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(worldCor.x - %s.x, %s.y - worldCor.y) * "
- "povDepth.b;",
- offset.c_str(), lightDirOrPosUniName[i],
- lightDirOrPosUniName[i]);
+ fragBuilder->codeAppendf("float distsq%d = dot(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);
+
+ // 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->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], depthMapHeightUniName[i]);
fragBuilder->appendTextureLookup(&depthMaps[i], args.fTexSamplers[i],
povCoord.c_str(),
// add up light contributions from all lights to totalLightColor
for (int i = 0; i < numLights; i++) {
- if (!shadowFP.isPointLight(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());
+ } else {
+ fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ povDepth.c_str(), depthMaps[i].c_str());
fragBuilder->codeAppendf("lightProbability = 1;");
+ fragBuilder->codeAppendf("} else { lightProbability = 0; }");
+ }
- // 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());
- } 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
- fragBuilder->codeAppendf("}");
- fragBuilder->codeAppendf("totalLightColor += %s.z * %s * "
+ if (shadowFP.isPointLight(i)) {
+ fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /"
+ "(1 + distsq%d) *"
"lightProbability;",
+ i, lightColorUniName[i], i);
+ } else {
+ fragBuilder->codeAppendf("totalLightColor += %s.z * %s * lightProbability;",
lightDirOrPosUniName[i],
lightColorUniName[i]);
- } else {
- // fragToLight%d.z is equal to the fragToLight dot the surface normal.
- fragBuilder->codeAppendf("totalLightColor += max(fragToLight%d.z, 0) * %s /"
- "(1 + distsq%d);",
- i, lightColorUniName[i], i);
}
}
SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
int width, int height) {
if (light.type() != SkLights::Light::kDirectional_LightType) {
- return SkISize::Make(width *2 , height * 2);
+ // Calculating the right depth map size for point lights is complex,
+ // as it depends on the max depth, the max depth delta, the location
+ // of the point light and the shapes, etc... If we take upper bounds
+ // on those metrics, the shadow map will be pretty big in any case.
+ // Thus, just using 4x the width and height seems to work for most scenes.
+ return SkISize::Make(width * 4, height * 4);
}
int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
}
void SkShadowPaintFilterCanvas::updateMatrix() {
- this->save();
-
// 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::kDirectional_LightType) {
SkScalar y = lightDir.fY * this->getZ();
this->translate(x, y);
+ } else if (this->fLights->light(0).type() == SkLights::Light::kPoint_LightType) {
+ SkISize size = this->getBaseLayerSize();
+
+ SkPoint3 lightPos = this->fLights->light(0).pos();
+
+ // shadow maps for point lights are 4x the size of the diffuse map, by experimentation
+ // (see SPFCanvas::ComputeDepthMapSize())
+ SkScalar diffuseHeight = size.fHeight / 4.0f;
+
+ // move point light with canvas's CTM
+ SkPoint lightPoint = SkPoint::Make(lightPos.fX, diffuseHeight - lightPos.fY);
+ SkMatrix mat = this->getTotalMatrix();
+ if (mat.invert(&mat)) {
+ mat.mapPoints(&lightPoint, 1);
+ }
+ lightPoint.set(lightPoint.fX, diffuseHeight - lightPoint.fY);
+
+ // center the shadow map
+ // note: the 3/8 constant is specific to the 4.0 depth map size multiplier
+ mat = this->getTotalMatrix();
+ mat.postTranslate(size.width() * 0.375f, size.height() * 0.375f);
+ this->setMatrix(mat);
+
+ // project shapes onto canvas as shadows
+ SkScalar scale = (lightPos.fZ) / (lightPos.fZ - this->getZ());
+ this->scale(scale, scale);
+
+ this->translate(-lightPoint.fX * this->getZ() /
+ ((lightPos.fZ - this->getZ()) * scale),
+ -(diffuseHeight - lightPoint.fY) * this->getZ() /
+ ((lightPos.fZ - this->getZ()) * scale));
}
}
void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawPaint(paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawPoints(mode, count, pts, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawRect(const SkRect &rect, const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawRect(rect, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawRRect(const SkRRect &rrect, const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawRRect(rrect, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawDRRect(const SkRRect &outer, const SkRRect &inner,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawDRRect(outer, inner, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawOval(const SkRect &rect, const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawOval(rect, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawArc(const SkRect &rect, SkScalar startAngle,
SkScalar sweepAngle, bool useCenter,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawArc(rect, startAngle, sweepAngle, useCenter, paint);
this->restore();
}
void SkShadowPaintFilterCanvas::onDrawPath(const SkPath &path, const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawPath(path, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawBitmap(const SkBitmap &bm, SkScalar left, SkScalar top,
const SkPaint *paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmap(bm, left, top, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawBitmapRect(const SkBitmap &bm, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawBitmapNine(const SkBitmap &bm, const SkIRect ¢er,
const SkRect &dst, const SkPaint *paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawImage(const SkImage *image, SkScalar left,
SkScalar top, const SkPaint *paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawImage(image, left, top, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawImageRect(const SkImage *image, const SkRect *src,
const SkRect &dst, const SkPaint *paint,
SrcRectConstraint constraint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawImageNine(const SkImage *image, const SkIRect ¢er,
const SkRect &dst, const SkPaint *paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawImageNine(image, center, dst, paint);
this->restore();
const SkColor colors[], SkXfermode *xmode,
const uint16_t indices[], int indexCount,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
xmode, indices, indexCount, paint);
void SkShadowPaintFilterCanvas::onDrawPatch(const SkPoint cubics[], const SkColor colors[],
const SkPoint texCoords[], SkXfermode *xmode,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawText(const void *text, size_t byteLength, SkScalar x,
SkScalar y, const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawText(text, byteLength, x, y, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawPosText(const void *text, size_t byteLength,
const SkPoint pos[], const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawPosTextH(const void *text, size_t byteLength,
const SkScalar xpos[],
SkScalar constY, const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawTextOnPath(const void *text, size_t byteLength,
const SkPath &path, const SkMatrix *matrix,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawTextRSXform(const void *text, size_t byteLength,
const SkRSXform xform[], const SkRect *cull,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
this->restore();
void SkShadowPaintFilterCanvas::onDrawTextBlob(const SkTextBlob *blob, SkScalar x, SkScalar y,
const SkPaint &paint) {
+ this->save();
this->updateMatrix();
this->INHERITED::onDrawTextBlob(blob, x, y, paint);
this->restore();