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

Issue 2294323003: made point light shadows (Closed)
Patch Set: 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"
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293 293
294 // note that we flip the y-coord of the offset and then later ad d 294 // note that we flip the y-coord of the offset and then later ad d
295 // a value just to the y-coord of povCoord. This is to account f or 295 // a value just to the y-coord of povCoord. This is to account f or
296 // the shifted origins from switching from raster into GPU. 296 // the shifted origins from switching from raster into GPU.
297 if (shadowFP.fIsPointLight[i]) { 297 if (shadowFP.fIsPointLight[i]) {
298 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;", 298 fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor ;",
299 i, lightDirOrPosUniName[i]); 299 i, lightDirOrPosUniName[i]);
300 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);" 300 fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d , fragToLight%d);"
301 "fragToLight%d = normalize(fragToLi ght%d);", 301 "fragToLight%d = normalize(fragToLi ght%d);",
302 i, i, i, i, i); 302 i, i, i, i, i);
303 fragBuilder->codeAppendf("%s = vec2(worldCor.x - %s.x, %s.y - worldCor.y) * " 303 fragBuilder->codeAppendf("%s = vec2(worldCor - %s) * povDept h.b;",
304 "povDepth.b;", 304 offset.c_str(), lightDirOrPosUniNam e[i]);
305 offset.c_str(), lightDirOrPosUniNam e[i],
306 lightDirOrPosUniName[i]);
307 } else { 305 } else {
308 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2( 255.0, -255.0);", 306 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2( 255.0, -255.0);",
309 offset.c_str(), lightDirOrPosUniNam e[i]); 307 offset.c_str(), lightDirOrPosUniNam e[i]);
310 } 308 }
311 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *" 309 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *"
312 "vMatrixCoord_0_1_Stage0 +" 310 "vMatrixCoord_0_1_Stage0 +"
313 "vec2(0,%s - %s)" 311 "vec2(0,%s - %s)"
314 " + " 312 "+ %s) / vec2(%s, %s);",
315 "%s) / vec2(%s, %s);",
316 povCoord.c_str(), 313 povCoord.c_str(),
317 widthUniName, heightUniName, 314 widthUniName, heightUniName,
318 depthMapHeightUniName[i], heightUniName , 315 depthMapHeightUniName[i], heightUniName ,
319 offset.c_str(), 316 offset.c_str(),
320 depthMapWidthUniName[i], depthMapHeight UniName[i]); 317 depthMapWidthUniName[i], depthMapWidthU niName[i]);
318
319
321 320
322 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], 321 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
323 povCoord.c_str(), 322 povCoord.c_str(),
324 kVec2f_GrSLType); 323 kVec2f_GrSLType);
325 324
326 } 325 }
327 326
328 // helper variables for calculating shadowing 327 // helper variables for calculating shadowing
329 328
330 // variance of depth at this fragment in the context of surrounding area 329 // variance of depth at this fragment in the context of surrounding area
331 // (area size and weighting dependent on blur size and type) 330 // (area size and weighting dependent on blur size and type)
332 fragBuilder->codeAppendf("float variance;"); 331 fragBuilder->codeAppendf("float variance;");
333 332
334 // the difference in depth between the user POV and light POV. 333 // the difference in depth between the user POV and light POV.
335 fragBuilder->codeAppendf("float d;"); 334 fragBuilder->codeAppendf("float d;");
336 335
337 // add up light contributions from all lights to totalLightColor 336 // add up light contributions from all lights to totalLightColor
338 for (int i = 0; i < numLights; i++) { 337 for (int i = 0; i < numLights; i++) {
339 if (!shadowFP.isPointLight(i)) { 338 fragBuilder->codeAppendf("lightProbability = 1;");
339
340 // 1/512 == .00195... is less than half a pixel; imperceptible
341 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
342 povDepth.c_str(), depthMaps[i].c_str()) ;
343 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
344 // We mess with depth and depth^2 in their given scales.
345 // (i.e. between 0 and 1)
346 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g); ",
347 i, depthMaps[i].c_str(), depthMaps[ i].c_str());
348
349 // variance biasing lessens light bleeding
350 fragBuilder->codeAppendf("variance = max(moments%d.y - "
351 "(moments%d.x * mome nts%d.x),"
352 "%s);", i, i, i,
353 minVarianceUniName);
354
355 fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
356 povDepth.c_str(), i);
357 fragBuilder->codeAppendf("lightProbability = "
358 "(variance / (variance + d * d));");
359
360 SkString clamp("clamp");
361 clamp.appendf("%d", i);
362
363 // choosing between light artifacts or correct shape shadows
364 // linstep
365 fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
366 "(1 - %s), 0, 1);" ,
367 clamp.c_str(), shBiasUniName, shBia sUniName);
368
369 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s tr());
370 } else {
371 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
372 povDepth.c_str(), depthMaps[i].c_st r());
340 fragBuilder->codeAppendf("lightProbability = 1;"); 373 fragBuilder->codeAppendf("lightProbability = 1;");
374 fragBuilder->codeAppendf("} else { lightProbability = 0; }") ;
375 }
341 376
342 // 1/512 == .00195... is less than half a pixel; imperceptib le 377 // VSM: The curved shadows near plane edges are artifacts from b lurring
343 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {", 378 // lightDir.z is equal to the lightDir dot the surface normal.
344 povDepth.c_str(), depthMaps[i].c_st r()); 379 fragBuilder->codeAppendf("}");
345 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
346 // We mess with depth and depth^2 in their given scales.
347 // (i.e. between 0 and 1)
348 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s .g);",
349 i, depthMaps[i].c_str(), depthM aps[i].c_str());
350 380
351 // variance biasing lessens light bleeding 381 if (shadowFP.isPointLight(i)) {
352 fragBuilder->codeAppendf("variance = max(moments%d.y - " 382 fragBuilder->codeAppendf("totalLightColor += max(fragToLight %d.z, 0) * %s /"
353 "(moments%d.x * moments%d.x)," 383 "(1 + distsq%d) *"
354 "%s);", i, i, i,
355 minVarianceUniName);
356
357 fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
358 povDepth.c_str(), i);
359 fragBuilder->codeAppendf("lightProbability = "
360 "(variance / (variance + d * d));");
361
362 SkString clamp("clamp");
363 clamp.appendf("%d", i);
364
365 // choosing between light artifacts or correct shape sha dows
366 // linstep
367 fragBuilder->codeAppendf("float %s = clamp((lightProbabi lity - %s) /"
368 "(1 - %s), 0, 1);",
369 clamp.c_str(), shBiasUniName, s hBiasUniName);
370
371 fragBuilder->codeAppendf("lightProbability = %s;", clamp .c_str());
372 } else {
373 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
374 povDepth.c_str(), depthMaps[i]. c_str());
375 fragBuilder->codeAppendf("lightProbability = 1;");
376 fragBuilder->codeAppendf("} else { lightProbability = 0; }");
377 }
378
379 // VSM: The curved shadows near plane edges are artifacts fr om blurring
380 fragBuilder->codeAppendf("}");
381 fragBuilder->codeAppendf("totalLightColor += %s.z * %s * "
382 "lightProbabilit y;", 384 "lightProbabilit y;",
385 i, lightColorUniName[i], i);
386 } else {
387 fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lig htProbability;",
383 lightDirOrPosUniName[i], 388 lightDirOrPosUniName[i],
384 lightColorUniName[i]); 389 lightColorUniName[i]);
385 } else {
386 // fragToLight%d.z is equal to the fragToLight dot the surfa ce normal.
387 fragBuilder->codeAppendf("totalLightColor += max(fragToLight %d.z, 0) * %s /"
388 "(1 + distsq%d); ",
389 i, lightColorUniName[i], i);
390 } 390 }
391 } 391 }
392 392
393 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me); 393 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me);
394 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);", 394 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);",
395 args.fOutputColor); 395 args.fOutputColor);
396 } 396 }
397 397
398 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 398 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
399 GrProcessorKeyBuilder* b) { 399 GrProcessorKeyBuilder* b) {
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889 889
890 /////////////////////////////////////////////////////////////////////////////// 890 ///////////////////////////////////////////////////////////////////////////////
891 891
892 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 892 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
893 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 893 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
894 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 894 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
895 895
896 /////////////////////////////////////////////////////////////////////////////// 896 ///////////////////////////////////////////////////////////////////////////////
897 897
898 #endif 898 #endif
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