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

Issue 2294323003: made point light shadows (Closed)
Patch Set: made requested 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"
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290 scaleVec.appendf("%d", i); 290 scaleVec.appendf("%d", i);
291 291
292 fragBuilder->codeAppendf("vec2 %s;", offset.c_str()); 292 fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
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 , "
301 "fragToLight%d = normalize(fragToLi ght%d);", 301 "fragToLight%d );",
302 i, i, i, i, i); 302 i, i, i);
303 fragBuilder->codeAppendf("%s = vec2(worldCor.x - %s.x, %s.y - worldCor.y) * " 303 fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDep th.b;",
304 "povDepth.b;", 304 offset.c_str(), i);
305 offset.c_str(), lightDirOrPosUniNam e[i], 305 fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLi ght%d);",
306 lightDirOrPosUniName[i]); 306 i, i);
307
robertphillips 2016/09/06 17:51:11 Where are the 0.375fs coming from ?
vjiaoblack 2016/09/06 19:30:32 Done.
308 fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
309 "vMatrixCoord_0_1_Stage0 +"
310 "vec2(0,%s - %s)"
311 "+ %s) / (vec2(%s, %s))) +"
312 "vec2(0.375, -0.375);",
313 povCoord.c_str(),
314 widthUniName, heightUniName,
315 depthMapHeightUniName[i], heightUni Name,
316 offset.c_str(),
317 depthMapWidthUniName[i], depthMapWi dthUniName[i]);
307 } else { 318 } else {
308 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2( 255.0, -255.0);", 319 fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2( 255.0, -255.0);",
309 offset.c_str(), lightDirOrPosUniNam e[i]); 320 offset.c_str(), lightDirOrPosUniNam e[i]);
321
322 fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *"
323 "vMatrixCoord_0_1_Stage0 +"
324 "vec2(0,%s - %s)"
325 "+ %s) / vec2(%s, %s));",
326 povCoord.c_str(),
327 widthUniName, heightUniName,
328 depthMapHeightUniName[i], heightUni Name,
329 offset.c_str(),
330 depthMapWidthUniName[i], depthMapWi dthUniName[i]);
310 } 331 }
311 fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) *"
312 "vMatrixCoord_0_1_Stage0 +"
313 "vec2(0,%s - %s)"
314 " + "
315 "%s) / vec2(%s, %s);",
316 povCoord.c_str(),
317 widthUniName, heightUniName,
318 depthMapHeightUniName[i], heightUniName ,
319 offset.c_str(),
320 depthMapWidthUniName[i], depthMapHeight UniName[i]);
321 332
322 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i], 333 fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSampler s[i],
323 povCoord.c_str(), 334 povCoord.c_str(),
324 kVec2f_GrSLType); 335 kVec2f_GrSLType);
325 336
326 } 337 }
327 338
328 // helper variables for calculating shadowing 339 // helper variables for calculating shadowing
329 340
330 // variance of depth at this fragment in the context of surrounding area 341 // variance of depth at this fragment in the context of surrounding area
331 // (area size and weighting dependent on blur size and type) 342 // (area size and weighting dependent on blur size and type)
332 fragBuilder->codeAppendf("float variance;"); 343 fragBuilder->codeAppendf("float variance;");
333 344
334 // the difference in depth between the user POV and light POV. 345 // the difference in depth between the user POV and light POV.
335 fragBuilder->codeAppendf("float d;"); 346 fragBuilder->codeAppendf("float d;");
336 347
337 // add up light contributions from all lights to totalLightColor 348 // add up light contributions from all lights to totalLightColor
338 for (int i = 0; i < numLights; i++) { 349 for (int i = 0; i < numLights; i++) {
339 if (!shadowFP.isPointLight(i)) { 350 fragBuilder->codeAppendf("lightProbability = 1;");
351
352 // 1/512 == .00195... is less than half a pixel; imperceptible
353 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {",
354 povDepth.c_str(), depthMaps[i].c_str()) ;
355 if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
356 // We mess with depth and depth^2 in their given scales.
357 // (i.e. between 0 and 1)
358 fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b, %s.g); ",
359 i, depthMaps[i].c_str(), depthMaps[ i].c_str());
360
361 // variance biasing lessens light bleeding
362 fragBuilder->codeAppendf("variance = max(moments%d.y - "
363 "(moments%d.x * mome nts%d.x),"
364 "%s);", i, i, i,
365 minVarianceUniName);
366
367 fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;",
368 povDepth.c_str(), i);
369 fragBuilder->codeAppendf("lightProbability = "
370 "(variance / (variance + d * d));");
371
372 SkString clamp("clamp");
373 clamp.appendf("%d", i);
374
375 // choosing between light artifacts or correct shape shadows
376 // linstep
377 fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
378 "(1 - %s), 0, 1);" ,
379 clamp.c_str(), shBiasUniName, shBia sUniName);
380
381 fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_s tr());
382 } else {
383 fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
384 povDepth.c_str(), depthMaps[i].c_st r());
340 fragBuilder->codeAppendf("lightProbability = 1;"); 385 fragBuilder->codeAppendf("lightProbability = 1;");
386 fragBuilder->codeAppendf("} else { lightProbability = 0; }") ;
387 }
341 388
342 // 1/512 == .00195... is less than half a pixel; imperceptib le 389 // VSM: The curved shadows near plane edges are artifacts from b lurring
343 fragBuilder->codeAppendf("if (%s.b <= %s.b + .001953125) {", 390 // lightDir.z is equal to the lightDir dot the surface normal.
344 povDepth.c_str(), depthMaps[i].c_st r()); 391 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());
350 392
351 // variance biasing lessens light bleeding 393 if (shadowFP.isPointLight(i)) {
352 fragBuilder->codeAppendf("variance = max(moments%d.y - " 394 fragBuilder->codeAppendf("totalLightColor += max(fragToLight %d.z, 0) * %s /"
353 "(moments%d.x * moments%d.x)," 395 "(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;", 396 "lightProbabilit y;",
397 i, lightColorUniName[i], i);
398 } else {
399 fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lig htProbability;",
383 lightDirOrPosUniName[i], 400 lightDirOrPosUniName[i],
384 lightColorUniName[i]); 401 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 } 402 }
391 } 403 }
392 404
393 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me); 405 fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniNa me);
394 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);", 406 fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightC olor, 1);",
395 args.fOutputColor); 407 args.fOutputColor);
396 } 408 }
397 409
398 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 410 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
399 GrProcessorKeyBuilder* b) { 411 GrProcessorKeyBuilder* b) {
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889 901
890 /////////////////////////////////////////////////////////////////////////////// 902 ///////////////////////////////////////////////////////////////////////////////
891 903
892 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 904 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
893 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 905 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
894 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 906 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
895 907
896 /////////////////////////////////////////////////////////////////////////////// 908 ///////////////////////////////////////////////////////////////////////////////
897 909
898 #endif 910 #endif
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