Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index 49e91d6dea912819912ac9f3a0f3708aee353328..13baec1fced9ae596a859ad9c67e3e6391a8fd52 100644 |
--- a/src/core/SkShadowShader.cpp |
+++ b/src/core/SkShadowShader.cpp |
@@ -297,27 +297,41 @@ public: |
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(worldCor.x - %s.x, %s.y - worldCor.y) * " |
- "povDepth.b;", |
- offset.c_str(), lightDirOrPosUniName[i], |
- lightDirOrPosUniName[i]); |
+ fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d, " |
+ "fragToLight%d);", |
+ i, i, i); |
+ fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDepth.b;", |
+ offset.c_str(), i); |
+ fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLight%d);", |
+ i, i); |
+ |
+ // the 0.375s are precalculated transform values, given that the depth |
+ // maps for pt lights are 4x the size (linearly) as diffuse maps. |
+ // The vec2(0.375, -0.375) is used to transform us to the center of the map. |
+ fragBuilder->codeAppendf("vec2 %s = ((vec2(%s, %s) *" |
+ "vMatrixCoord_0_1_Stage0 +" |
+ "vec2(0,%s - %s)" |
+ "+ %s) / (vec2(%s, %s))) +" |
+ "vec2(0.375, -0.375);", |
+ povCoord.c_str(), |
+ widthUniName, heightUniName, |
+ depthMapHeightUniName[i], heightUniName, |
+ offset.c_str(), |
+ depthMapWidthUniName[i], depthMapWidthUniName[i]); |
} else { |
fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * vec2(255.0, -255.0);", |
offset.c_str(), lightDirOrPosUniName[i]); |
+ |
+ 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], depthMapWidthUniName[i]); |
} |
- 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->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i], |
povCoord.c_str(), |
@@ -336,57 +350,58 @@ public: |
// 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 == .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) { |
+ // We mess with depth and depth^2 in their given scales. |
+ // (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 |
+ fragBuilder->codeAppendf("variance = max(moments%d.y - " |
+ "(moments%d.x * moments%d.x)," |
+ "%s);", i, i, i, |
+ minVarianceUniName); |
+ |
+ fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;", |
+ povDepth.c_str(), i); |
+ fragBuilder->codeAppendf("lightProbability = " |
+ "(variance / (variance + d * d));"); |
+ |
+ SkString clamp("clamp"); |
+ clamp.appendf("%d", i); |
+ |
+ // choosing between light artifacts or correct shape shadows |
+ // linstep |
+ fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /" |
+ "(1 - %s), 0, 1);", |
+ clamp.c_str(), shBiasUniName, shBiasUniName); |
+ |
+ fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str()); |
+ } else { |
+ fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
+ povDepth.c_str(), depthMaps[i].c_str()); |
fragBuilder->codeAppendf("lightProbability = 1;"); |
+ fragBuilder->codeAppendf("} else { lightProbability = 0; }"); |
+ } |
- // 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) { |
- // We mess with depth and depth^2 in their given scales. |
- // (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 |
- fragBuilder->codeAppendf("variance = max(moments%d.y - " |
- "(moments%d.x * moments%d.x)," |
- "%s);", i, i, i, |
- minVarianceUniName); |
- |
- fragBuilder->codeAppendf("d = (%s.b) - moments%d.x;", |
- povDepth.c_str(), i); |
- fragBuilder->codeAppendf("lightProbability = " |
- "(variance / (variance + d * d));"); |
- |
- SkString clamp("clamp"); |
- clamp.appendf("%d", i); |
- |
- // choosing between light artifacts or correct shape shadows |
- // linstep |
- fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /" |
- "(1 - %s), 0, 1);", |
- clamp.c_str(), shBiasUniName, shBiasUniName); |
- |
- fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str()); |
- } else { |
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
- povDepth.c_str(), depthMaps[i].c_str()); |
- fragBuilder->codeAppendf("lightProbability = 1;"); |
- fragBuilder->codeAppendf("} else { lightProbability = 0; }"); |
- } |
+ // VSM: The curved shadows near plane edges are artifacts from blurring |
+ // lightDir.z is equal to the lightDir dot the surface normal. |
+ fragBuilder->codeAppendf("}"); |
- // VSM: The curved shadows near plane edges are artifacts from blurring |
- fragBuilder->codeAppendf("}"); |
- fragBuilder->codeAppendf("totalLightColor += %s.z * %s * " |
+ if (shadowFP.isPointLight(i)) { |
+ fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /" |
+ "(1 + distsq%d) *" |
"lightProbability;", |
+ i, lightColorUniName[i], i); |
+ } else { |
+ 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("totalLightColor += max(fragToLight%d.z, 0) * %s /" |
- "(1 + distsq%d);", |
- i, lightColorUniName[i], i); |
} |
} |