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;
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;
// 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;
}
fLightsChanged = true;
break;
+ case 'w':
+ fLightDepth -= 5.0f;
+ fMoveLight = true;
+ break;
default:
break;
}
return new SkView::Click(this);
}
+ 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();
+ }
+
void updateFromSelectedSlider() {
- SkScalar newValue = fSliders[fSelectedSlider].fGeometry.fLeft *
- fSliders[fSelectedSlider].fScale +
- fSliders[fSelectedSlider].fOffset;
+ SkScalar newValue = fSliders[fSelectedSliderID].fGeometry.fLeft *
+ fSliders[fSelectedSliderID].fScale +
+ fSliders[fSelectedSliderID].fOffset;
- switch (fSelectedSlider) {
+ switch (fSelectedSliderID) {
case 0:
fShadowParams.fShadowRadius = newValue;
break;
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);
}
}
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();
// 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;
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();
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;
// 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++;
}
}
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,
kDefault_GrSLPrecision,
"height", &heightUniName);
-
SkString povDepth("povDepth");
this->emitChild(0, nullptr, &povDepth, args);
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);
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 = (vec2(%s, %s) / vec2(%s, %s));\n",
+ fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
+
+ 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());
povCoord.c_str(),
kVec2f_GrSLType);
-
}
const char* ambientColorUniName = nullptr;
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);
+ if (!shadowFP.isPointLight(i)) {
+ fragBuilder->codeAppendf("lightProbability = 1;");
- fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
- } else {
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ // 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());
- fragBuilder->codeAppendf("lightProbability = 1;");
- fragBuilder->codeAppendf("} else { lightProbability = 0; }");
+ 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);
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);
}
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);
}
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];
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; }
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;
}
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;
}
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];
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);
}
}