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); |
} |
} |