Chromium Code Reviews| Index: src/core/SkShadowShader.cpp |
| diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
| index 13baec1fced9ae596a859ad9c67e3e6391a8fd52..55dfe4d8179c7aad61bcaa802c4756bf5a8e6f35 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 +283,77 @@ 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;\n", |
| + povCoord.c_str(), 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]); |
| + fragBuilder->codeAppendf("float theta = atan(%s.y, %s.x);", |
| + povCoord.c_str(), povCoord.c_str()); |
| + fragBuilder->codeAppendf("float r = length(%s);", povCoord.c_str()); |
| + fragBuilder->codeAppendf("%s.x = (theta + 3.1415) / (2.0 * 3.1415);", |
|
jvanverth1
2016/09/08 19:57:27
// map output of atan to [0, 1] ?
vjiaoblack
2016/09/08 20:25:08
Done.
|
| + 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 +369,88 @@ 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;"); |
| + |
| + fragBuilder->codeAppendf("lightProbability = step(r, 1-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 +560,10 @@ 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 +602,8 @@ 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 +619,7 @@ private: |
| int fNumNonAmbLights; |
| bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; |
| + bool fIsRadialLight[SkShadowShader::kMaxNonAmbientLights]; |
| SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; |
| SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; |
| GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; |