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authorGravatar vjiaoblack <vjiaoblack@google.com>2016-08-25 06:30:23 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-08-25 06:30:23 -0700
commite6f5d5623160a69e1585f5121a3695092327dfe0 (patch)
tree44a73f37db340157c73e005841207e52210e78d0 /include
parent199a2ea665a088dafb2fd364f3aa6a642bfa2fef (diff)
Made shadows blurry (thru implementing variance mapping)
Diffstat (limited to 'include')
-rw-r--r--include/core/SkCanvas.h31
-rw-r--r--include/private/SkRecords.h3
-rw-r--r--include/private/SkShadowParams.h48
3 files changed, 76 insertions, 6 deletions
diff --git a/include/core/SkCanvas.h b/include/core/SkCanvas.h
index 1e0301179a..823c30fd7a 100644
--- a/include/core/SkCanvas.h
+++ b/include/core/SkCanvas.h
@@ -18,6 +18,7 @@
#include "SkSurfaceProps.h"
#include "SkXfermode.h"
#include "SkLights.h"
+#include "../private/SkShadowParams.h"
class GrContext;
class GrDrawContext;
@@ -1073,7 +1074,7 @@ public:
#ifdef SK_EXPERIMENTAL_SHADOWING
/**
- * Draw the picture into this canvas.
+ * Draw the picture into this canvas, with shadows!
*
* We will use the canvas's lights along with the picture information (draw depths of
* objects, etc) to first create a set of shadowmaps for the light-picture pairs, and
@@ -1088,14 +1089,33 @@ public:
* This is logically equivalent to
* saveLayer(paint)/drawPicture/restore
*
+ * We also support using variance shadow maps for blurred shadows; the user can specify
+ * what shadow mapping algorithm to use with params.
+ * - Variance Shadow Mapping works by storing both the depth and depth^2 in the shadow map.
+ * - Then, the shadow map can be blurred, and when reading from it, the fragment shader
+ * can calculate the variance of the depth at a position by doing E(x^2) - E(x)^2.
+ * - We can then use the depth variance and depth at a fragment to arrive at an upper bound
+ * of the probability that the current surface is shadowed by using Chebyshev's
+ * inequality, and then use that to shade the fragment.
+ *
+ * - There are a few problems with VSM.
+ * * Light Bleeding | Areas with high variance, such as near the edges of high up rects,
+ * will cause their shadow penumbras to overwrite otherwise solid
+ * shadows.
+ * * Shape Distortion | We can combat Light Bleeding by biasing the shadow (setting
+ * mostly shaded fragments to completely shaded) and increasing
+ * the minimum allowed variance. However, this warps and rounds
+ * out the shape of the shadow.
*/
void drawShadowedPicture(const SkPicture*,
const SkMatrix* matrix,
- const SkPaint* paint);
+ const SkPaint* paint,
+ const SkShadowParams& params);
void drawShadowedPicture(const sk_sp<SkPicture>& picture,
const SkMatrix* matrix,
- const SkPaint* paint) {
- this->drawShadowedPicture(picture.get(), matrix, paint);
+ const SkPaint* paint,
+ const SkShadowParams& params) {
+ this->drawShadowedPicture(picture.get(), matrix, paint, params);
}
#endif
@@ -1434,7 +1454,8 @@ protected:
#ifdef SK_EXPERIMENTAL_SHADOWING
virtual void onDrawShadowedPicture(const SkPicture*,
const SkMatrix*,
- const SkPaint*);
+ const SkPaint*,
+ const SkShadowParams& params);
#endif
// Returns the canvas to be used by DrawIter. Default implementation
diff --git a/include/private/SkRecords.h b/include/private/SkRecords.h
index 14b653190a..637a2ef68c 100644
--- a/include/private/SkRecords.h
+++ b/include/private/SkRecords.h
@@ -268,7 +268,8 @@ RECORD(DrawPicture, kDraw_Tag|kHasPaint_Tag,
RECORD(DrawShadowedPicture, kDraw_Tag|kHasPaint_Tag,
Optional<SkPaint> paint;
sk_sp<const SkPicture> picture;
- TypedMatrix matrix);
+ TypedMatrix matrix;
+ const SkShadowParams& params);
RECORD(DrawPoints, kDraw_Tag|kHasPaint_Tag,
SkPaint paint;
SkCanvas::PointMode mode;
diff --git a/include/private/SkShadowParams.h b/include/private/SkShadowParams.h
new file mode 100644
index 0000000000..3df0a44279
--- /dev/null
+++ b/include/private/SkShadowParams.h
@@ -0,0 +1,48 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+#ifndef SkShadowParams_DEFINED
+#define SkShadowParams_DEFINED
+
+/** \struct SkShadowParams
+
+ This struct holds information needed for drawing shadows.
+
+ fShadowRadius - radius of the shadow blur
+
+ fBiasingConstant - A constant used in variance shadow mapping to directly
+ 0.0 - 1.0 reduce light bleeding. Essentially sets all shadows
+ ~.25 below a certain brightness equal to no light, and does
+ a linear step on the rest. Essentially makes shadows
+ darker and more rounded at higher values.
+
+ fMinVariance - Too low of a variance (near the outer edges of blurry
+ ~512, 1024 shadows) will lead to ugly sharp shadow brightness
+ distortions. This enforces a minimum amount of variance
+ in the calculation to smooth out the outside edges of
+ blurry shadows. However, too high of a value for this will
+ cause all shadows to be lighter by visibly different
+ amounts varying on depth.
+
+ fType - Decides which algorithm to use to draw shadows.
+*/
+struct SkShadowParams {
+ SkScalar fShadowRadius;
+ SkScalar fBiasingConstant;
+ SkScalar fMinVariance;
+
+ enum ShadowType {
+ kNoBlur_ShadowType,
+ kVariance_ShadowType,
+
+ kLast_ShadowType = kVariance_ShadowType
+ };
+ static const int kShadowTypeCount = kLast_ShadowType + 1;
+
+ ShadowType fType;
+};
+
+#endif