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Unified Diff: src/core/SkShadowShader.cpp

Issue 2311223004: added in radial shadows (Closed)
Patch Set: moving lights Created 4 years, 3 months ago
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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];
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