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
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@ -30,14 +30,16 @@ public:
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Light(const Light& other)
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: fType(other.fType)
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, fColor(other.fColor)
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, fDirection(other.fDirection)
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, fDirOrPos(other.fDirOrPos)
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, fIntensity(other.fIntensity)
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, fShadowMap(other.fShadowMap) {
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}
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Light(Light&& other)
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: fType(other.fType)
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, fColor(other.fColor)
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, fDirection(other.fDirection)
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, fDirOrPos(other.fDirOrPos)
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, fIntensity(other.fIntensity)
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, fShadowMap(std::move(other.fShadowMap)) {
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}
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@ -47,25 +49,29 @@ public:
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static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir) {
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Light light(kDirectional_LightType, color, dir);
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if (!light.fDirection.normalize()) {
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light.fDirection.set(0.0f, 0.0f, 1.0f);
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if (!light.fDirOrPos.normalize()) {
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light.fDirOrPos.set(0.0f, 0.0f, 1.0f);
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}
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return light;
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}
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static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) {
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return Light(kPoint_LightType, color, pos);
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static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity) {
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return Light(kPoint_LightType, color, pos, intensity);
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}
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LightType type() const { return fType; }
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const SkColor3f& color() const { return fColor; }
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const SkVector3& dir() const {
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SkASSERT(kDirectional_LightType == fType);
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return fDirection;
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return fDirOrPos;
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}
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const SkPoint3& pos() const {
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SkASSERT(kPoint_LightType == fType);
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return fDirection;
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return fDirOrPos;
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}
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SkScalar intensity() const {
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SkASSERT(kPoint_LightType == fType);
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return fIntensity;
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}
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void setShadowMap(sk_sp<SkImage> shadowMap) {
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@ -83,7 +89,8 @@ public:
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fColor = b.fColor;
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fType = b.fType;
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fDirection = b.fDirection;
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fDirOrPos = b.fDirOrPos;
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fIntensity = b.fIntensity;
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fShadowMap = b.fShadowMap;
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return *this;
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}
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@ -95,8 +102,9 @@ public:
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return (fColor == b.fColor) &&
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(fType == b.fType) &&
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(fDirection == b.fDirection) &&
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(fShadowMap == b.fShadowMap);
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(fDirOrPos == b.fDirOrPos) &&
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(fShadowMap == b.fShadowMap) &&
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(fIntensity == b.fIntensity);
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}
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bool operator!= (const Light& b) { return !(this->operator==(b)); }
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@ -104,16 +112,22 @@ public:
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private:
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LightType fType;
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SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
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SkVector3 fDirection; // For directional lights, holds the direction towards the
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SkVector3 fDirOrPos; // For directional lights, holds the direction towards the
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// light (+Z is out of the screen).
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// If degenerate, it will be replaced with (0, 0, 1).
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// For point lights, holds location of point light
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SkScalar fIntensity; // For point lights, dictates the light intensity.
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// Simply a multiplier to the final light output value.
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sk_sp<SkImage> fShadowMap;
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Light(LightType type, const SkColor3f& color, const SkVector3& dir) {
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Light(LightType type, const SkColor3f& color,
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const SkVector3& dir, SkScalar intensity = 0.0f) {
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fType = type;
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fColor = color;
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fDirection = dir;
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fDirOrPos = dir;
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fIntensity = intensity;
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}
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};
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@ -15,16 +15,17 @@
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class ShadowingView : public SampleView {
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public:
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ShadowingView() {
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ShadowingView()
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: fSceneChanged(true)
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, fLightsChanged(true)
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, fMoveLight(false)
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, fClearShadowMaps(false)
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, fSelectedRectID(-1)
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, fSelectedSliderID(-1)
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, fLightDepth(300.0f) {
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this->setBGColor(0xFFCCCCCC);
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SkLights::Builder builder;
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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SkVector3::Make(0.2f, 0.05f, 1.0f)));
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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SkVector3::Make(0.05f, 0.2f, 1.0f)));
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builder.add(SkLights::Light::MakeAmbient(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
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fLights = builder.finish();
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this->updateLights(200, 200);
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fTestRects[0].fColor = 0xFFEE8888;
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fTestRects[0].fDepth = 80;
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@ -50,16 +51,7 @@ public:
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fSliders[2].fOffset = 0.0f;
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fSliders[2].fScale = 0.0025f;
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fSceneChanged = true;
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fLightsChanged = true;
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fSelectedRect = -1;
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fSelectedSlider = -1;
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fMoveLight = false;
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fClearShadowMaps = false;
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fShadowParams.fShadowRadius = 2.0f;
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fShadowParams.fShadowRadius = 4.0f;
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fShadowParams.fBiasingConstant = 0.3f;
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fShadowParams.fMinVariance = 1024;
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fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
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@ -85,6 +77,9 @@ protected:
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// the shadow maps will be re-generated according to the new backend.
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fClearShadowMaps = true;
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break;
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case 'q':
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fLightDepth += 5.0f;
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fMoveLight = true;
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case 'B':
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if (SkShadowParams::kVariance_ShadowType == fShadowParams.fType) {
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fShadowParams.fType = SkShadowParams::kNoBlur_ShadowType;
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@ -94,6 +89,10 @@ protected:
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}
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fLightsChanged = true;
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break;
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case 'w':
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fLightDepth -= 5.0f;
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fMoveLight = true;
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break;
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default:
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break;
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}
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@ -160,12 +159,29 @@ protected:
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return new SkView::Click(this);
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}
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void updateFromSelectedSlider() {
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SkScalar newValue = fSliders[fSelectedSlider].fGeometry.fLeft *
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fSliders[fSelectedSlider].fScale +
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fSliders[fSelectedSlider].fOffset;
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void updateLights(int x, int y) {
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SkLights::Builder builder;
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builder.add(SkLights::Light::MakePoint(SkColor3f::Make(0.2f, 0.4f, 0.6f),
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SkVector3::Make(x - 50,
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350 - y,
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fLightDepth),
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1024));
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builder.add(SkLights::Light::MakePoint(SkColor3f::Make(0.6f, 0.4f, 0.2f),
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SkVector3::Make(x + 50,
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450 - y,
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fLightDepth),
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1024));
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.2f, 0.2f),
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SkVector3::Make(0.2f, 0.2f, 1.0f)));
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fLights = builder.finish();
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}
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switch (fSelectedSlider) {
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void updateFromSelectedSlider() {
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SkScalar newValue = fSliders[fSelectedSliderID].fGeometry.fLeft *
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fSliders[fSelectedSliderID].fScale +
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fSliders[fSelectedSliderID].fOffset;
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switch (fSelectedSliderID) {
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case 0:
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fShadowParams.fShadowRadius = newValue;
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break;
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@ -189,24 +205,7 @@ protected:
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if (fMoveLight) {
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if (dx != 0 || dy != 0) {
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float recipX = 1.0f / kWidth;
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float recipY = 1.0f / kHeight;
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SkLights::Builder builder;
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builder.add(SkLights::Light::MakeDirectional(
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SkColor3f::Make(0.2f, 0.3f, 0.4f),
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SkVector3::Make(0.2f + (200.0f - x) * recipX,
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0.05f + (200.0f - y) * recipY,
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1.0f)));
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builder.add(SkLights::Light::MakeDirectional(
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SkColor3f::Make(0.4f, 0.3f, 0.2f),
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SkVector3::Make(0.05f + (200.0f - x) * recipX,
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0.2f + (200.0f - y) * recipY,
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1.0f)));
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builder.add(SkLights::Light::MakeAmbient(
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SkColor3f::Make(0.4f, 0.4f, 0.4f)));
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fLights = builder.finish();
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this->updateLights(x, y);
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fLightsChanged = true;
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this->inval(nullptr);
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}
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@ -214,21 +213,21 @@ protected:
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}
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if (click->fState == Click::State::kUp_State) {
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fSelectedRect = -1;
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fSelectedSlider = -1;
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fSelectedRectID = -1;
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fSelectedSliderID = -1;
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return true;
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}
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if (fSelectedRect > -1) {
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fTestRects[fSelectedRect].fGeometry.offset(dx, dy);
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if (fSelectedRectID > -1) {
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fTestRects[fSelectedRectID].fGeometry.offset(dx, dy);
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fSceneChanged = true;
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this->inval(nullptr);
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return true;
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}
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if (fSelectedSlider > -1) {
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fSliders[fSelectedSlider].fGeometry.offset(dx, 0);
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if (fSelectedSliderID > -1) {
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fSliders[fSelectedSliderID].fGeometry.offset(dx, 0);
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this->updateFromSelectedSlider();
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@ -240,7 +239,7 @@ protected:
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// assume last elements are highest
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for (int i = kNumTestRects - 1; i >= 0; i--) {
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if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
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fSelectedRect = i;
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fSelectedRectID = i;
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fTestRects[i].fGeometry.offset(dx, dy);
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fSceneChanged = true;
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@ -251,7 +250,7 @@ protected:
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for (int i = 0; i <= kNumSliders; i++) {
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if (fSliders[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
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fSelectedSlider = i;
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fSelectedSliderID = i;
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fSliders[i].fGeometry.offset(dx, 0);
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this->updateFromSelectedSlider();
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@ -273,24 +272,26 @@ private:
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static const int kWidth = 400;
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static const int kHeight = 400;
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bool fSceneChanged;
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bool fLightsChanged;
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bool fMoveLight;
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bool fClearShadowMaps;
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struct {
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SkRect fGeometry;
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int fDepth;
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SkColor fColor;
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} fTestRects[kNumTestRects];
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int fSelectedRect;
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int fSelectedRectID;
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struct {
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SkRect fGeometry;
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SkScalar fOffset;
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SkScalar fScale;
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} fSliders[kNumSliders];
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int fSelectedSlider;
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int fSelectedSliderID;
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bool fClearShadowMaps;
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bool fMoveLight;
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bool fSceneChanged;
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bool fLightsChanged;
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SkScalar fLightDepth;
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sk_sp<SkPicture> fPicture;
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SkShadowParams fShadowParams;
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@ -29,6 +29,10 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
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if (!buf.readScalarArray(&dirOrPos.fX, 3)) {
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return nullptr;
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}
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SkScalar intensity = 0.0f;
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if (isPoint) {
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intensity = buf.readScalar();
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}
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sk_sp<SkImage> depthMap;
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bool hasShadowMap = buf.readBool();
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@ -39,7 +43,7 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
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}
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if (isPoint) {
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Light light = Light::MakePoint(color, dirOrPos);
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Light light = Light::MakePoint(color, dirOrPos, intensity);
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light.setShadowMap(depthMap);
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builder.add(light);
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} else {
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@ -66,7 +70,12 @@ void SkLights::flatten(SkWriteBuffer& buf) const {
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buf.writeBool(isPoint);
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buf.writeScalarArray(&light.color().fX, 3);
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if (!isAmbient) {
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buf.writeScalarArray(&light.dir().fX, 3);
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if (isPoint) {
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buf.writeScalarArray(&light.pos().fX, 3);
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buf.writeScalar(light.intensity());
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} else {
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buf.writeScalarArray(&light.dir().fX, 3);
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}
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bool hasShadowMap = light.getShadowMap() != nullptr;
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buf.writeBool(hasShadowMap);
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if (hasShadowMap) {
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@ -114,26 +114,35 @@ public:
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// fuse all ambient lights into a single one
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fAmbientColor.set(0.0f, 0.0f, 0.0f);
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fNumDirLights = 0; // refers to directional lights.
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fNumNonAmbLights = 0; // count of non-ambient lights
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for (int i = 0; i < lights->numLights(); ++i) {
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if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
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fAmbientColor += lights->light(i).color();
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} else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
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fLightColor[fNumDirLights] = lights->light(i).color();
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fLightDir[fNumDirLights] = lights->light(i).dir();
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} else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
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fLightColor[fNumNonAmbLights] = lights->light(i).color();
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if (lights->light(i).type() == SkLights::Light::kPoint_LightType) {
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fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
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fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
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} else {
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fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
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fLightIntensity[fNumNonAmbLights] = 0.0f;
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}
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fIsPointLight[fNumNonAmbLights] =
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SkLights::Light::kPoint_LightType == lights->light(i).type();
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SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
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// gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
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fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
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fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
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GrTextureParams::ClampNoFilter(),
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SkSourceGammaTreatment::kIgnore));
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fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
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this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
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fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
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this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]);
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fDepthMapHeight[fNumDirLights] = shadowMap->height();
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fDepthMapWidth[fNumDirLights] = shadowMap->width();
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fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
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fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
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fNumDirLights++;
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fNumNonAmbLights++;
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}
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}
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@ -152,51 +161,54 @@ public:
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GLSLShadowFP() { }
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void emitCode(EmitArgs& args) override {
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GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
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GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
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const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
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SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
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// add uniforms
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int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
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int32_t numLights = shadowFP.fNumNonAmbLights;
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SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
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int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType;
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int blurAlgorithm = shadowFP.fShadowParams.fType;
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const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
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const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
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const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
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const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
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const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights]
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= {nullptr};
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const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights]
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= {nullptr};
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const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
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const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
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SkString lightDirUniNameBase("lightDir");
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SkString lightColorUniNameBase("lightColor");
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SkString depthMapWidthUniNameBase("dmapWidth");
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SkString depthMapHeightUniNameBase("dmapHeight");
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for (int i = 0; i < numLights; i++) {
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SkString lightDirUniNameStr(lightDirUniNameBase);
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lightDirUniNameStr.appendf("%d", i);
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SkString lightColorUniNameStr(lightColorUniNameBase);
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for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
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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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
Loading…
Reference in New Issue
Block a user