Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index b1f49b851d775877d6c711db3089a5456abf44a6..141128f2a4434695aaa35fc2ce09bef7162dc2a2 100644 |
--- a/src/core/SkShadowShader.cpp |
+++ b/src/core/SkShadowShader.cpp |
@@ -118,12 +118,12 @@ public: |
if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { |
fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
- if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { |
- fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); |
- fLightIntensity[fNumNonAmbLights] = 0.0f; |
- } else if (SkLights::Light::kPoint_LightType == lights->light(i).type()) { |
+ if (SkLights::Light::kPoint_LightType == lights->light(i).type()) { |
fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); |
fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity(); |
jvanverth1
2016/08/30 15:55:42
Suggestion: allow SkLight to have color and intens
vjiaoblack
2016/08/30 16:52:18
Done.
|
+ } else { |
+ fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); |
+ fLightIntensity[fNumNonAmbLights] = 0.0f; |
} |
fIsPointLight[fNumNonAmbLights] = |
@@ -174,11 +174,20 @@ public: |
const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
- const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
+ const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLights] = |
+ {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.
|
+ |
+ const char* ambientColorUniName = nullptr; |
const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
+ const char* widthUniName = nullptr; // dimensions of povDepth |
+ const char* heightUniName = nullptr; |
+ |
+ const char* shBiasUniName = nullptr; |
+ const char* minVarianceUniName = nullptr; |
+ // setting uniforms |
for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { |
SkString lightDirOrPosUniNameStr("lightDir"); |
lightDirOrPosUniNameStr.appendf("%d", i); |
@@ -221,9 +230,6 @@ public: |
&depthMapHeightUniName[i]); |
} |
- const char* shBiasUniName = nullptr; |
- const char* minVarianceUniName = nullptr; |
- |
fBiasingConstantUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kFloat_GrSLType, |
kDefault_GrSLPrecision, |
@@ -233,9 +239,6 @@ public: |
kDefault_GrSLPrecision, |
"minVariance", &minVarianceUniName); |
- const char* widthUniName = nullptr; |
- const char* heightUniName = nullptr; |
- |
fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
kInt_GrSLType, |
kDefault_GrSLPrecision, |
@@ -245,18 +248,37 @@ public: |
kDefault_GrSLPrecision, |
"height", &heightUniName); |
+ fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
+ kVec3f_GrSLType, kDefault_GrSLPrecision, |
+ "AmbientColor", &ambientColorUniName); |
+ |
+ SkString povDepthSampler("_povDepth"); |
SkString povDepth("povDepth"); |
- this->emitChild(0, nullptr, &povDepth, args); |
+ this->emitChild(0, nullptr, &povDepthSampler, args); |
+ fragBuilder->codeAppendf("vec4 %s = %s;", povDepth.c_str(), povDepthSampler.c_str()); |
+ SkString diffuseColorSampler("_inDiffuseColor"); |
SkString diffuseColor("inDiffuseColor"); |
- this->emitChild(1, nullptr, &diffuseColor, args); |
+ this->emitChild(1, nullptr, &diffuseColorSampler, args); |
+ fragBuilder->codeAppendf("vec4 %s = %s;", diffuseColor.c_str(), |
+ diffuseColorSampler.c_str()); |
SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; |
+ fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str()); |
+ fragBuilder->codeAppend ("vec3 totalLightColor = vec3(0);"); |
+ |
+ // probability that a fragment is lit. For each light, we multiply this by the |
+ // light's color to get its contribution to totalLightColor. |
+ fragBuilder->codeAppend ("float lightProbability;"); |
+ |
+ // coordinates of current fragment in world space |
+ fragBuilder->codeAppend ("vec3 worldCor;"); |
+ |
// Multiply by 255 to transform from sampler coordinates to world |
// coordinates (since 1 channel is 0xFF) |
- fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stage0 * " |
- "vec2(%s, %s), %s.b * 255);", |
+ 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
|
+ "vec2(%s, %s), %s.b * 255);", |
widthUniName, heightUniName, povDepth.c_str()); |
// Applies the offset indexing that goes from our view space into the light's space. |
@@ -273,72 +295,63 @@ public: |
SkString scaleVec("scaleVec"); |
scaleVec.appendf("%d", i); |
- SkString scaleOffsetVec("scaleOffsetVec"); |
- scaleOffsetVec.appendf("%d", i); |
- |
fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); |
+ // note that we flip the y-coord of the offset and then later add |
+ // a value just to the y-coord of povCoord. This is to account for |
+ // the shifted origins from switching from raster into GPU. |
if (shadowFP.fIsPointLight[i]) { |
fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;", |
i, lightDirOrPosUniName[i]); |
fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d, fragToLight%d);" |
"fragToLight%d = normalize(fragToLight%d);", |
i, i, i, i, i); |
- fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worldCor.y - %s.y)*" |
- "(povDepth.b) / vec2(%s, %s);", |
+ fragBuilder->codeAppendf("%s = vec2(worldCor.x - %s.x, %s.y - worldCor.y) * " |
+ "povDepth.b;", |
offset.c_str(), lightDirOrPosUniName[i], |
- lightDirOrPosUniName[i], |
- widthUniName, heightUniName); |
+ lightDirOrPosUniName[i]); |
} else { |
- fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);", |
- offset.c_str(), lightDirOrPosUniName[i], |
- widthUniName, heightUniName); |
+ fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2(255.0, -255.0);", |
+ offset.c_str(), lightDirOrPosUniName[i]); |
} |
- fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));", |
- scaleVec.c_str(), |
+ fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *" |
+ "vMatrixCoord_0_1_Stage0 +" |
+ "vec2(0,%s - %s)" |
+ " + " |
+ "%s) / vec2(%s, %s);", |
+ povCoord.c_str(), |
widthUniName, heightUniName, |
+ depthMapHeightUniName[i], heightUniName, |
+ offset.c_str(), |
depthMapWidthUniName[i], depthMapHeightUniName[i]); |
- 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;", |
- 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(), |
kVec2f_GrSLType); |
} |
- const char* ambientColorUniName = nullptr; |
- fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
- kVec3f_GrSLType, kDefault_GrSLPrecision, |
- "AmbientColor", &ambientColorUniName); |
- |
- fragBuilder->codeAppendf("vec4 resultDiffuseColor = %s;", diffuseColor.c_str()); |
- |
- SkString totalLightColor("totalLightColor"); |
- fragBuilder->codeAppendf("vec3 %s = vec3(0,0,0);", totalLightColor.c_str()); |
+ // helper variables for calculating shadowing |
- fragBuilder->codeAppendf("float lightProbability;"); |
+ // variance of depth at this fragment in the context of surrounding area |
+ // (area size and weighting dependent on blur size and type) |
fragBuilder->codeAppendf("float variance;"); |
+ |
+ // the difference in depth between the user POV and light POV. |
fragBuilder->codeAppendf("float d;"); |
+ // add up light contributions from all lights to totalLightColor |
for (int i = 0; i < numLights; i++) { |
if (!shadowFP.isPointLight(i)) { |
fragBuilder->codeAppendf("lightProbability = 1;"); |
- // 1/512 is less than half a pixel; imperceptible |
- fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {", |
+ // 1/512 == .00195... is less than half a pixel; imperceptible |
+ fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {", |
povDepth.c_str(), depthMaps[i].c_str()); |
if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) { |
- fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 255," |
- "%s.g * 255 * 256 );", |
+ // 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
|
+ // (i.e. between 0 and 1) |
+ fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g);", |
i, depthMaps[i].c_str(), depthMaps[i].c_str()); |
// variance biasing lessens light bleeding |
@@ -347,7 +360,7 @@ public: |
"%s);", i, i, i, |
minVarianceUniName); |
- fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x;", |
+ fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;", |
povDepth.c_str(), i); |
fragBuilder->codeAppendf("lightProbability = " |
"(variance / (variance + d * d));"); |
@@ -358,7 +371,7 @@ public: |
// choosing between light artifacts or correct shape shadows |
// linstep |
fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /" |
- "(1 - %s), 0, 1);", |
+ "(1 - %s), 0, 1);", |
clamp.c_str(), shBiasUniName, shBiasUniName); |
fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str()); |
@@ -371,28 +384,25 @@ public: |
// VSM: The curved shadows near plane edges are artifacts from blurring |
fragBuilder->codeAppendf("}"); |
- fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * " |
- "lightProbability;", |
- totalLightColor.c_str(), |
+ fragBuilder->codeAppendf("totalLightColor += %s.z * %s * " |
+ "lightProbability;", |
lightDirOrPosUniName[i], |
lightColorUniName[i]); |
} else { |
// fragToLight%d.z is equal to the fragToLight dot the surface normal. |
- fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /" |
- "(1 + distsq%d / (%s * %s));", |
- totalLightColor.c_str(), i, |
- lightColorUniName[i], i, |
- lightIntensityUniName[i], |
- lightIntensityUniName[i]); |
- } |
- } |
+ fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * " |
+ "%s * %s * 2 /" |
jvanverth1
2016/08/30 15:55:42
Why multiply by 2?
vjiaoblack
2016/08/30 16:52:18
Done.
|
+ "(1 + distsq%d);", |
+ i, lightColorUniName[i], |
+ lightIntensityUniName[i], i); |
- fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambientColorUniName); |
- fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
- totalLightColor.c_str()); |
+ } |
+ } |
- fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputColor); |
+ fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName); |
+ fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);", |
+ args.fOutputColor); |
} |
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
@@ -450,8 +460,8 @@ public: |
SkScalar minVariance = shadowFP.shadowParams().fMinVariance; |
if (minVariance != fMinVariance) { |
- pdman.set1f(fMinVarianceUni, minVariance); |
- fMinVariance = minVariance; |
+ 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?
|
+ fMinVariance = minVariance / 65536.0f; |
} |
int width = shadowFP.width(); |