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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 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi ty(); | |
jvanverth1
2016/08/30 15:55:42
Suggestion: allow SkLight to have color and intens
vjiaoblack
2016/08/30 16:52:18
Done.
| |
124 } else { | |
122 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | 125 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); |
123 fLightIntensity[fNumNonAmbLights] = 0.0f; | 126 fLightIntensity[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 } | 127 } |
128 | 128 |
129 fIsPointLight[fNumNonAmbLights] = | 129 fIsPointLight[fNumNonAmbLights] = |
130 SkLights::Light::kPoint_LightType == lights->light(i).ty pe(); | 130 SkLights::Light::kPoint_LightType == lights->light(i).ty pe(); |
131 | 131 |
132 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 132 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
133 | 133 |
134 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 134 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
135 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, | 135 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, |
136 GrTextureParams::Clam pNoFilter(), | 136 GrTextureParams::Clam pNoFilter(), |
(...skipping 30 matching lines...) Expand all Loading... | |
167 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); | 167 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); |
168 | 168 |
169 // add uniforms | 169 // add uniforms |
170 int32_t numLights = shadowFP.fNumNonAmbLights; | 170 int32_t numLights = shadowFP.fNumNonAmbLights; |
171 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 171 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); |
172 | 172 |
173 int blurAlgorithm = shadowFP.fShadowParams.fType; | 173 int blurAlgorithm = shadowFP.fShadowParams.fType; |
174 | 174 |
175 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | 175 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
176 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 176 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
177 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | 177 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = |
178 {nullptr}; | |
jvanverth1
2016/08/30 15:55:42
Why is this on a different line?
vjiaoblack
2016/08/30 16:52:18
Done.
vjiaoblack
2016/08/30 16:52:18
Acknowledged.
| |
179 | |
180 const char* ambientColorUniName = nullptr; | |
178 | 181 |
179 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | 182 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; |
180 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | 183 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; |
184 const char* widthUniName = nullptr; // dimensions of povDepth | |
185 const char* heightUniName = nullptr; | |
181 | 186 |
187 const char* shBiasUniName = nullptr; | |
188 const char* minVarianceUniName = nullptr; | |
189 | |
190 // setting uniforms | |
182 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | 191 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
183 SkString lightDirOrPosUniNameStr("lightDir"); | 192 SkString lightDirOrPosUniNameStr("lightDir"); |
184 lightDirOrPosUniNameStr.appendf("%d", i); | 193 lightDirOrPosUniNameStr.appendf("%d", i); |
185 SkString lightColorUniNameStr("lightColor"); | 194 SkString lightColorUniNameStr("lightColor"); |
186 lightColorUniNameStr.appendf("%d", i); | 195 lightColorUniNameStr.appendf("%d", i); |
187 SkString lightIntensityUniNameStr("lightIntensity"); | 196 SkString lightIntensityUniNameStr("lightIntensity"); |
188 lightIntensityUniNameStr.appendf("%d", i); | 197 lightIntensityUniNameStr.appendf("%d", i); |
189 | 198 |
190 SkString depthMapWidthUniNameStr("dmapWidth"); | 199 SkString depthMapWidthUniNameStr("dmapWidth"); |
191 depthMapWidthUniNameStr.appendf("%d", i); | 200 depthMapWidthUniNameStr.appendf("%d", i); |
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214 kDefault_GrSLPrecision, | 223 kDefault_GrSLPrecision, |
215 depthMapWidthUniNameStr.c_str (), | 224 depthMapWidthUniNameStr.c_str (), |
216 &depthMapWidthUniName[i]); | 225 &depthMapWidthUniName[i]); |
217 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, | 226 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, |
218 kInt_GrSLType, | 227 kInt_GrSLType, |
219 kDefault_GrSLPrecision, | 228 kDefault_GrSLPrecision, |
220 depthMapHeightUniNameStr.c_st r(), | 229 depthMapHeightUniNameStr.c_st r(), |
221 &depthMapHeightUniName[i]); | 230 &depthMapHeightUniName[i]); |
222 } | 231 } |
223 | 232 |
224 const char* shBiasUniName = nullptr; | |
225 const char* minVarianceUniName = nullptr; | |
226 | |
227 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag, | 233 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag, |
228 kFloat_GrSLType, | 234 kFloat_GrSLType, |
229 kDefault_GrSLPrecis ion, | 235 kDefault_GrSLPrecis ion, |
230 "shadowBias", &shBi asUniName); | 236 "shadowBias", &shBi asUniName); |
231 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 237 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
232 kFloat_GrSLType, | 238 kFloat_GrSLType, |
233 kDefault_GrSLPrecision, | 239 kDefault_GrSLPrecision, |
234 "minVariance", &minVari anceUniName); | 240 "minVariance", &minVari anceUniName); |
235 | 241 |
236 const char* widthUniName = nullptr; | |
237 const char* heightUniName = nullptr; | |
238 | |
239 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 242 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
240 kInt_GrSLType, | 243 kInt_GrSLType, |
241 kDefault_GrSLPrecision, | 244 kDefault_GrSLPrecision, |
242 "width", &widthUniName); | 245 "width", &widthUniName); |
243 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 246 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
244 kInt_GrSLType, | 247 kInt_GrSLType, |
245 kDefault_GrSLPrecision, | 248 kDefault_GrSLPrecision, |
246 "height", &heightUniName); | 249 "height", &heightUniName); |
247 | 250 |
251 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
252 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
253 "AmbientColor", &ambie ntColorUniName); | |
254 | |
255 SkString povDepthSampler("_povDepth"); | |
248 SkString povDepth("povDepth"); | 256 SkString povDepth("povDepth"); |
249 this->emitChild(0, nullptr, &povDepth, args); | 257 this->emitChild(0, nullptr, &povDepthSampler, args); |
258 fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepth Sampler.c_str()); | |
250 | 259 |
260 SkString diffuseColorSampler("_inDiffuseColor"); | |
251 SkString diffuseColor("inDiffuseColor"); | 261 SkString diffuseColor("inDiffuseColor"); |
252 this->emitChild(1, nullptr, &diffuseColor, args); | 262 this->emitChild(1, nullptr, &diffuseColorSampler, args); |
263 fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(), | |
264 diffuseColorSampler.c_str()); | |
253 | 265 |
254 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 266 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
255 | 267 |
268 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | |
269 fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);"); | |
270 | |
271 // probability that a fragment is lit. For each light, we multiply t his by the | |
272 // light's color to get its contribution to totalLightColor. | |
273 fragBuilder->codeAppend ("float lightProbability;"); | |
274 | |
275 // coordinates of current fragment in world space | |
276 fragBuilder->codeAppend ("vec3 worldCor;"); | |
277 | |
256 // Multiply by 255 to transform from sampler coordinates to world | 278 // Multiply by 255 to transform from sampler coordinates to world |
257 // coordinates (since 1 channel is 0xFF) | 279 // coordinates (since 1 channel is 0xFF) |
258 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | 280 fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * " |
jvanverth1
2016/08/30 15:55:42
You might want to put a note in the header that th
vjiaoblack
2016/08/30 16:52:18
Done.
Know of any way to do this in a non hacky w
| |
259 "vec2(%s, %s), %s.b * 255); ", | 281 "vec2(%s, %s), %s.b * 255);", |
260 widthUniName, heightUniName, povDepth.c_str ()); | 282 widthUniName, heightUniName, povDepth.c_str ()); |
261 | 283 |
262 // Applies the offset indexing that goes from our view space into th e light's space. | 284 // 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++) { | 285 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
264 SkString povCoord("povCoord"); | 286 SkString povCoord("povCoord"); |
265 povCoord.appendf("%d", i); | 287 povCoord.appendf("%d", i); |
266 | 288 |
267 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 289 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
jvanverth1
2016/08/30 15:55:42
This comment should move up to where you first use
vjiaoblack
2016/08/30 16:52:18
Done.
| |
268 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 290 // 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 | 291 // and the / vec2(width, height) brings it back to a sampler coo rdinate |
270 SkString offset("offset"); | 292 SkString offset("offset"); |
271 offset.appendf("%d", i); | 293 offset.appendf("%d", i); |
272 | 294 |
273 SkString scaleVec("scaleVec"); | 295 SkString scaleVec("scaleVec"); |
274 scaleVec.appendf("%d", i); | 296 scaleVec.appendf("%d", i); |
275 | 297 |
276 SkString scaleOffsetVec("scaleOffsetVec"); | |
277 scaleOffsetVec.appendf("%d", i); | |
278 | |
279 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); | 298 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
280 | 299 |
300 // note that we flip the y-coord of the offset and then later ad d | |
301 // a value just to the y-coord of povCoord. This is to account f or | |
302 // the shifted origins from switching from raster into GPU. | |
281 if (shadowFP.fIsPointLight[i]) { | 303 if (shadowFP.fIsPointLight[i]) { |
282 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;", | 304 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;", |
283 i, lightDirOrPosUniName[i]); | 305 i, lightDirOrPosUniName[i]); |
284 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" | 306 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" |
285 "fragToLight%d = normalize(fragToLi ght%d);", | 307 "fragToLight%d = normalize(fragToLi ght%d);", |
286 i, i, i, i, i); | 308 i, i, i, i, i); |
287 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" | 309 fragBuilder->codeAppendf("%s = vec2(worldCor.x - %s.x, %s.y - worldCor.y) * " |
288 "(povDepth.b) / vec2(%s, %s) ;", | 310 "povDepth.b;", |
289 offset.c_str(), lightDirOrPosUniNam e[i], | 311 offset.c_str(), lightDirOrPosUniNam e[i], |
290 lightDirOrPosUniName[i], | 312 lightDirOrPosUniName[i]); |
291 widthUniName, heightUniName); | |
292 } else { | 313 } else { |
293 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);", | 314 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2( 255.0, -255.0);", |
294 offset.c_str(), lightDirOrPosUniNam e[i], | 315 offset.c_str(), lightDirOrPosUniNam e[i]); |
295 widthUniName, heightUniName); | |
296 } | 316 } |
297 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );", | 317 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *" |
298 scaleVec.c_str(), | 318 "vMatrixCoord_0_1_Stage0 +" |
319 "vec2(0,%s - %s)" | |
320 " + " | |
321 "%s) / vec2(%s, %s);", | |
322 povCoord.c_str(), | |
299 widthUniName, heightUniName, | 323 widthUniName, heightUniName, |
324 depthMapHeightUniName[i], heightUniName , | |
325 offset.c_str(), | |
300 depthMapWidthUniName[i], depthMapHeight UniName[i]); | 326 depthMapWidthUniName[i], depthMapHeight UniName[i]); |
301 | 327 |
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], | 328 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], |
313 povCoord.c_str(), | 329 povCoord.c_str(), |
314 kVec2f_GrSLType); | 330 kVec2f_GrSLType); |
315 | 331 |
316 } | 332 } |
317 | 333 |
318 const char* ambientColorUniName = nullptr; | 334 // helper variables for calculating shadowing |
319 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | |
320 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | |
321 "AmbientColor", &ambie ntColorUniName); | |
322 | 335 |
323 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); | 336 // variance of depth at this fragment in the context of surrounding area |
337 // (area size and weighting dependent on blur size and type) | |
338 fragBuilder->codeAppendf("float variance;"); | |
324 | 339 |
325 SkString totalLightColor("totalLightColor"); | 340 // 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;"); | 341 fragBuilder->codeAppendf("float d;"); |
331 | 342 |
343 // add up light contributions from all lights to totalLightColor | |
332 for (int i = 0; i < numLights; i++) { | 344 for (int i = 0; i < numLights; i++) { |
333 if (!shadowFP.isPointLight(i)) { | 345 if (!shadowFP.isPointLight(i)) { |
334 fragBuilder->codeAppendf("lightProbability = 1;"); | 346 fragBuilder->codeAppendf("lightProbability = 1;"); |
335 | 347 |
336 // 1/512 is less than half a pixel; imperceptible | 348 // 1/512 == .00195... is less than half a pixel; imperceptib le |
337 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", | 349 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {", |
338 povDepth.c_str(), depthMaps[i].c_st r()); | 350 povDepth.c_str(), depthMaps[i].c_st r()); |
339 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { | 351 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { |
340 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 2 55," | 352 // We mess with depth and depth^2 in their given scales. |
jvanverth1
2016/08/30 15:55:42
Since you reverted the variance change, do you nee
vjiaoblack
2016/08/30 16:52:18
I think this is fine. Everything also works as exp
| |
341 "%s.g * 2 55 * 256 );", | 353 // (i.e. between 0 and 1) |
354 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s .g);", | |
342 i, depthMaps[i].c_str(), depthM aps[i].c_str()); | 355 i, depthMaps[i].c_str(), depthM aps[i].c_str()); |
343 | 356 |
344 // variance biasing lessens light bleeding | 357 // variance biasing lessens light bleeding |
345 fragBuilder->codeAppendf("variance = max(moments%d.y - " | 358 fragBuilder->codeAppendf("variance = max(moments%d.y - " |
346 "(moments%d.x * moments%d.x)," | 359 "(moments%d.x * moments%d.x)," |
347 "%s);", i, i, i, | 360 "%s);", i, i, i, |
348 minVarianceUniName); | 361 minVarianceUniName); |
349 | 362 |
350 fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x ;", | 363 fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;", |
351 povDepth.c_str(), i); | 364 povDepth.c_str(), i); |
352 fragBuilder->codeAppendf("lightProbability = " | 365 fragBuilder->codeAppendf("lightProbability = " |
353 "(variance / (variance + d * d));"); | 366 "(variance / (variance + d * d));"); |
354 | 367 |
355 SkString clamp("clamp"); | 368 SkString clamp("clamp"); |
356 clamp.appendf("%d", i); | 369 clamp.appendf("%d", i); |
357 | 370 |
358 // choosing between light artifacts or correct shape sha dows | 371 // choosing between light artifacts or correct shape sha dows |
359 // linstep | 372 // linstep |
360 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" | 373 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" |
361 "(1 - %s), 0, 1);", | 374 "(1 - %s), 0, 1);", |
362 clamp.c_str(), shBiasUniName, s hBiasUniName); | 375 clamp.c_str(), shBiasUniName, s hBiasUniName); |
363 | 376 |
364 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); | 377 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); |
365 } else { | 378 } else { |
366 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", | 379 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
367 povDepth.c_str(), depthMaps[i]. c_str()); | 380 povDepth.c_str(), depthMaps[i]. c_str()); |
368 fragBuilder->codeAppendf("lightProbability = 1;"); | 381 fragBuilder->codeAppendf("lightProbability = 1;"); |
369 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); | 382 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); |
370 } | 383 } |
371 | 384 |
372 // VSM: The curved shadows near plane edges are artifacts fr om blurring | 385 // VSM: The curved shadows near plane edges are artifacts fr om blurring |
373 fragBuilder->codeAppendf("}"); | 386 fragBuilder->codeAppendf("}"); |
374 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * " | 387 fragBuilder->codeAppendf("totalLightColor += %s.z * %s * " |
375 "lightProbability;", | 388 "lightProbabilit y;", |
376 totalLightColor.c_str(), | |
377 lightDirOrPosUniName[i], | 389 lightDirOrPosUniName[i], |
378 lightColorUniName[i]); | 390 lightColorUniName[i]); |
379 } else { | 391 } else { |
380 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. | 392 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. |
381 fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /" | 393 fragBuilder->codeAppendf("totalLightColor += max(fragToLight %d.z, 0) * " |
382 "(1 + distsq%d / (%s * %s));" , | 394 "%s * %s * 2 /" |
jvanverth1
2016/08/30 15:55:42
Why multiply by 2?
vjiaoblack
2016/08/30 16:52:18
Done.
| |
383 totalLightColor.c_str(), i, | 395 "(1 + distsq%d); ", |
384 lightColorUniName[i], i, | 396 i, lightColorUniName[i], |
385 lightIntensityUniName[i], | 397 lightIntensityUniName[i], i); |
386 lightIntensityUniName[i]); | 398 |
399 | |
387 } | 400 } |
388 } | 401 } |
389 | 402 |
390 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); | 403 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me); |
391 | 404 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);", |
392 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 405 args.fOutputColor); |
393 totalLightColor.c_str()); | |
394 | |
395 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | |
396 } | 406 } |
397 | 407 |
398 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 408 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
399 GrProcessorKeyBuilder* b) { | 409 GrProcessorKeyBuilder* b) { |
400 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 410 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
401 b->add32(shadowFP.fNumNonAmbLights); | 411 b->add32(shadowFP.fNumNonAmbLights); |
402 int isPL = 0; | 412 int isPL = 0; |
403 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | 413 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { |
404 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | 414 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); |
405 } | 415 } |
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443 } | 453 } |
444 | 454 |
445 SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant; | 455 SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant; |
446 if (biasingConstant != fBiasingConstant) { | 456 if (biasingConstant != fBiasingConstant) { |
447 pdman.set1f(fBiasingConstantUni, biasingConstant); | 457 pdman.set1f(fBiasingConstantUni, biasingConstant); |
448 fBiasingConstant = biasingConstant; | 458 fBiasingConstant = biasingConstant; |
449 } | 459 } |
450 | 460 |
451 SkScalar minVariance = shadowFP.shadowParams().fMinVariance; | 461 SkScalar minVariance = shadowFP.shadowParams().fMinVariance; |
452 if (minVariance != fMinVariance) { | 462 if (minVariance != fMinVariance) { |
453 pdman.set1f(fMinVarianceUni, minVariance); | 463 pdman.set1f(fMinVarianceUni, minVariance / 65536.0f); |
jvanverth1
2016/08/30 15:55:42
Should this be reverted?
vjiaoblack
2016/08/30 16:52:18
What revert are you talking about?
| |
454 fMinVariance = minVariance; | 464 fMinVariance = minVariance / 65536.0f; |
455 } | 465 } |
456 | 466 |
457 int width = shadowFP.width(); | 467 int width = shadowFP.width(); |
458 if (width != fWidth) { | 468 if (width != fWidth) { |
459 pdman.set1i(fWidthUni, width); | 469 pdman.set1i(fWidthUni, width); |
460 fWidth = width; | 470 fWidth = width; |
461 } | 471 } |
462 int height = shadowFP.height(); | 472 int height = shadowFP.height(); |
463 if (height != fHeight) { | 473 if (height != fHeight) { |
464 pdman.set1i(fHeightUni, height); | 474 pdman.set1i(fHeightUni, height); |
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836 | 846 |
837 /////////////////////////////////////////////////////////////////////////////// | 847 /////////////////////////////////////////////////////////////////////////////// |
838 | 848 |
839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 849 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 850 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 851 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
842 | 852 |
843 /////////////////////////////////////////////////////////////////////////////// | 853 /////////////////////////////////////////////////////////////////////////////// |
844 | 854 |
845 #endif | 855 #endif |
OLD | NEW |