Added distance attenuation and diffuse shading to PointLights

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2246463004

Review-Url: https://codereview.chromium.org/2246463004
This commit is contained in:
vjiaoblack 2016-08-26 08:49:46 -07:00 committed by Commit bot
parent 6a3976114d
commit 56f33ea2ac
5 changed files with 292 additions and 182 deletions

View File

@ -30,14 +30,16 @@ public:
Light(const Light& other)
: fType(other.fType)
, fColor(other.fColor)
, fDirection(other.fDirection)
, fDirOrPos(other.fDirOrPos)
, fIntensity(other.fIntensity)
, fShadowMap(other.fShadowMap) {
}
Light(Light&& other)
: fType(other.fType)
, fColor(other.fColor)
, fDirection(other.fDirection)
, fDirOrPos(other.fDirOrPos)
, fIntensity(other.fIntensity)
, fShadowMap(std::move(other.fShadowMap)) {
}
@ -47,25 +49,29 @@ public:
static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir) {
Light light(kDirectional_LightType, color, dir);
if (!light.fDirection.normalize()) {
light.fDirection.set(0.0f, 0.0f, 1.0f);
if (!light.fDirOrPos.normalize()) {
light.fDirOrPos.set(0.0f, 0.0f, 1.0f);
}
return light;
}
static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) {
return Light(kPoint_LightType, color, pos);
static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity) {
return Light(kPoint_LightType, color, pos, intensity);
}
LightType type() const { return fType; }
const SkColor3f& color() const { return fColor; }
const SkVector3& dir() const {
SkASSERT(kDirectional_LightType == fType);
return fDirection;
return fDirOrPos;
}
const SkPoint3& pos() const {
SkASSERT(kPoint_LightType == fType);
return fDirection;
return fDirOrPos;
}
SkScalar intensity() const {
SkASSERT(kPoint_LightType == fType);
return fIntensity;
}
void setShadowMap(sk_sp<SkImage> shadowMap) {
@ -83,7 +89,8 @@ public:
fColor = b.fColor;
fType = b.fType;
fDirection = b.fDirection;
fDirOrPos = b.fDirOrPos;
fIntensity = b.fIntensity;
fShadowMap = b.fShadowMap;
return *this;
}
@ -95,8 +102,9 @@ public:
return (fColor == b.fColor) &&
(fType == b.fType) &&
(fDirection == b.fDirection) &&
(fShadowMap == b.fShadowMap);
(fDirOrPos == b.fDirOrPos) &&
(fShadowMap == b.fShadowMap) &&
(fIntensity == b.fIntensity);
}
bool operator!= (const Light& b) { return !(this->operator==(b)); }
@ -104,16 +112,22 @@ public:
private:
LightType fType;
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
SkVector3 fDirection; // For directional lights, holds the direction towards the
SkVector3 fDirOrPos; // For directional lights, holds the direction towards the
// light (+Z is out of the screen).
// If degenerate, it will be replaced with (0, 0, 1).
// For point lights, holds location of point light
SkScalar fIntensity; // For point lights, dictates the light intensity.
// Simply a multiplier to the final light output value.
sk_sp<SkImage> fShadowMap;
Light(LightType type, const SkColor3f& color, const SkVector3& dir) {
Light(LightType type, const SkColor3f& color,
const SkVector3& dir, SkScalar intensity = 0.0f) {
fType = type;
fColor = color;
fDirection = dir;
fDirOrPos = dir;
fIntensity = intensity;
}
};

View File

@ -15,16 +15,17 @@
class ShadowingView : public SampleView {
public:
ShadowingView() {
ShadowingView()
: fSceneChanged(true)
, fLightsChanged(true)
, fMoveLight(false)
, fClearShadowMaps(false)
, fSelectedRectID(-1)
, fSelectedSliderID(-1)
, fLightDepth(300.0f) {
this->setBGColor(0xFFCCCCCC);
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
SkVector3::Make(0.2f, 0.05f, 1.0f)));
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
SkVector3::Make(0.05f, 0.2f, 1.0f)));
builder.add(SkLights::Light::MakeAmbient(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
fLights = builder.finish();
this->updateLights(200, 200);
fTestRects[0].fColor = 0xFFEE8888;
fTestRects[0].fDepth = 80;
@ -50,16 +51,7 @@ public:
fSliders[2].fOffset = 0.0f;
fSliders[2].fScale = 0.0025f;
fSceneChanged = true;
fLightsChanged = true;
fSelectedRect = -1;
fSelectedSlider = -1;
fMoveLight = false;
fClearShadowMaps = false;
fShadowParams.fShadowRadius = 2.0f;
fShadowParams.fShadowRadius = 4.0f;
fShadowParams.fBiasingConstant = 0.3f;
fShadowParams.fMinVariance = 1024;
fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
@ -85,6 +77,9 @@ protected:
// the shadow maps will be re-generated according to the new backend.
fClearShadowMaps = true;
break;
case 'q':
fLightDepth += 5.0f;
fMoveLight = true;
case 'B':
if (SkShadowParams::kVariance_ShadowType == fShadowParams.fType) {
fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
@ -94,6 +89,10 @@ protected:
}
fLightsChanged = true;
break;
case 'w':
fLightDepth -= 5.0f;
fMoveLight = true;
break;
default:
break;
}
@ -160,12 +159,29 @@ protected:
return new SkView::Click(this);
}
void updateFromSelectedSlider() {
SkScalar newValue = fSliders[fSelectedSlider].fGeometry.fLeft *
fSliders[fSelectedSlider].fScale +
fSliders[fSelectedSlider].fOffset;
void updateLights(int x, int y) {
SkLights::Builder builder;
builder.add(SkLights::Light::MakePoint(SkColor3f::Make(0.2f, 0.4f, 0.6f),
SkVector3::Make(x - 50,
350 - y,
fLightDepth),
1024));
builder.add(SkLights::Light::MakePoint(SkColor3f::Make(0.6f, 0.4f, 0.2f),
SkVector3::Make(x + 50,
450 - y,
fLightDepth),
1024));
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.2f, 0.2f),
SkVector3::Make(0.2f, 0.2f, 1.0f)));
fLights = builder.finish();
}
switch (fSelectedSlider) {
void updateFromSelectedSlider() {
SkScalar newValue = fSliders[fSelectedSliderID].fGeometry.fLeft *
fSliders[fSelectedSliderID].fScale +
fSliders[fSelectedSliderID].fOffset;
switch (fSelectedSliderID) {
case 0:
fShadowParams.fShadowRadius = newValue;
break;
@ -189,24 +205,7 @@ protected:
if (fMoveLight) {
if (dx != 0 || dy != 0) {
float recipX = 1.0f / kWidth;
float recipY = 1.0f / kHeight;
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(
SkColor3f::Make(0.2f, 0.3f, 0.4f),
SkVector3::Make(0.2f + (200.0f - x) * recipX,
0.05f + (200.0f - y) * recipY,
1.0f)));
builder.add(SkLights::Light::MakeDirectional(
SkColor3f::Make(0.4f, 0.3f, 0.2f),
SkVector3::Make(0.05f + (200.0f - x) * recipX,
0.2f + (200.0f - y) * recipY,
1.0f)));
builder.add(SkLights::Light::MakeAmbient(
SkColor3f::Make(0.4f, 0.4f, 0.4f)));
fLights = builder.finish();
this->updateLights(x, y);
fLightsChanged = true;
this->inval(nullptr);
}
@ -214,21 +213,21 @@ protected:
}
if (click->fState == Click::State::kUp_State) {
fSelectedRect = -1;
fSelectedSlider = -1;
fSelectedRectID = -1;
fSelectedSliderID = -1;
return true;
}
if (fSelectedRect > -1) {
fTestRects[fSelectedRect].fGeometry.offset(dx, dy);
if (fSelectedRectID > -1) {
fTestRects[fSelectedRectID].fGeometry.offset(dx, dy);
fSceneChanged = true;
this->inval(nullptr);
return true;
}
if (fSelectedSlider > -1) {
fSliders[fSelectedSlider].fGeometry.offset(dx, 0);
if (fSelectedSliderID > -1) {
fSliders[fSelectedSliderID].fGeometry.offset(dx, 0);
this->updateFromSelectedSlider();
@ -240,7 +239,7 @@ protected:
// assume last elements are highest
for (int i = kNumTestRects - 1; i >= 0; i--) {
if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
fSelectedRect = i;
fSelectedRectID = i;
fTestRects[i].fGeometry.offset(dx, dy);
fSceneChanged = true;
@ -251,7 +250,7 @@ protected:
for (int i = 0; i <= kNumSliders; i++) {
if (fSliders[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
fSelectedSlider = i;
fSelectedSliderID = i;
fSliders[i].fGeometry.offset(dx, 0);
this->updateFromSelectedSlider();
@ -273,24 +272,26 @@ private:
static const int kWidth = 400;
static const int kHeight = 400;
bool fSceneChanged;
bool fLightsChanged;
bool fMoveLight;
bool fClearShadowMaps;
struct {
SkRect fGeometry;
int fDepth;
SkColor fColor;
} fTestRects[kNumTestRects];
int fSelectedRect;
int fSelectedRectID;
struct {
SkRect fGeometry;
SkScalar fOffset;
SkScalar fScale;
} fSliders[kNumSliders];
int fSelectedSlider;
int fSelectedSliderID;
bool fClearShadowMaps;
bool fMoveLight;
bool fSceneChanged;
bool fLightsChanged;
SkScalar fLightDepth;
sk_sp<SkPicture> fPicture;
SkShadowParams fShadowParams;

View File

@ -29,6 +29,10 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
if (!buf.readScalarArray(&dirOrPos.fX, 3)) {
return nullptr;
}
SkScalar intensity = 0.0f;
if (isPoint) {
intensity = buf.readScalar();
}
sk_sp<SkImage> depthMap;
bool hasShadowMap = buf.readBool();
@ -39,7 +43,7 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
}
if (isPoint) {
Light light = Light::MakePoint(color, dirOrPos);
Light light = Light::MakePoint(color, dirOrPos, intensity);
light.setShadowMap(depthMap);
builder.add(light);
} else {
@ -66,7 +70,12 @@ void SkLights::flatten(SkWriteBuffer& buf) const {
buf.writeBool(isPoint);
buf.writeScalarArray(&light.color().fX, 3);
if (!isAmbient) {
buf.writeScalarArray(&light.dir().fX, 3);
if (isPoint) {
buf.writeScalarArray(&light.pos().fX, 3);
buf.writeScalar(light.intensity());
} else {
buf.writeScalarArray(&light.dir().fX, 3);
}
bool hasShadowMap = light.getShadowMap() != nullptr;
buf.writeBool(hasShadowMap);
if (hasShadowMap) {

View File

@ -114,26 +114,35 @@ public:
// fuse all ambient lights into a single one
fAmbientColor.set(0.0f, 0.0f, 0.0f);
fNumDirLights = 0; // refers to directional lights.
fNumNonAmbLights = 0; // count of non-ambient lights
for (int i = 0; i < lights->numLights(); ++i) {
if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
fAmbientColor += lights->light(i).color();
} else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
fLightColor[fNumDirLights] = lights->light(i).color();
fLightDir[fNumDirLights] = lights->light(i).dir();
} else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
fLightColor[fNumNonAmbLights] = lights->light(i).color();
if (lights->light(i).type() == SkLights::Light::kPoint_LightType) {
fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
} else {
fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
fLightIntensity[fNumNonAmbLights] = 0.0f;
}
fIsPointLight[fNumNonAmbLights] =
SkLights::Light::kPoint_LightType == lights->light(i).type();
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
// gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
GrTextureParams::ClampNoFilter(),
SkSourceGammaTreatment::kIgnore));
fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]);
fDepthMapHeight[fNumDirLights] = shadowMap->height();
fDepthMapWidth[fNumDirLights] = shadowMap->width();
fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
fNumDirLights++;
fNumNonAmbLights++;
}
}
@ -152,51 +161,54 @@ public:
GLSLShadowFP() { }
void emitCode(EmitArgs& args) override {
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
// add uniforms
int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
int32_t numLights = shadowFP.fNumNonAmbLights;
SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType;
int blurAlgorithm = shadowFP.fShadowParams.fType;
const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights]
= {nullptr};
const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights]
= {nullptr};
const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
SkString lightDirUniNameBase("lightDir");
SkString lightColorUniNameBase("lightColor");
SkString depthMapWidthUniNameBase("dmapWidth");
SkString depthMapHeightUniNameBase("dmapHeight");
for (int i = 0; i < numLights; i++) {
SkString lightDirUniNameStr(lightDirUniNameBase);
lightDirUniNameStr.appendf("%d", i);
SkString lightColorUniNameStr(lightColorUniNameBase);
for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
SkString lightDirOrPosUniNameStr("lightDir");
lightDirOrPosUniNameStr.appendf("%d", i);
SkString lightColorUniNameStr("lightColor");
lightColorUniNameStr.appendf("%d", i);
SkString lightIntensityUniNameStr("lightIntensity");
lightIntensityUniNameStr.appendf("%d", i);
SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
SkString depthMapWidthUniNameStr("dmapWidth");
depthMapWidthUniNameStr.appendf("%d", i);
SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
SkString depthMapHeightUniNameStr("dmapHeight");
depthMapHeightUniNameStr.appendf("%d", i);
fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightDirUniNameStr.c_str(),
&lightDirUniName[i]);
lightDirOrPosUniNameStr.c_str(),
&lightDirOrPosUniName[i]);
fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightColorUniNameStr.c_str(),
&lightColorUniName[i]);
fLightIntensityUni[i] =
uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType,
kDefault_GrSLPrecision,
lightIntensityUniNameStr.c_str(),
&lightIntensityUniName[i]);
fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
@ -234,7 +246,6 @@ public:
kDefault_GrSLPrecision,
"height", &heightUniName);
SkString povDepth("povDepth");
this->emitChild(0, nullptr, &povDepth, args);
@ -243,15 +254,20 @@ public:
SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
for (int i = 0; i < numLights; i++) {
// Multiply by 255 to transform from sampler coordinates to world
// coordinates (since 1 channel is 0xFF)
fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
"vec2(%s, %s), %s.b * 255);",
widthUniName, heightUniName, povDepth.c_str());
// Applies the offset indexing that goes from our view space into the light's space.
for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
// vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
// povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
// and the / 400 brings it back to a sampler coordinate, 0 - 1
// The 400 comes from the shadowmaps GM.
// TODO use real shadowmaps size
// and the / vec2(width, height) brings it back to a sampler coordinate
SkString offset("offset");
offset.appendf("%d", i);
@ -261,20 +277,36 @@ public:
SkString scaleOffsetVec("scaleOffsetVec");
scaleOffsetVec.appendf("%d", i);
fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
offset.c_str(), lightDirUniName[i]);
fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
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(%s.x - worldCor.x, worldCor.y - %s.y)*"
"(povDepth.b) / vec2(%s, %s);",
offset.c_str(), lightDirOrPosUniName[i],
lightDirOrPosUniName[i],
widthUniName, heightUniName);
} else {
fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);",
offset.c_str(), lightDirOrPosUniName[i],
widthUniName, heightUniName);
}
fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));",
scaleVec.c_str(),
widthUniName, heightUniName,
depthMapWidthUniName[i], depthMapHeightUniName[i]);
fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
scaleOffsetVec.c_str(), scaleVec.c_str());
scaleOffsetVec.c_str(),
scaleVec.c_str());
fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
"vec2(%s.x, 0 - %s.y)) "
" * %s + vec2(0,1) * %s;\n",
"vec2(%s.x, 0 - %s.y)) "
" * %s + vec2(0,1) * %s;",
povCoord.c_str(), offset.c_str(), offset.c_str(),
scaleVec.c_str(), scaleOffsetVec.c_str());
@ -282,7 +314,6 @@ public:
povCoord.c_str(),
kVec2f_GrSLType);
}
const char* ambientColorUniName = nullptr;
@ -300,47 +331,61 @@ public:
fragBuilder->codeAppendf("float d;");
for (int i = 0; i < numLights; i++) {
fragBuilder->codeAppendf("lightProbability = 1;");
// 1/512 is less than half a pixel; imperceptible
fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
povDepth.c_str(), depthMaps[i].c_str());
if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, %s.g * 255 * 256 );",
depthMaps[i].c_str(), depthMaps[i].c_str());
// variance biasing lessens light bleeding
fragBuilder->codeAppendf("variance = max(moments.y - (moments.x * moments.x),"
"%s);", minVarianceUniName);
fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", povDepth.c_str());
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());
if (!shadowFP.isPointLight(i)) {
fragBuilder->codeAppendf("lightProbability = 1;");
fragBuilder->codeAppendf("} else { lightProbability = 0; }");
// 1/512 is less than half a pixel; imperceptible
fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
povDepth.c_str(), depthMaps[i].c_str());
if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 255,"
"%s.g * 255 * 256 );",
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 * 255) - 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
fragBuilder->codeAppendf("}");
fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * "
"lightProbability;",
totalLightColor.c_str(),
lightDirOrPosUniName[i],
lightColorUniName[i]);
} else {
// fragToLight%d.z is equal to the fragToLight dot the surface normal.
fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /"
"(1 + distsq%d / (%s * %s));",
totalLightColor.c_str(), i,
lightColorUniName[i], i,
lightIntensityUniName[i],
lightIntensityUniName[i]);
}
// VSM: The curved shadows near plane edges are mostly light bleeding.
fragBuilder->codeAppendf("}");
fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * lightProbability;",
totalLightColor.c_str(),
lightDirUniName[i],
lightColorUniName[i]);
}
fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambientColorUniName);
@ -354,7 +399,12 @@ public:
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
b->add32(shadowFP.fNumDirLights);
b->add32(shadowFP.fNumNonAmbLights);
int isPL = 0;
for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
}
b->add32(isPL);
b->add32(shadowFP.fShadowParams.fType);
}
@ -362,18 +412,25 @@ public:
void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
const ShadowFP &shadowFP = proc.cast<ShadowFP>();
for (int i = 0; i < shadowFP.fNumDirLights; i++) {
const SkVector3& lightDir = shadowFP.lightDir(i);
if (lightDir != fLightDir[i]) {
pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
fLightDir[i] = lightDir;
for (int i = 0; i < shadowFP.numLights(); i++) {
const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
if (lightDirOrPos != fLightDirOrPos[i]) {
pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
fLightDirOrPos[i] = lightDirOrPos;
}
const SkColor3f& lightColor = shadowFP.lightColor(i);
if (lightColor != fLightColor[i]) {
pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
fLightColor[i] = lightColor;
}
SkScalar lightIntensity = shadowFP.lightIntensity(i);
if (lightIntensity != fLightIntensity[i]) {
pdman.set1f(fLightIntensityUni[i], lightIntensity);
fLightIntensity[i] = lightIntensity;
}
int depthMapWidth = shadowFP.depthMapWidth(i);
if (depthMapWidth != fDepthMapWidth[i]) {
pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
@ -417,14 +474,18 @@ public:
}
private:
SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightDirUni[SkShadowShader::kMaxNonAmbientLights];
fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights];
int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
@ -456,23 +517,31 @@ public:
void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
inout->mulByUnknownFourComponents();
}
int32_t numLights() const { return fNumDirLights; }
int32_t numLights() const { return fNumNonAmbLights; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
const SkVector3& lightDir(int i) const {
SkASSERT(i < fNumDirLights);
return fLightDir[i];
bool isPointLight(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fIsPointLight[i];
}
const SkVector3& lightDirOrPos(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fLightDirOrPos[i];
}
const SkVector3& lightColor(int i) const {
SkASSERT(i < fNumDirLights);
SkASSERT(i < fNumNonAmbLights);
return fLightColor[i];
}
SkScalar lightIntensity(int i) const {
SkASSERT(i < fNumNonAmbLights);
return fLightIntensity[i];
}
int depthMapWidth(int i) const {
SkASSERT(i < fNumDirLights);
SkASSERT(i < fNumNonAmbLights);
return fDepthMapWidth[i];
}
int depthMapHeight(int i) const {
SkASSERT(i < fNumDirLights);
SkASSERT(i < fNumNonAmbLights);
return fDepthMapHeight[i];
}
int width() const {return fWidth; }
@ -485,7 +554,8 @@ private:
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) {
if (fAmbientColor != shadowFP.fAmbientColor ||
fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
return false;
}
@ -493,9 +563,11 @@ private:
return false;
}
for (int i = 0; i < fNumDirLights; i++) {
if (fLightDir[i] != shadowFP.fLightDir[i] ||
fLightColor[i] != shadowFP.fLightColor[i]) {
for (int i = 0; i < fNumNonAmbLights; i++) {
if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
fLightColor[i] != shadowFP.fLightColor[i] ||
fLightIntensity[i] != shadowFP.fLightIntensity[i] ||
fIsPointLight[i] != shadowFP.fIsPointLight[i]) {
return false;
}
@ -508,10 +580,12 @@ private:
return true;
}
int fNumDirLights;
int fNumNonAmbLights;
SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
@ -630,11 +704,19 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
accum.fX += light.color().fX * SkColorGetR(diffColor);
accum.fY += light.color().fY * SkColorGetG(diffColor);
accum.fZ += light.color().fZ * SkColorGetB(diffColor);
} else {
} else if (SkLights::Light::kDirectional_LightType == light.type()) {
// scaling by fZ accounts for lighting direction
accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor);
accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
accum.fX += light.color().makeScale(light.dir().fZ).fX *
SkColorGetR(diffColor);
accum.fY += light.color().makeScale(light.dir().fZ).fY *
SkColorGetG(diffColor);
accum.fZ += light.color().makeScale(light.dir().fZ).fZ *
SkColorGetB(diffColor);
} else {
// TODO: do point lights for raster, currently treated like ambient
accum.fX += light.color().fX * SkColorGetR(diffColor);
accum.fY += light.color().fY * SkColorGetG(diffColor);
accum.fZ += light.color().fZ * SkColorGetB(diffColor);
}
}

View File

@ -51,6 +51,10 @@ bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Ty
SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
int width, int height) {
SkASSERT(light.type() != SkLights::Light::kAmbient_LightType);
if (light.type() != SkLights::Light::kDirectional_LightType) {
return SkISize::Make(width *2 , height * 2);
}
int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
width * 2);
int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
@ -75,7 +79,7 @@ void SkShadowPaintFilterCanvas::updateMatrix() {
// It is up to the user to set the 0th light in fLights to
// the light the want to render the depth map with.
if (this->fLights->light(0).type() != SkLights::Light::kAmbient_LightType) {
if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
const SkVector3& lightDir = this->fLights->light(0).dir();
SkScalar x = lightDir.fX * this->getZ();
SkScalar y = lightDir.fY * this->getZ();