Chromium Code Reviews| OLD | NEW |
|---|---|
| 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 #include "SkCanvas.h" | 8 #include "SkCanvas.h" |
| 9 #include "SkReadBuffer.h" | 9 #include "SkReadBuffer.h" |
| 10 #include "SkShadowShader.h" | 10 #include "SkShadowShader.h" |
| (...skipping 100 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 111 const SkShadowParams& params, | 111 const SkShadowParams& params, |
| 112 GrContext* context) { | 112 GrContext* context) { |
| 113 | 113 |
| 114 fAmbientColor = lights->ambientLightColor(); | 114 fAmbientColor = lights->ambientLightColor(); |
| 115 | 115 |
| 116 fNumNonAmbLights = 0; // count of non-ambient lights | 116 fNumNonAmbLights = 0; // count of non-ambient lights |
| 117 for (int i = 0; i < lights->numLights(); ++i) { | 117 for (int i = 0; i < lights->numLights(); ++i) { |
| 118 if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { | 118 if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { |
| 119 fLightColor[fNumNonAmbLights] = lights->light(i).color(); | 119 fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
| 120 | 120 |
| 121 if (SkLights::Light::kDirectional_LightType == lights->light(i). type()) { | 121 if (SkLights::Light::kPoint_LightType == lights->light(i).type() ) { |
| 122 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
| 123 fInvSqLightIntensity[fNumNonAmbLights] = 1.0f / | |
|
jvanverth1
2016/08/29 18:30:14
The standard formula for a point light is L = I *
vjiaoblack
2016/08/29 19:45:21
Okay, i'll simplify the model!
Done.
| |
| 124 (lights->light(i).intensity() * lights->light(i).int ensity()); | |
| 125 } else { | |
| 122 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | 126 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); |
| 123 fLightIntensity[fNumNonAmbLights] = 0.0f; | 127 fInvSqLightIntensity[fNumNonAmbLights] = 0.0f; |
| 124 } else if (SkLights::Light::kPoint_LightType == lights->light(i) .type()) { | |
| 125 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
| 126 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi ty(); | |
| 127 } | 128 } |
| 128 | 129 |
| 129 fIsPointLight[fNumNonAmbLights] = | 130 fIsPointLight[fNumNonAmbLights] = |
| 130 SkLights::Light::kPoint_LightType == lights->light(i).ty pe(); | 131 SkLights::Light::kPoint_LightType == lights->light(i).ty pe(); |
| 131 | 132 |
| 132 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 133 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
| 133 | 134 |
| 134 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 135 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
| 135 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, | 136 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, |
| 136 GrTextureParams::Clam pNoFilter(), | 137 GrTextureParams::Clam pNoFilter(), |
| (...skipping 30 matching lines...) Expand all Loading... | |
| 167 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); | 168 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); |
| 168 | 169 |
| 169 // add uniforms | 170 // add uniforms |
| 170 int32_t numLights = shadowFP.fNumNonAmbLights; | 171 int32_t numLights = shadowFP.fNumNonAmbLights; |
| 171 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 172 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
| 172 | 173 |
| 173 int blurAlgorithm = shadowFP.fShadowParams.fType; | 174 int blurAlgorithm = shadowFP.fShadowParams.fType; |
| 174 | 175 |
| 175 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | 176 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
| 176 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 177 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| 177 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | 178 const char* invLightIntensitySqUniName[SkShadowShader::kMaxNonAmbien tLights] = |
| 179 {nullptr}; | |
| 180 | |
| 181 const char* ambientColorUniName = nullptr; | |
| 178 | 182 |
| 179 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | 183 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
| 180 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | 184 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
| 185 const char* widthUniName = nullptr; // dimensions of povDepth | |
| 186 const char* heightUniName = nullptr; | |
| 181 | 187 |
| 188 const char* shBiasUniName = nullptr; | |
| 189 const char* minVarianceUniName = nullptr; | |
| 190 | |
| 191 // setting uniforms | |
| 182 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | 192 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
| 183 SkString lightDirOrPosUniNameStr("lightDir"); | 193 SkString lightDirOrPosUniNameStr("lightDir"); |
| 184 lightDirOrPosUniNameStr.appendf("%d", i); | 194 lightDirOrPosUniNameStr.appendf("%d", i); |
| 185 SkString lightColorUniNameStr("lightColor"); | 195 SkString lightColorUniNameStr("lightColor"); |
| 186 lightColorUniNameStr.appendf("%d", i); | 196 lightColorUniNameStr.appendf("%d", i); |
| 187 SkString lightIntensityUniNameStr("lightIntensity"); | 197 SkString lightIntensityUniNameStr("lightIntensity"); |
| 188 lightIntensityUniNameStr.appendf("%d", i); | 198 lightIntensityUniNameStr.appendf("%d", i); |
| 189 | 199 |
| 190 SkString depthMapWidthUniNameStr("dmapWidth"); | 200 SkString depthMapWidthUniNameStr("dmapWidth"); |
| 191 depthMapWidthUniNameStr.appendf("%d", i); | 201 depthMapWidthUniNameStr.appendf("%d", i); |
| 192 SkString depthMapHeightUniNameStr("dmapHeight"); | 202 SkString depthMapHeightUniNameStr("dmapHeight"); |
| 193 depthMapHeightUniNameStr.appendf("%d", i); | 203 depthMapHeightUniNameStr.appendf("%d", i); |
| 194 | 204 |
| 195 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh aderFlag, | 205 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh aderFlag, |
| 196 kVec3f_GrSLType, | 206 kVec3f_GrSLType, |
| 197 kDefault_GrSLPrecis ion, | 207 kDefault_GrSLPrecis ion, |
| 198 lightDirOrPosUniNam eStr.c_str(), | 208 lightDirOrPosUniNam eStr.c_str(), |
| 199 &lightDirOrPosUniNa me[i]); | 209 &lightDirOrPosUniNa me[i]); |
| 200 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, | 210 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, |
| 201 kVec3f_GrSLType, | 211 kVec3f_GrSLType, |
| 202 kDefault_GrSLPrec ision, | 212 kDefault_GrSLPrec ision, |
| 203 lightColorUniName Str.c_str(), | 213 lightColorUniName Str.c_str(), |
| 204 &lightColorUniNam e[i]); | 214 &lightColorUniNam e[i]); |
| 205 fLightIntensityUni[i] = | 215 fInvSqLightIntensityUni[i] = |
| 206 uniformHandler->addUniform(kFragment_GrShaderFlag, | 216 uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 207 kFloat_GrSLType, | 217 kFloat_GrSLType, |
| 208 kDefault_GrSLPrecision, | 218 kDefault_GrSLPrecision, |
| 209 lightIntensityUniNameStr.c_st r(), | 219 lightIntensityUniNameStr.c_st r(), |
| 210 &lightIntensityUniName[i]); | 220 &invLightIntensitySqUniName[i ]); |
| 211 | 221 |
| 212 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 222 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 213 kInt_GrSLType, | 223 kInt_GrSLType, |
| 214 kDefault_GrSLPrecision, | 224 kDefault_GrSLPrecision, |
| 215 depthMapWidthUniNameStr.c_str (), | 225 depthMapWidthUniNameStr.c_str (), |
| 216 &depthMapWidthUniName[i]); | 226 &depthMapWidthUniName[i]); |
| 217 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 227 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
| 218 kInt_GrSLType, | 228 kInt_GrSLType, |
| 219 kDefault_GrSLPrecision, | 229 kDefault_GrSLPrecision, |
| 220 depthMapHeightUniNameStr.c_st r(), | 230 depthMapHeightUniNameStr.c_st r(), |
| 221 &depthMapHeightUniName[i]); | 231 &depthMapHeightUniName[i]); |
| 222 } | 232 } |
| 223 | 233 |
| 224 const char* shBiasUniName = nullptr; | |
| 225 const char* minVarianceUniName = nullptr; | |
| 226 | |
| 227 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag, | 234 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag, |
| 228 kFloat_GrSLType, | 235 kFloat_GrSLType, |
| 229 kDefault_GrSLPrecis ion, | 236 kDefault_GrSLPrecis ion, |
| 230 "shadowBias", &shBi asUniName); | 237 "shadowBias", &shBi asUniName); |
| 231 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 238 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 232 kFloat_GrSLType, | 239 kFloat_GrSLType, |
| 233 kDefault_GrSLPrecision, | 240 kDefault_GrSLPrecision, |
| 234 "minVariance", &minVari anceUniName); | 241 "minVariance", &minVari anceUniName); |
| 235 | 242 |
| 236 const char* widthUniName = nullptr; | |
| 237 const char* heightUniName = nullptr; | |
| 238 | |
| 239 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 243 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 240 kInt_GrSLType, | 244 kInt_GrSLType, |
| 241 kDefault_GrSLPrecision, | 245 kDefault_GrSLPrecision, |
| 242 "width", &widthUniName); | 246 "width", &widthUniName); |
| 243 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 247 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 244 kInt_GrSLType, | 248 kInt_GrSLType, |
| 245 kDefault_GrSLPrecision, | 249 kDefault_GrSLPrecision, |
| 246 "height", &heightUniName); | 250 "height", &heightUniName); |
| 247 | 251 |
| 252 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
| 253 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
| 254 "AmbientColor", &ambie ntColorUniName); | |
| 255 | |
| 256 SkString povDepthSampler("_povDepth"); | |
| 248 SkString povDepth("povDepth"); | 257 SkString povDepth("povDepth"); |
| 249 this->emitChild(0, nullptr, &povDepth, args); | 258 this->emitChild(0, nullptr, &povDepthSampler, args); |
| 259 fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepth Sampler.c_str()); | |
| 250 | 260 |
| 261 SkString diffuseColorSampler("_inDiffuseColor"); | |
| 251 SkString diffuseColor("inDiffuseColor"); | 262 SkString diffuseColor("inDiffuseColor"); |
| 252 this->emitChild(1, nullptr, &diffuseColor, args); | 263 this->emitChild(1, nullptr, &diffuseColorSampler, args); |
| 264 fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(), | |
| 265 diffuseColorSampler.c_str()); | |
| 253 | 266 |
| 254 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 267 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
| 255 | 268 |
| 269 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | |
| 270 fragBuilder->codeAppendf("vec3 totalLightColor = vec3(0,0,0);"); | |
|
jvanverth1
2016/08/29 18:30:14
You can just do vec3(0);
Don't need appendf.
vjiaoblack
2016/08/29 19:45:21
Done.
| |
| 271 | |
| 272 // probability that a fragment is lit. For each light, we multiply t his by the | |
| 273 // light's color to get its contribution to totalLightColor. | |
| 274 fragBuilder->codeAppendf("float lightProbability;"); | |
| 275 | |
| 276 // coordinates of current fragment in world space | |
| 277 fragBuilder->codeAppendf("vec3 worldCor;"); | |
|
jvanverth1
2016/08/29 18:30:14
Don't need appendf here, can use append. Same for
vjiaoblack
2016/08/29 19:45:22
Done.
| |
| 278 | |
| 256 // Multiply by 255 to transform from sampler coordinates to world | 279 // Multiply by 255 to transform from sampler coordinates to world |
| 257 // coordinates (since 1 channel is 0xFF) | 280 // coordinates (since 1 channel is 0xFF) |
| 258 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | 281 fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * " |
| 259 "vec2(%s, %s), %s.b * 255); ", | 282 "vec2(%s, %s), %s.b * 255);", |
| 260 widthUniName, heightUniName, povDepth.c_str ()); | 283 widthUniName, heightUniName, povDepth.c_str ()); |
| 261 | 284 |
| 262 // Applies the offset indexing that goes from our view space into th e light's space. | 285 // Applies the offset indexing that goes from our view space into th e light's space. |
| 263 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | 286 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
| 264 SkString povCoord("povCoord"); | 287 SkString povCoord("povCoord"); |
| 265 povCoord.appendf("%d", i); | 288 povCoord.appendf("%d", i); |
| 266 | 289 |
| 267 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 290 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
| 268 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 291 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, |
| 269 // and the / vec2(width, height) brings it back to a sampler coo rdinate | 292 // and the / vec2(width, height) brings it back to a sampler coo rdinate |
| 270 SkString offset("offset"); | 293 SkString offset("offset"); |
| 271 offset.appendf("%d", i); | 294 offset.appendf("%d", i); |
| 272 | 295 |
| 273 SkString scaleVec("scaleVec"); | 296 SkString scaleVec("scaleVec"); |
| 274 scaleVec.appendf("%d", i); | 297 scaleVec.appendf("%d", i); |
| 275 | 298 |
| 276 SkString scaleOffsetVec("scaleOffsetVec"); | |
| 277 scaleOffsetVec.appendf("%d", i); | |
| 278 | |
| 279 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); | 299 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
| 280 | 300 |
| 281 if (shadowFP.fIsPointLight[i]) { | 301 if (shadowFP.fIsPointLight[i]) { |
| 282 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;", | 302 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;", |
| 283 i, lightDirOrPosUniName[i]); | 303 i, lightDirOrPosUniName[i]); |
| 284 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | 304 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" |
| 285 "fragToLight%d = normalize(fragToLi ght%d);", | 305 "fragToLight%d = normalize(fragToLi ght%d);", |
| 286 i, i, i, i, i); | 306 i, i, i, i, i); |
| 287 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | 307 fragBuilder->codeAppendf("%s = vec2(worldCor - %s) * povDept h.b;", |
| 288 "(povDepth.b) / vec2(%s, %s) ;", | 308 offset.c_str(), lightDirOrPosUniNam e[i]); |
| 289 offset.c_str(), lightDirOrPosUniNam e[i], | |
| 290 lightDirOrPosUniName[i], | |
| 291 widthUniName, heightUniName); | |
| 292 } else { | 309 } else { |
| 293 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);", | 310 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 * " |
| 294 offset.c_str(), lightDirOrPosUniNam e[i], | 311 "vec2(1.0, -1.0);", |
|
jvanverth1
2016/08/29 18:30:14
Replace 255*vec2(1, -1) with vec2(255, -255)? And
vjiaoblack
2016/08/29 19:45:22
Done.
| |
| 295 widthUniName, heightUniName); | 312 offset.c_str(), lightDirOrPosUniNam e[i]); |
| 296 } | 313 } |
| 297 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );", | 314 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *" |
| 298 scaleVec.c_str(), | 315 "vMatrixCoord_0_1_Stage0 +" |
| 316 "vec2(0,%s - %s) + " | |
| 317 "%s) / vec2(%s, %s);", | |
| 318 povCoord.c_str(), | |
| 299 widthUniName, heightUniName, | 319 widthUniName, heightUniName, |
| 320 depthMapHeightUniName[i], heightUniName , | |
| 321 offset.c_str(), | |
| 300 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 322 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
| 301 | 323 |
| 302 fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n", | |
| 303 scaleOffsetVec.c_str(), | |
| 304 scaleVec.c_str()); | |
| 305 | |
| 306 fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + " | |
| 307 "vec2(%s.x, 0 - %s.y)) " | |
| 308 " * %s + vec2(0,1) * %s;", | |
| 309 povCoord.c_str(), offset.c_str(), offse t.c_str(), | |
| 310 scaleVec.c_str(), scaleOffsetVec.c_str( )); | |
| 311 | |
| 312 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], | 324 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
| 313 povCoord.c_str(), | 325 povCoord.c_str(), |
| 314 kVec2f_GrSLType); | 326 kVec2f_GrSLType); |
| 315 | 327 |
| 316 } | 328 } |
| 317 | 329 |
| 318 const char* ambientColorUniName = nullptr; | 330 // helper variables for calculating shadowing |
| 319 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
| 320 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
| 321 "AmbientColor", &ambie ntColorUniName); | |
| 322 | 331 |
| 323 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 332 // variance of depth at this fragment in the context of surrounding area |
| 333 // (area size and weighting dependent on blur size and type) | |
| 334 fragBuilder->codeAppendf("float variance;"); | |
| 324 | 335 |
| 325 SkString totalLightColor("totalLightColor"); | 336 // the difference in depth between the user POV and light POV. |
| 326 fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c _str()); | |
| 327 | |
| 328 fragBuilder->codeAppendf("float lightProbability;"); | |
| 329 fragBuilder->codeAppendf("float variance;"); | |
| 330 fragBuilder->codeAppendf("float d;"); | 337 fragBuilder->codeAppendf("float d;"); |
| 331 | 338 |
| 339 // add up light contributions from all lights to totalLightColor | |
| 332 for (int i = 0; i < numLights; i++) { | 340 for (int i = 0; i < numLights; i++) { |
| 333 if (!shadowFP.isPointLight(i)) { | 341 if (!shadowFP.isPointLight(i)) { |
| 334 fragBuilder->codeAppendf("lightProbability = 1;"); | 342 fragBuilder->codeAppendf("lightProbability = 1;"); |
| 335 | 343 |
| 336 // 1/512 is less than half a pixel; imperceptible | 344 // 1/512 == .00195... is less than half a pixel; imperceptib le |
| 337 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", | 345 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {", |
|
jvanverth1
2016/08/29 18:30:14
Good catch.
vjiaoblack
2016/08/29 19:45:22
Done.
| |
| 338 povDepth.c_str(), depthMaps[i].c_st r()); | 346 povDepth.c_str(), depthMaps[i].c_st r()); |
| 339 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { | 347 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { |
| 340 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 2 55," | 348 // we stored depth^2 in the SPFCanvas after dividing it by 256, |
| 341 "%s.g * 2 55 * 256 );", | 349 // so here we multiply it by 256. |
|
jvanverth1
2016/08/29 18:30:14
Where are we multiplying by 256?
vjiaoblack
2016/08/29 19:45:21
Acknowledged.
| |
| 350 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s .g);", | |
| 342 i, depthMaps[i].c_str(), depthM aps[i].c_str()); | 351 i, depthMaps[i].c_str(), depthM aps[i].c_str()); |
| 343 | 352 |
| 344 // variance biasing lessens light bleeding | 353 // variance biasing lessens light bleeding |
| 345 fragBuilder->codeAppendf("variance = max(moments%d.y - " | 354 fragBuilder->codeAppendf("variance = max(moments%d.y - " |
| 346 "(moments%d.x * moments%d.x)," | 355 "(moments%d.x * moments%d.x)," |
| 347 "%s);", i, i, i, | 356 "%s);", i, i, i, |
| 348 minVarianceUniName); | 357 minVarianceUniName); |
| 349 | 358 |
| 350 fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x ;", | 359 fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;", |
| 351 povDepth.c_str(), i); | 360 povDepth.c_str(), i); |
| 352 fragBuilder->codeAppendf("lightProbability = " | 361 fragBuilder->codeAppendf("lightProbability = " |
| 353 "(variance / (variance + d * d));"); | 362 "(variance / (variance + d * d));"); |
| 354 | 363 |
| 355 SkString clamp("clamp"); | 364 SkString clamp("clamp"); |
| 356 clamp.appendf("%d", i); | 365 clamp.appendf("%d", i); |
| 357 | 366 |
| 358 // choosing between light artifacts or correct shape sha dows | 367 // choosing between light artifacts or correct shape sha dows |
| 359 // linstep | 368 // linstep |
| 360 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" | 369 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" |
| 361 "(1 - %s), 0, 1);", | 370 "(1 - %s), 0, 1);", |
|
jvanverth1
2016/08/29 18:30:14
Nit: Indent to parenthesis.
vjiaoblack
2016/08/29 19:45:22
Done.
| |
| 362 clamp.c_str(), shBiasUniName, s hBiasUniName); | 371 clamp.c_str(), shBiasUniName, s hBiasUniName); |
| 363 | 372 |
| 364 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); | 373 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); |
| 365 } else { | 374 } else { |
| 366 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 375 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
| 367 povDepth.c_str(), depthMaps[i]. c_str()); | 376 povDepth.c_str(), depthMaps[i]. c_str()); |
| 368 fragBuilder->codeAppendf("lightProbability = 1;"); | 377 fragBuilder->codeAppendf("lightProbability = 1;"); |
| 369 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); | 378 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); |
| 370 } | 379 } |
| 371 | 380 |
| 372 // VSM: The curved shadows near plane edges are artifacts fr om blurring | 381 // VSM: The curved shadows near plane edges are artifacts fr om blurring |
| 373 fragBuilder->codeAppendf("}"); | 382 fragBuilder->codeAppendf("}"); |
| 374 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * " | 383 fragBuilder->codeAppendf("totalLightColor += %s.z * %s * " |
| 375 "lightProbability;", | 384 "lightProbabilit y;", |
| 376 totalLightColor.c_str(), | |
| 377 lightDirOrPosUniName[i], | 385 lightDirOrPosUniName[i], |
| 378 lightColorUniName[i]); | 386 lightColorUniName[i]); |
| 379 } else { | 387 } else { |
| 380 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. | 388 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. |
| 381 fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /" | 389 fragBuilder->codeAppendf("totalLightColor += max(fragToLight %d.z, 0) * %s /" |
| 382 "(1 + distsq%d / (%s * %s));" , | 390 "(1 + distsq%d * %s);", |
| 383 totalLightColor.c_str(), i, | 391 i, lightColorUniName[i], i, |
| 384 lightColorUniName[i], i, | 392 invLightIntensitySqUniName[i]); |
| 385 lightIntensityUniName[i], | |
| 386 lightIntensityUniName[i]); | |
| 387 } | 393 } |
| 388 } | 394 } |
| 389 | 395 |
| 390 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); | 396 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me); |
| 391 | 397 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);", |
| 392 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 398 args.fOutputColor); |
| 393 totalLightColor.c_str()); | |
| 394 | |
| 395 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | |
| 396 } | 399 } |
| 397 | 400 |
| 398 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 401 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 399 GrProcessorKeyBuilder* b) { | 402 GrProcessorKeyBuilder* b) { |
| 400 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 403 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
| 401 b->add32(shadowFP.fNumNonAmbLights); | 404 b->add32(shadowFP.fNumNonAmbLights); |
| 402 int isPL = 0; | 405 int isPL = 0; |
| 403 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | 406 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { |
| 404 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | 407 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); |
| 405 } | 408 } |
| (...skipping 12 matching lines...) Expand all Loading... | |
| 418 fLightDirOrPos[i] = lightDirOrPos; | 421 fLightDirOrPos[i] = lightDirOrPos; |
| 419 } | 422 } |
| 420 | 423 |
| 421 const SkColor3f& lightColor = shadowFP.lightColor(i); | 424 const SkColor3f& lightColor = shadowFP.lightColor(i); |
| 422 if (lightColor != fLightColor[i]) { | 425 if (lightColor != fLightColor[i]) { |
| 423 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); | 426 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); |
| 424 fLightColor[i] = lightColor; | 427 fLightColor[i] = lightColor; |
| 425 } | 428 } |
| 426 | 429 |
| 427 SkScalar lightIntensity = shadowFP.lightIntensity(i); | 430 SkScalar lightIntensity = shadowFP.lightIntensity(i); |
| 428 if (lightIntensity != fLightIntensity[i]) { | 431 if (lightIntensity != fInvSqLightIntensity[i]) { |
| 429 pdman.set1f(fLightIntensityUni[i], lightIntensity); | 432 pdman.set1f(fInvSqLightIntensityUni[i], lightIntensity); |
| 430 fLightIntensity[i] = lightIntensity; | 433 fInvSqLightIntensity[i] = lightIntensity; |
| 431 } | 434 } |
| 432 | 435 |
| 433 int depthMapWidth = shadowFP.depthMapWidth(i); | 436 int depthMapWidth = shadowFP.depthMapWidth(i); |
| 434 if (depthMapWidth != fDepthMapWidth[i]) { | 437 if (depthMapWidth != fDepthMapWidth[i]) { |
| 435 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); | 438 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); |
| 436 fDepthMapWidth[i] = depthMapWidth; | 439 fDepthMapWidth[i] = depthMapWidth; |
| 437 } | 440 } |
| 438 int depthMapHeight = shadowFP.depthMapHeight(i); | 441 int depthMapHeight = shadowFP.depthMapHeight(i); |
| 439 if (depthMapHeight != fDepthMapHeight[i]) { | 442 if (depthMapHeight != fDepthMapHeight[i]) { |
| 440 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); | 443 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); |
| (...skipping 33 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 474 | 477 |
| 475 private: | 478 private: |
| 476 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | 479 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
| 477 GrGLSLProgramDataManager::UniformHandle | 480 GrGLSLProgramDataManager::UniformHandle |
| 478 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; | 481 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; |
| 479 | 482 |
| 480 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 483 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 481 GrGLSLProgramDataManager::UniformHandle | 484 GrGLSLProgramDataManager::UniformHandle |
| 482 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 485 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; |
| 483 | 486 |
| 484 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | 487 SkScalar fInvSqLightIntensity[SkShadowShader::kMaxNonAmbientLights]; |
| 485 GrGLSLProgramDataManager::UniformHandle | 488 GrGLSLProgramDataManager::UniformHandle |
| 486 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | 489 fInvSqLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; |
| 487 | 490 |
| 488 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 491 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 489 GrGLSLProgramDataManager::UniformHandle | 492 GrGLSLProgramDataManager::UniformHandle |
| 490 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 493 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; |
| 491 | 494 |
| 492 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 495 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 493 GrGLSLProgramDataManager::UniformHandle | 496 GrGLSLProgramDataManager::UniformHandle |
| 494 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 497 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; |
| 495 | 498 |
| 496 int fWidth; | 499 int fWidth; |
| (...skipping 28 matching lines...) Expand all Loading... | |
| 525 const SkVector3& lightDirOrPos(int i) const { | 528 const SkVector3& lightDirOrPos(int i) const { |
| 526 SkASSERT(i < fNumNonAmbLights); | 529 SkASSERT(i < fNumNonAmbLights); |
| 527 return fLightDirOrPos[i]; | 530 return fLightDirOrPos[i]; |
| 528 } | 531 } |
| 529 const SkVector3& lightColor(int i) const { | 532 const SkVector3& lightColor(int i) const { |
| 530 SkASSERT(i < fNumNonAmbLights); | 533 SkASSERT(i < fNumNonAmbLights); |
| 531 return fLightColor[i]; | 534 return fLightColor[i]; |
| 532 } | 535 } |
| 533 SkScalar lightIntensity(int i) const { | 536 SkScalar lightIntensity(int i) const { |
| 534 SkASSERT(i < fNumNonAmbLights); | 537 SkASSERT(i < fNumNonAmbLights); |
| 535 return fLightIntensity[i]; | 538 return fInvSqLightIntensity[i]; |
| 536 } | 539 } |
| 537 | 540 |
| 538 int depthMapWidth(int i) const { | 541 int depthMapWidth(int i) const { |
| 539 SkASSERT(i < fNumNonAmbLights); | 542 SkASSERT(i < fNumNonAmbLights); |
| 540 return fDepthMapWidth[i]; | 543 return fDepthMapWidth[i]; |
| 541 } | 544 } |
| 542 int depthMapHeight(int i) const { | 545 int depthMapHeight(int i) const { |
| 543 SkASSERT(i < fNumNonAmbLights); | 546 SkASSERT(i < fNumNonAmbLights); |
| 544 return fDepthMapHeight[i]; | 547 return fDepthMapHeight[i]; |
| 545 } | 548 } |
| (...skipping 12 matching lines...) Expand all Loading... | |
| 558 return false; | 561 return false; |
| 559 } | 562 } |
| 560 | 563 |
| 561 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 564 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
| 562 return false; | 565 return false; |
| 563 } | 566 } |
| 564 | 567 |
| 565 for (int i = 0; i < fNumNonAmbLights; i++) { | 568 for (int i = 0; i < fNumNonAmbLights; i++) { |
| 566 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || | 569 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
| 567 fLightColor[i] != shadowFP.fLightColor[i] || | 570 fLightColor[i] != shadowFP.fLightColor[i] || |
| 568 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | 571 fInvSqLightIntensity[i] != shadowFP.fInvSqLightIntensity[i] || |
| 569 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | 572 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { |
| 570 return false; | 573 return false; |
| 571 } | 574 } |
| 572 | 575 |
| 573 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 576 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
| 574 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 577 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
| 575 return false; | 578 return false; |
| 576 } | 579 } |
| 577 } | 580 } |
| 578 | 581 |
| 579 return true; | 582 return true; |
| 580 } | 583 } |
| 581 | 584 |
| 582 int fNumNonAmbLights; | 585 int fNumNonAmbLights; |
| 583 | 586 |
| 584 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; | 587 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
| 585 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | 588 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
| 586 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 589 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| 587 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | 590 SkScalar fInvSqLightIntensity[SkShadowShader::kMaxNonAmbientLights]; |
| 588 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 591 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |
| 589 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 592 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; |
| 590 | 593 |
| 591 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 594 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; |
| 592 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 595 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; |
| 593 | 596 |
| 594 int fHeight; | 597 int fHeight; |
| 595 int fWidth; | 598 int fWidth; |
| 596 | 599 |
| 597 SkShadowParams fShadowParams; | 600 SkShadowParams fShadowParams; |
| (...skipping 238 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 836 | 839 |
| 837 /////////////////////////////////////////////////////////////////////////////// | 840 /////////////////////////////////////////////////////////////////////////////// |
| 838 | 841 |
| 839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 842 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 843 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 844 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 842 | 845 |
| 843 /////////////////////////////////////////////////////////////////////////////// | 846 /////////////////////////////////////////////////////////////////////////////// |
| 844 | 847 |
| 845 #endif | 848 #endif |
| OLD | NEW |