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Side by Side Diff: src/core/SkShadowShader.cpp

Issue 2285133002: Optimizations and more documentation of SkShadowShader (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: made req changes Created 4 years, 3 months ago
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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
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 fLightColor[fNumNonAmbLights].scale(lights->light(i).intensi ty());
124 } else {
122 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); 125 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
123 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 } 126 }
128 127
129 fIsPointLight[fNumNonAmbLights] = 128 fIsPointLight[fNumNonAmbLights] =
130 SkLights::Light::kPoint_LightType == lights->light(i).ty pe(); 129 SkLights::Light::kPoint_LightType == lights->light(i).ty pe();
131 130
132 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); 131 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap());
133 132
134 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* 133 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture*
135 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, 134 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context,
136 GrTextureParams::Clam pNoFilter(), 135 GrTextureParams::Clam pNoFilter(),
(...skipping 30 matching lines...) Expand all
167 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); 166 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights);
168 167
169 // add uniforms 168 // add uniforms
170 int32_t numLights = shadowFP.fNumNonAmbLights; 169 int32_t numLights = shadowFP.fNumNonAmbLights;
171 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); 170 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
172 171
173 int blurAlgorithm = shadowFP.fShadowParams.fType; 172 int blurAlgorithm = shadowFP.fShadowParams.fType;
174 173
175 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; 174 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr};
176 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; 175 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
177 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; 176 const char* ambientColorUniName = nullptr;
178 177
179 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; 178 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr};
180 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; 179 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr};
180 const char* widthUniName = nullptr; // dimensions of povDepth
181 const char* heightUniName = nullptr;
181 182
183 const char* shBiasUniName = nullptr;
184 const char* minVarianceUniName = nullptr;
185
186 // setting uniforms
182 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { 187 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
183 SkString lightDirOrPosUniNameStr("lightDir"); 188 SkString lightDirOrPosUniNameStr("lightDir");
184 lightDirOrPosUniNameStr.appendf("%d", i); 189 lightDirOrPosUniNameStr.appendf("%d", i);
185 SkString lightColorUniNameStr("lightColor"); 190 SkString lightColorUniNameStr("lightColor");
186 lightColorUniNameStr.appendf("%d", i); 191 lightColorUniNameStr.appendf("%d", i);
187 SkString lightIntensityUniNameStr("lightIntensity"); 192 SkString lightIntensityUniNameStr("lightIntensity");
188 lightIntensityUniNameStr.appendf("%d", i); 193 lightIntensityUniNameStr.appendf("%d", i);
189 194
190 SkString depthMapWidthUniNameStr("dmapWidth"); 195 SkString depthMapWidthUniNameStr("dmapWidth");
191 depthMapWidthUniNameStr.appendf("%d", i); 196 depthMapWidthUniNameStr.appendf("%d", i);
192 SkString depthMapHeightUniNameStr("dmapHeight"); 197 SkString depthMapHeightUniNameStr("dmapHeight");
193 depthMapHeightUniNameStr.appendf("%d", i); 198 depthMapHeightUniNameStr.appendf("%d", i);
194 199
195 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh aderFlag, 200 fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrSh aderFlag,
196 kVec3f_GrSLType, 201 kVec3f_GrSLType,
197 kDefault_GrSLPrecis ion, 202 kDefault_GrSLPrecis ion,
198 lightDirOrPosUniNam eStr.c_str(), 203 lightDirOrPosUniNam eStr.c_str(),
199 &lightDirOrPosUniNa me[i]); 204 &lightDirOrPosUniNa me[i]);
200 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag, 205 fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShade rFlag,
201 kVec3f_GrSLType, 206 kVec3f_GrSLType,
202 kDefault_GrSLPrec ision, 207 kDefault_GrSLPrec ision,
203 lightColorUniName Str.c_str(), 208 lightColorUniName Str.c_str(),
204 &lightColorUniNam e[i]); 209 &lightColorUniNam e[i]);
205 fLightIntensityUni[i] =
206 uniformHandler->addUniform(kFragment_GrShaderFlag,
207 kFloat_GrSLType,
208 kDefault_GrSLPrecision,
209 lightIntensityUniNameStr.c_st r(),
210 &lightIntensityUniName[i]);
211 210
212 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, 211 fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag,
213 kInt_GrSLType, 212 kInt_GrSLType,
214 kDefault_GrSLPrecision, 213 kDefault_GrSLPrecision,
215 depthMapWidthUniNameStr.c_str (), 214 depthMapWidthUniNameStr.c_str (),
216 &depthMapWidthUniName[i]); 215 &depthMapWidthUniName[i]);
217 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag, 216 fDepthMapHeightUni[i] = uniformHandler->addUniform(kFragment_GrS haderFlag,
218 kInt_GrSLType, 217 kInt_GrSLType,
219 kDefault_GrSLPrecision, 218 kDefault_GrSLPrecision,
220 depthMapHeightUniNameStr.c_st r(), 219 depthMapHeightUniNameStr.c_st r(),
221 &depthMapHeightUniName[i]); 220 &depthMapHeightUniName[i]);
222 } 221 }
223 222
224 const char* shBiasUniName = nullptr;
225 const char* minVarianceUniName = nullptr;
226
227 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag, 223 fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderF lag,
228 kFloat_GrSLType, 224 kFloat_GrSLType,
229 kDefault_GrSLPrecis ion, 225 kDefault_GrSLPrecis ion,
230 "shadowBias", &shBi asUniName); 226 "shadowBias", &shBi asUniName);
231 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 227 fMinVarianceUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
232 kFloat_GrSLType, 228 kFloat_GrSLType,
233 kDefault_GrSLPrecision, 229 kDefault_GrSLPrecision,
234 "minVariance", &minVari anceUniName); 230 "minVariance", &minVari anceUniName);
235 231
236 const char* widthUniName = nullptr;
237 const char* heightUniName = nullptr;
238
239 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 232 fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
240 kInt_GrSLType, 233 kInt_GrSLType,
241 kDefault_GrSLPrecision, 234 kDefault_GrSLPrecision,
242 "width", &widthUniName); 235 "width", &widthUniName);
243 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 236 fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
244 kInt_GrSLType, 237 kInt_GrSLType,
245 kDefault_GrSLPrecision, 238 kDefault_GrSLPrecision,
246 "height", &heightUniName); 239 "height", &heightUniName);
247 240
241 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
242 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
243 "AmbientColor", &ambie ntColorUniName);
244
245 SkString povDepthSampler("_povDepth");
248 SkString povDepth("povDepth"); 246 SkString povDepth("povDepth");
249 this->emitChild(0, nullptr, &povDepth, args); 247 this->emitChild(0, nullptr, &povDepthSampler, args);
248 fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepth Sampler.c_str());
250 249
250 SkString diffuseColorSampler("_inDiffuseColor");
251 SkString diffuseColor("inDiffuseColor"); 251 SkString diffuseColor("inDiffuseColor");
252 this->emitChild(1, nullptr, &diffuseColor, args); 252 this->emitChild(1, nullptr, &diffuseColorSampler, args);
253 fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(),
254 diffuseColorSampler.c_str());
253 255
254 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; 256 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
255 257
258 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str());
259 fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);");
260
261 // probability that a fragment is lit. For each light, we multiply t his by the
262 // light's color to get its contribution to totalLightColor.
263 fragBuilder->codeAppend ("float lightProbability;");
264
265 // coordinates of current fragment in world space
266 fragBuilder->codeAppend ("vec3 worldCor;");
267
256 // Multiply by 255 to transform from sampler coordinates to world 268 // Multiply by 255 to transform from sampler coordinates to world
257 // coordinates (since 1 channel is 0xFF) 269 // coordinates (since 1 channel is 0xFF)
258 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " 270 // Note: vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
259 "vec2(%s, %s), %s.b * 255); ", 271 fragBuilder->codeAppendf("worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
272 "vec2(%s, %s), %s.b * 255);",
260 widthUniName, heightUniName, povDepth.c_str ()); 273 widthUniName, heightUniName, povDepth.c_str ());
261 274
262 // Applies the offset indexing that goes from our view space into th e light's space. 275 // 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++) { 276 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
264 SkString povCoord("povCoord"); 277 SkString povCoord("povCoord");
265 povCoord.appendf("%d", i); 278 povCoord.appendf("%d", i);
266 279
267 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
268 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, 280 // 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 281 // and the / vec2(width, height) brings it back to a sampler coo rdinate
270 SkString offset("offset"); 282 SkString offset("offset");
271 offset.appendf("%d", i); 283 offset.appendf("%d", i);
272 284
273 SkString scaleVec("scaleVec"); 285 SkString scaleVec("scaleVec");
274 scaleVec.appendf("%d", i); 286 scaleVec.appendf("%d", i);
275 287
276 SkString scaleOffsetVec("scaleOffsetVec");
277 scaleOffsetVec.appendf("%d", i);
278
279 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); 288 fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
280 289
290 // note that we flip the y-coord of the offset and then later ad d
291 // a value just to the y-coord of povCoord. This is to account f or
292 // the shifted origins from switching from raster into GPU.
281 if (shadowFP.fIsPointLight[i]) { 293 if (shadowFP.fIsPointLight[i]) {
282 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;", 294 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;",
283 i, lightDirOrPosUniName[i]); 295 i, lightDirOrPosUniName[i]);
284 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" 296 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);"
285 "fragToLight%d = normalize(fragToLi ght%d);", 297 "fragToLight%d = normalize(fragToLi ght%d);",
286 i, i, i, i, i); 298 i, i, i, i, i);
287 fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worl dCor.y - %s.y)*" 299 fragBuilder->codeAppendf("%s = vec2(worldCor.x - %s.x, %s.y - worldCor.y) * "
288 "(povDepth.b) / vec2(%s, %s) ;", 300 "povDepth.b;",
289 offset.c_str(), lightDirOrPosUniNam e[i], 301 offset.c_str(), lightDirOrPosUniNam e[i],
290 lightDirOrPosUniName[i], 302 lightDirOrPosUniName[i]);
291 widthUniName, heightUniName);
292 } else { 303 } else {
293 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);", 304 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2( 255.0, -255.0);",
294 offset.c_str(), lightDirOrPosUniNam e[i], 305 offset.c_str(), lightDirOrPosUniNam e[i]);
295 widthUniName, heightUniName);
296 } 306 }
297 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s) );", 307 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *"
298 scaleVec.c_str(), 308 "vMatrixCoord_0_1_Stage0 +"
309 "vec2(0,%s - %s)"
310 " + "
311 "%s) / vec2(%s, %s);",
312 povCoord.c_str(),
299 widthUniName, heightUniName, 313 widthUniName, heightUniName,
314 depthMapHeightUniName[i], heightUniName ,
315 offset.c_str(),
300 depthMapWidthUniName[i], depthMapHeight UniName[i]); 316 depthMapWidthUniName[i], depthMapHeight UniName[i]);
301 317
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], 318 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
313 povCoord.c_str(), 319 povCoord.c_str(),
314 kVec2f_GrSLType); 320 kVec2f_GrSLType);
315 321
316 } 322 }
317 323
318 const char* ambientColorUniName = nullptr; 324 // helper variables for calculating shadowing
319 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
320 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
321 "AmbientColor", &ambie ntColorUniName);
322 325
323 fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseCol or.c_str()); 326 // variance of depth at this fragment in the context of surrounding area
327 // (area size and weighting dependent on blur size and type)
328 fragBuilder->codeAppendf("float variance;");
324 329
325 SkString totalLightColor("totalLightColor"); 330 // 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;"); 331 fragBuilder->codeAppendf("float d;");
331 332
333 // add up light contributions from all lights to totalLightColor
332 for (int i = 0; i < numLights; i++) { 334 for (int i = 0; i < numLights; i++) {
333 if (!shadowFP.isPointLight(i)) { 335 if (!shadowFP.isPointLight(i)) {
334 fragBuilder->codeAppendf("lightProbability = 1;"); 336 fragBuilder->codeAppendf("lightProbability = 1;");
335 337
336 // 1/512 is less than half a pixel; imperceptible 338 // 1/512 == .00195... is less than half a pixel; imperceptib le
337 fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", 339 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
338 povDepth.c_str(), depthMaps[i].c_st r()); 340 povDepth.c_str(), depthMaps[i].c_st r());
339 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { 341 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
340 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 2 55," 342 // We mess with depth and depth^2 in their given scales.
341 "%s.g * 2 55 * 256 );", 343 // (i.e. between 0 and 1)
344 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s .g);",
342 i, depthMaps[i].c_str(), depthM aps[i].c_str()); 345 i, depthMaps[i].c_str(), depthM aps[i].c_str());
343 346
344 // variance biasing lessens light bleeding 347 // variance biasing lessens light bleeding
345 fragBuilder->codeAppendf("variance = max(moments%d.y - " 348 fragBuilder->codeAppendf("variance = max(moments%d.y - "
346 "(moments%d.x * moments%d.x)," 349 "(moments%d.x * moments%d.x),"
347 "%s);", i, i, i, 350 "%s);", i, i, i,
348 minVarianceUniName); 351 minVarianceUniName);
349 352
350 fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x ;", 353 fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
351 povDepth.c_str(), i); 354 povDepth.c_str(), i);
352 fragBuilder->codeAppendf("lightProbability = " 355 fragBuilder->codeAppendf("lightProbability = "
353 "(variance / (variance + d * d));"); 356 "(variance / (variance + d * d));");
354 357
355 SkString clamp("clamp"); 358 SkString clamp("clamp");
356 clamp.appendf("%d", i); 359 clamp.appendf("%d", i);
357 360
358 // choosing between light artifacts or correct shape sha dows 361 // choosing between light artifacts or correct shape sha dows
359 // linstep 362 // linstep
360 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /" 363 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /"
361 "(1 - %s), 0, 1);", 364 "(1 - %s), 0, 1);",
362 clamp.c_str(), shBiasUniName, s hBiasUniName); 365 clamp.c_str(), shBiasUniName, s hBiasUniName);
363 366
364 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str()); 367 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str());
365 } else { 368 } else {
366 fragBuilder->codeAppendf("if (%s.b >= %s.b) {", 369 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
367 povDepth.c_str(), depthMaps[i]. c_str()); 370 povDepth.c_str(), depthMaps[i]. c_str());
368 fragBuilder->codeAppendf("lightProbability = 1;"); 371 fragBuilder->codeAppendf("lightProbability = 1;");
369 fragBuilder->codeAppendf("} else { lightProbability = 0; }"); 372 fragBuilder->codeAppendf("} else { lightProbability = 0; }");
370 } 373 }
371 374
372 // VSM: The curved shadows near plane edges are artifacts fr om blurring 375 // VSM: The curved shadows near plane edges are artifacts fr om blurring
373 fragBuilder->codeAppendf("}"); 376 fragBuilder->codeAppendf("}");
374 fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * " 377 fragBuilder->codeAppendf("totalLightColor += %s.z * %s * "
375 "lightProbability;", 378 "lightProbabilit y;",
376 totalLightColor.c_str(),
377 lightDirOrPosUniName[i], 379 lightDirOrPosUniName[i],
378 lightColorUniName[i]); 380 lightColorUniName[i]);
379 } else { 381 } else {
380 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal. 382 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal.
381 fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /" 383 fragBuilder->codeAppendf("totalLightColor += max(fragToLight %d.z, 0) * %s /"
382 "(1 + distsq%d / (%s * %s));" , 384 "(1 + distsq%d); ",
383 totalLightColor.c_str(), i, 385 i, lightColorUniName[i], i);
384 lightColorUniName[i], i,
385 lightIntensityUniName[i],
386 lightIntensityUniName[i]);
387 } 386 }
388 } 387 }
389 388
390 fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambie ntColorUniName); 389 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me);
391 390 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);",
392 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", 391 args.fOutputColor);
393 totalLightColor.c_str());
394
395 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or);
396 } 392 }
397 393
398 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 394 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
399 GrProcessorKeyBuilder* b) { 395 GrProcessorKeyBuilder* b) {
400 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); 396 const ShadowFP& shadowFP = proc.cast<ShadowFP>();
401 b->add32(shadowFP.fNumNonAmbLights); 397 b->add32(shadowFP.fNumNonAmbLights);
402 int isPL = 0; 398 int isPL = 0;
403 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { 399 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
404 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); 400 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
405 } 401 }
(...skipping 11 matching lines...) Expand all
417 pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX); 413 pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
418 fLightDirOrPos[i] = lightDirOrPos; 414 fLightDirOrPos[i] = lightDirOrPos;
419 } 415 }
420 416
421 const SkColor3f& lightColor = shadowFP.lightColor(i); 417 const SkColor3f& lightColor = shadowFP.lightColor(i);
422 if (lightColor != fLightColor[i]) { 418 if (lightColor != fLightColor[i]) {
423 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX); 419 pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
424 fLightColor[i] = lightColor; 420 fLightColor[i] = lightColor;
425 } 421 }
426 422
427 SkScalar lightIntensity = shadowFP.lightIntensity(i);
428 if (lightIntensity != fLightIntensity[i]) {
429 pdman.set1f(fLightIntensityUni[i], lightIntensity);
430 fLightIntensity[i] = lightIntensity;
431 }
432
433 int depthMapWidth = shadowFP.depthMapWidth(i); 423 int depthMapWidth = shadowFP.depthMapWidth(i);
434 if (depthMapWidth != fDepthMapWidth[i]) { 424 if (depthMapWidth != fDepthMapWidth[i]) {
435 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth); 425 pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
436 fDepthMapWidth[i] = depthMapWidth; 426 fDepthMapWidth[i] = depthMapWidth;
437 } 427 }
438 int depthMapHeight = shadowFP.depthMapHeight(i); 428 int depthMapHeight = shadowFP.depthMapHeight(i);
439 if (depthMapHeight != fDepthMapHeight[i]) { 429 if (depthMapHeight != fDepthMapHeight[i]) {
440 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight); 430 pdman.set1i(fDepthMapHeightUni[i], depthMapHeight);
441 fDepthMapHeight[i] = depthMapHeight; 431 fDepthMapHeight[i] = depthMapHeight;
442 } 432 }
443 } 433 }
444 434
445 SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant; 435 SkScalar biasingConstant = shadowFP.shadowParams().fBiasingConstant;
446 if (biasingConstant != fBiasingConstant) { 436 if (biasingConstant != fBiasingConstant) {
447 pdman.set1f(fBiasingConstantUni, biasingConstant); 437 pdman.set1f(fBiasingConstantUni, biasingConstant);
448 fBiasingConstant = biasingConstant; 438 fBiasingConstant = biasingConstant;
449 } 439 }
450 440
451 SkScalar minVariance = shadowFP.shadowParams().fMinVariance; 441 SkScalar minVariance = shadowFP.shadowParams().fMinVariance;
452 if (minVariance != fMinVariance) { 442 if (minVariance != fMinVariance) {
453 pdman.set1f(fMinVarianceUni, minVariance); 443 // transform variance from pixel-scale to normalized scale
454 fMinVariance = minVariance; 444 pdman.set1f(fMinVarianceUni, minVariance / 65536.0f);
445 fMinVariance = minVariance / 65536.0f;
455 } 446 }
456 447
457 int width = shadowFP.width(); 448 int width = shadowFP.width();
458 if (width != fWidth) { 449 if (width != fWidth) {
459 pdman.set1i(fWidthUni, width); 450 pdman.set1i(fWidthUni, width);
460 fWidth = width; 451 fWidth = width;
461 } 452 }
462 int height = shadowFP.height(); 453 int height = shadowFP.height();
463 if (height != fHeight) { 454 if (height != fHeight) {
464 pdman.set1i(fHeightUni, height); 455 pdman.set1i(fHeightUni, height);
465 fHeight = height; 456 fHeight = height;
466 } 457 }
467 458
468 const SkColor3f& ambientColor = shadowFP.ambientColor(); 459 const SkColor3f& ambientColor = shadowFP.ambientColor();
469 if (ambientColor != fAmbientColor) { 460 if (ambientColor != fAmbientColor) {
470 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); 461 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
471 fAmbientColor = ambientColor; 462 fAmbientColor = ambientColor;
472 } 463 }
473 } 464 }
474 465
475 private: 466 private:
476 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; 467 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
477 GrGLSLProgramDataManager::UniformHandle 468 GrGLSLProgramDataManager::UniformHandle
478 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; 469 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights];
479 470
480 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; 471 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
481 GrGLSLProgramDataManager::UniformHandle 472 GrGLSLProgramDataManager::UniformHandle
482 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; 473 fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
483 474
484 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
485 GrGLSLProgramDataManager::UniformHandle
486 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights];
487
488 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; 475 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
489 GrGLSLProgramDataManager::UniformHandle 476 GrGLSLProgramDataManager::UniformHandle
490 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; 477 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
491 478
492 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 479 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
493 GrGLSLProgramDataManager::UniformHandle 480 GrGLSLProgramDataManager::UniformHandle
494 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; 481 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights];
495 482
496 int fWidth; 483 int fWidth;
497 GrGLSLProgramDataManager::UniformHandle fWidthUni; 484 GrGLSLProgramDataManager::UniformHandle fWidthUni;
(...skipping 25 matching lines...) Expand all
523 return fIsPointLight[i]; 510 return fIsPointLight[i];
524 } 511 }
525 const SkVector3& lightDirOrPos(int i) const { 512 const SkVector3& lightDirOrPos(int i) const {
526 SkASSERT(i < fNumNonAmbLights); 513 SkASSERT(i < fNumNonAmbLights);
527 return fLightDirOrPos[i]; 514 return fLightDirOrPos[i];
528 } 515 }
529 const SkVector3& lightColor(int i) const { 516 const SkVector3& lightColor(int i) const {
530 SkASSERT(i < fNumNonAmbLights); 517 SkASSERT(i < fNumNonAmbLights);
531 return fLightColor[i]; 518 return fLightColor[i];
532 } 519 }
533 SkScalar lightIntensity(int i) const {
534 SkASSERT(i < fNumNonAmbLights);
535 return fLightIntensity[i];
536 }
537
538 int depthMapWidth(int i) const { 520 int depthMapWidth(int i) const {
539 SkASSERT(i < fNumNonAmbLights); 521 SkASSERT(i < fNumNonAmbLights);
540 return fDepthMapWidth[i]; 522 return fDepthMapWidth[i];
541 } 523 }
542 int depthMapHeight(int i) const { 524 int depthMapHeight(int i) const {
543 SkASSERT(i < fNumNonAmbLights); 525 SkASSERT(i < fNumNonAmbLights);
544 return fDepthMapHeight[i]; 526 return fDepthMapHeight[i];
545 } 527 }
546 int width() const {return fWidth; } 528 int width() const {return fWidth; }
547 int height() const {return fHeight; } 529 int height() const {return fHeight; }
(...skipping 10 matching lines...) Expand all
558 return false; 540 return false;
559 } 541 }
560 542
561 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { 543 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) {
562 return false; 544 return false;
563 } 545 }
564 546
565 for (int i = 0; i < fNumNonAmbLights; i++) { 547 for (int i = 0; i < fNumNonAmbLights; i++) {
566 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || 548 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
567 fLightColor[i] != shadowFP.fLightColor[i] || 549 fLightColor[i] != shadowFP.fLightColor[i] ||
568 fLightIntensity[i] != shadowFP.fLightIntensity[i] ||
569 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { 550 fIsPointLight[i] != shadowFP.fIsPointLight[i]) {
570 return false; 551 return false;
571 } 552 }
572 553
573 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || 554 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] ||
574 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { 555 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) {
575 return false; 556 return false;
576 } 557 }
577 } 558 }
578 559
579 return true; 560 return true;
580 } 561 }
581 562
582 int fNumNonAmbLights; 563 int fNumNonAmbLights;
583 564
584 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; 565 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
585 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; 566 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
586 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; 567 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
587 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
588 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; 568 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
589 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; 569 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
590 570
591 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; 571 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
592 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; 572 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights];
593 573
594 int fHeight; 574 int fHeight;
595 int fWidth; 575 int fWidth;
596 576
597 SkShadowParams fShadowParams; 577 SkShadowParams fShadowParams;
(...skipping 238 matching lines...) Expand 10 before | Expand all | Expand 10 after
836 816
837 /////////////////////////////////////////////////////////////////////////////// 817 ///////////////////////////////////////////////////////////////////////////////
838 818
839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 819 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 820 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 821 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
842 822
843 /////////////////////////////////////////////////////////////////////////////// 823 ///////////////////////////////////////////////////////////////////////////////
844 824
845 #endif 825 #endif
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