heightUniName,
@@ -254,13 +288,11 @@ 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)) "
- " * %s + vec2(0,1) * %s;\n",
-
- povCoord.c_str(), offset.c_str(), offset.c_str(),
- scaleVec.c_str(), scaleOffsetVec.c_str());
+ "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());
fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
povCoord.c_str(),
@@ -274,20 +306,26 @@ 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("}");
+ if (!isPointLight[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 / pow(((dist%d / 1024.0) + 1.0), 2);",
jvanverth1 2016/08/16 01:17:25 Ah, I see you use dist here. Using pow to do a squ
vjiaoblack 2016/08/16 20:33:40 Done.
+ totalLightColor.c_str(), i,
+ lightColorUniName[i], i);
+ }
}
fragBuilder->codeAppendf("%s += %s;",
@@ -304,6 +342,11 @@ public:
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
b->add32(shadowFP.fNumDirLights);
+ int isPL = 0;
+ for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
+ isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
+ }
+ b->add32(isPL);
}
protected:
@@ -314,6 +357,12 @@ public:
for (int i = 0; i < fNumDirLights; i++) {
const SkVector3& lightDir = shadowFP.lightDir(i);
+
+ bool isPoint = shadowFP.isPointLight(i);
+ SkScalar isPointf = isPoint ? 1.0f : 0.0f;
+ pdman.set1f(fIsPointLightUni[i], isPointf);
+ fIsPointLight[i] = isPoint;
+
if (lightDir != fLightDir[i]) {
pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
fLightDir[i] = lightDir;
@@ -355,6 +404,10 @@ public:
}
private:
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fIsPointLightUni[SkShadowShader::kMaxNonAmbientLights];
+
SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightDirUni[SkShadowShader::kMaxNonAmbientLights];
@@ -393,6 +446,10 @@ public:
}
int32_t numLights() const { return fNumDirLights; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
+ const bool& isPointLight(int i) const {
+ SkASSERT(i < fNumDirLights);
+ return fIsPointLight[i];
+ }
const SkVector3& lightDir(int i) const {
SkASSERT(i < fNumDirLights);
return fLightDir[i];
@@ -428,7 +485,8 @@ private:
for (int i = 0; i < fNumDirLights; i++) {
if (fLightDir[i] != shadowFP.fLightDir[i] ||
- fLightColor[i] != shadowFP.fLightColor[i]) {
+ fLightColor[i] != shadowFP.fLightColor[i] ||
+ fIsPointLight[i] != shadowFP.fIsPointLight[i]) {
return false;
}
@@ -443,6 +501,7 @@ private:
int fNumDirLights;
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
@@ -561,11 +620,19 @@ 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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