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

Issue 2297693002: made raster shadows variance shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
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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722 if (light.type() == SkLights::Light::kDirectional_LightType) { 722 if (light.type() == SkLights::Light::kDirectional_LightType) {
723 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel 723 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
724 724
725 int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth); 725 int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth);
726 int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth); 726 int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth);
727 727
728 int shX = SkClampMax(x + i + xOffset, light.getShadowMap()-> width() - 1); 728 int shX = SkClampMax(x + i + xOffset, light.getShadowMap()-> width() - 1);
729 int shY = SkClampMax(y + yOffset, light.getShadowMap()->heig ht() - 1); 729 int shY = SkClampMax(y + yOffset, light.getShadowMap()->heig ht() - 1);
730 730
731 int shDepth = 0; 731 int shDepth = 0;
732 int shDepthsq = 0;
732 733
733 // pixmaps that point to things have nonzero heights 734 // pixmaps that point to things have nonzero heights
734 if (fShadowMapPixels[l].height() > 0) { 735 if (fShadowMapPixels[l].height() > 0) {
735 uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY); 736 uint32_t pix = *fShadowMapPixels[l].addr32(shX, shY);
736 SkColor shColor(pix); 737 SkColor shColor(pix);
737 738
738 shDepth = SkColorGetB(shColor); 739 shDepth = SkColorGetB(shColor);
740 shDepthsq = SkColorGetG(shColor) * 256;
739 } else { 741 } else {
740 // Make lights w/o a shadow map receive the full light c ontribution 742 // Make lights w/o a shadow map receive the full light c ontribution
741 shDepth = pvDepth; 743 shDepth = pvDepth;
robertphillips 2016/08/30 16:48:37 It seems like you don't have to compute the square
vjiaoblack 2016/08/30 17:01:26 Ah right. I guess it'll fail the next if case
744 shDepthsq = shDepth * shDepth;
742 } 745 }
743 746
robertphillips 2016/08/30 16:48:37 I expect a "if (blurAlgorithm == SkShadowParams::k
vjiaoblack 2016/08/30 17:01:26 That doesn't need to be here. If the shadow map i
robertphillips 2016/08/30 17:04:39 The variance path is far more expensive than the n
744 if (pvDepth >= shDepth) { 747 SkScalar lightProb = 1.0f;
745 // assume object normals are pointing straight up 748 if (pvDepth < shDepth) {
746 totalLight.fX += light.dir().fZ * light.color().fX; 749 int variance = SkTMax(shDepthsq - shDepth * shDepth,
747 totalLight.fY += light.dir().fZ * light.color().fY; 750 lightShader.fShadowParams.fMinVari ance);
748 totalLight.fZ += light.dir().fZ * light.color().fZ; 751 int d = pvDepth - shDepth;
752
753 lightProb = (SkScalar) variance / ((SkScalar) (variance + d * d));
754
robertphillips 2016/08/30 16:48:37 This formula is a bit hard to parse with the given
vjiaoblack 2016/08/30 17:01:26 Done.
755 lightProb = SkMaxScalar((lightProb -
756 lightShader.fShadowParams.fBias ingConstant) /
757 (1.0f -
758 lightShader.fShadowParams.fBias ingConstant),
759 0.0f);
749 } 760 }
761
762 // assume object normals are pointing straight up
763 totalLight.fX += light.dir().fZ * light.color().fX * lightPr ob;
764 totalLight.fY += light.dir().fZ * light.color().fY * lightPr ob;
765 totalLight.fZ += light.dir().fZ * light.color().fZ * lightPr ob;
750 } else { 766 } else {
751 totalLight += light.color(); 767 totalLight += light.color();
752 } 768 }
753 } 769 }
754 770
755 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota lLight.fX, 771 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota lLight.fX,
756 SkColorGetG(diffColor) * tota lLight.fY, 772 SkColorGetG(diffColor) * tota lLight.fY,
757 SkColorGetB(diffColor) * tota lLight.fZ); 773 SkColorGetB(diffColor) * tota lLight.fZ);
758 774
759 result[i] = convert(totalColor, SkColorGetA(diffColor)); 775 result[i] = convert(totalColor, SkColorGetA(diffColor));
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872 888
873 /////////////////////////////////////////////////////////////////////////////// 889 ///////////////////////////////////////////////////////////////////////////////
874 890
875 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 891 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
876 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 892 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
877 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 893 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
878 894
879 /////////////////////////////////////////////////////////////////////////////// 895 ///////////////////////////////////////////////////////////////////////////////
880 896
881 #endif 897 #endif
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