Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index 13baec1fced9ae596a859ad9c67e3e6391a8fd52..59152bfc37061cab4cbb3a18cfd7d6e00bf63e52 100644 |
--- a/src/core/SkShadowShader.cpp |
+++ b/src/core/SkShadowShader.cpp |
@@ -132,6 +132,8 @@ public: |
fIsPointLight[fNumNonAmbLights] = |
SkLights::Light::kPoint_LightType == lights->light(i).type(); |
+ fIsRadialLight[fNumNonAmbLights] = lights->light(i).isRadial(); |
+ |
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap()); |
// gets deleted when the ShadowFP is destroyed, and frees the GrTexture* |
@@ -281,62 +283,82 @@ public: |
SkString povCoord("povCoord"); |
povCoord.appendf("%d", i); |
- // povDepth.b * 255 scales it to 0 - 255, bringing it to world space, |
- // and the / vec2(width, height) brings it back to a sampler coordinate |
SkString offset("offset"); |
offset.appendf("%d", i); |
- |
- SkString scaleVec("scaleVec"); |
- scaleVec.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);", |
i, i, i); |
fragBuilder->codeAppendf("%s = vec2(-fragToLight%d) * povDepth.b;", |
offset.c_str(), i); |
fragBuilder->codeAppendf("fragToLight%d = normalize(fragToLight%d);", |
i, i); |
+ } |
+ |
+ if (shadowFP.fIsRadialLight[i]) { |
+ fragBuilder->codeAppendf("vec2 %s = vec2(vMatrixCoord_0_1_Stage0.x, " |
+ "1 - vMatrixCoord_0_1_Stage0.y);\n", |
+ povCoord.c_str()); |
+ |
+ fragBuilder->codeAppendf("%s = (%s) * 2.0 - 1.0 + (vec2(%s)/vec2(%s,%s) - 0.5)" |
+ "* vec2(-2.0, 2.0);\n", |
+ povCoord.c_str(), povCoord.c_str(), |
+ lightDirOrPosUniName[i], |
+ widthUniName, heightUniName); |
+ |
+ fragBuilder->codeAppendf("float theta = atan(%s.y, %s.x);", |
+ povCoord.c_str(), povCoord.c_str()); |
+ fragBuilder->codeAppendf("float r = length(%s);", povCoord.c_str()); |
- // 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]); |
+ // map output of atan to [0, 1] |
+ fragBuilder->codeAppendf("%s.x = (theta + 3.1415) / (2.0 * 3.1415);", |
+ povCoord.c_str()); |
+ fragBuilder->codeAppendf("%s.y = 0.0;", povCoord.c_str()); |
} 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]); |
+ // 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]) { |
+ // 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->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i], |
povCoord.c_str(), |
kVec2f_GrSLType); |
- |
} |
// helper variables for calculating shadowing |
@@ -352,73 +374,88 @@ public: |
for (int i = 0; i < numLights; 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()); |
+ if (shadowFP.fIsRadialLight[i]) { |
+ fragBuilder->codeAppend("totalLightColor = vec3(0);"); |
+ |
+ fragBuilder->codeAppend("vec2 tc = vec2(povCoord0.x, 0.0);"); |
+ fragBuilder->codeAppend("float depth = texture(uTextureSampler0_Stage1," |
+ "povCoord0).b * 2.0;"); |
+ |
+ fragBuilder->codeAppendf("lightProbability = step(r, depth);"); |
+ |
+ fragBuilder->codeAppendf("if (%s.b != 0 || depth == 0) {" |
+ "lightProbability = 1.0; }", |
+ povDepth.c_str()); |
} else { |
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {", |
+ // 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()); |
- fragBuilder->codeAppendf("lightProbability = 1;"); |
- fragBuilder->codeAppendf("} else { lightProbability = 0; }"); |
- } |
+ 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 |
+ // lightDir.z is equal to the lightDir dot the surface normal. |
+ fragBuilder->codeAppendf("}"); |
+ } |
if (shadowFP.isPointLight(i)) { |
fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /" |
- "(1 + distsq%d) *" |
- "lightProbability;", |
+ "(1 + distsq%d) * lightProbability;", |
i, lightColorUniName[i], i); |
} else { |
fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lightProbability;", |
lightDirOrPosUniName[i], |
lightColorUniName[i]); |
} |
+ |
+ fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName); |
+ fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);", |
+ args.fOutputColor); |
} |
- fragBuilder->codeAppendf("totalLightColor += %s;", ambientColorUniName); |
- fragBuilder->codeAppendf("%s = resultDiffuseColor * vec4(totalLightColor, 1);", |
- args.fOutputColor); |
} |
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
GrProcessorKeyBuilder* b) { |
const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
b->add32(shadowFP.fNumNonAmbLights); |
- int isPL = 0; |
+ int isPLR = 0; |
for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { |
- isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); |
+ isPLR = isPLR | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); |
+ isPLR = isPLR | ((shadowFP.fIsRadialLight[i] ? 1 : 0) << (i+4)); |
} |
- b->add32(isPL); |
+ b->add32(isPLR); |
b->add32(shadowFP.fShadowParams.fType); |
} |
@@ -528,6 +565,10 @@ public: |
SkASSERT(i < fNumNonAmbLights); |
return fIsPointLight[i]; |
} |
+ bool isRadialLight(int i) const { |
+ SkASSERT(i < fNumNonAmbLights); |
+ return fIsRadialLight[i]; |
+ } |
const SkVector3& lightDirOrPos(int i) const { |
SkASSERT(i < fNumNonAmbLights); |
return fLightDirOrPos[i]; |
@@ -566,7 +607,8 @@ private: |
for (int i = 0; i < fNumNonAmbLights; i++) { |
if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
fLightColor[i] != shadowFP.fLightColor[i] || |
- fIsPointLight[i] != shadowFP.fIsPointLight[i]) { |
+ fIsPointLight[i] != shadowFP.fIsPointLight[i] || |
+ fIsRadialLight[i] != shadowFP.fIsRadialLight[i]) { |
return false; |
} |
@@ -582,6 +624,7 @@ private: |
int fNumNonAmbLights; |
bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
+ bool fIsRadialLight[SkShadowShader::kMaxNonAmbientLights]; |
SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |