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1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 | 8 |
9 #include "SkLights.h" | 9 #include "SkLights.h" |
10 #include "SkReadBuffer.h" | 10 #include "SkReadBuffer.h" |
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534 } | 534 } |
535 | 535 |
536 // larger is better (fewer times we have to loop), but we shouldn't | 536 // larger is better (fewer times we have to loop), but we shouldn't |
537 // take up too much stack-space (each one here costs 16 bytes) | 537 // take up too much stack-space (each one here costs 16 bytes) |
538 #define BUFFER_MAX 16 | 538 #define BUFFER_MAX 16 |
539 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, | 539 void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
540 SkPMColor result[], int count) { | 540 SkPMColor result[], int count) { |
541 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); | 541 const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl &>(fShader); |
542 | 542 |
543 SkPMColor diffuse[BUFFER_MAX]; | 543 SkPMColor diffuse[BUFFER_MAX]; |
544 SkPMColor povDepth[BUFFER_MAX]; | |
544 | 545 |
545 do { | 546 do { |
546 int n = SkTMin(count, BUFFER_MAX); | 547 int n = SkTMin(count, BUFFER_MAX); |
547 | 548 |
548 fPovDepthContext->shadeSpan(x, y, diffuse, n); | |
549 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 549 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
550 fPovDepthContext->shadeSpan(x, y, povDepth, n); | |
550 | 551 |
551 for (int i = 0; i < n; ++i) { | 552 for (int i = 0; i < n; ++i) { |
553 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
554 SkColor povDepthColor = SkUnPreMultiply::PMColorToColor(povDepth[i]) ; | |
552 | 555 |
553 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 556 SkColor3f totalColor = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
557 SkColor3f totalLight = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
558 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
554 | 559 |
555 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
556 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
557 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 560 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
558 const SkLights::Light& light = lightShader.fLights->light(l); | 561 const SkLights::Light& light = lightShader.fLights->light(l); |
559 | 562 |
560 if (SkLights::Light::kAmbient_LightType == light.type()) { | 563 if (light.type() == SkLights::Light::kDirectional_LightType) { |
561 accum.fX += light.color().fX * SkColorGetR(diffColor); | 564 int xOffset = round(light.dir().fX * (SkScalar) SkColorGetB( povDepthColor)); |
jvanverth1
2016/08/16 00:57:18
SkScalarRoundToInt instead of round(), and SkIntTo
vjiaoblack
2016/08/17 13:25:02
Done.
| |
562 accum.fY += light.color().fY * SkColorGetG(diffColor); | 565 int yOffset = round(light.dir().fY * (SkScalar) SkColorGetB( povDepthColor)); |
563 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 566 |
564 } else { | 567 int shX = (x + i + xOffset); |
565 // scaling by fZ accounts for lighting direction | 568 int shY = (y + yOffset); |
566 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 569 |
567 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 570 if (shX < 0) { shX = 0; } |
jvanverth1
2016/08/16 00:57:18
shX = SkClampPos(shX);
vjiaoblack
2016/08/17 13:25:02
Done.
| |
568 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 571 if (shY < 0) { shY = 0; } |
572 | |
573 if (shX >= light.getShadowMap()->width()) { | |
jvanverth1
2016/08/16 00:57:18
Or replace both the bounds checks with SkClampMax(
vjiaoblack
2016/08/17 13:25:02
Done.
| |
574 shX = light.getShadowMap()->width() - 1; | |
575 } | |
576 | |
577 if (shY >= light.getShadowMap()->height()) { | |
578 shY = light.getShadowMap()->height() - 1; | |
579 } | |
580 | |
581 SkPixmap* shPixels = new SkPixmap(); | |
582 int shDepth = 0; | |
583 int pvDepth = SkColorGetB(povDepthColor); | |
jvanverth1
2016/08/16 00:57:18
Why B?
vjiaoblack
2016/08/17 13:25:02
We stidk the depth into the blue channel. I'll mak
| |
584 | |
585 if (light.getShadowMap()->peekPixels(shPixels)) { | |
jvanverth1
2016/08/16 00:57:18
This seems very inefficient -- instead I suggest b
vjiaoblack
2016/08/17 13:25:02
Done.
| |
586 uint32_t pix = *shPixels->addr32(shX, shY); | |
jvanverth1
2016/08/16 00:57:18
This looks like it will do nearest neighbor sampli
vjiaoblack
2016/08/17 13:25:02
Well, we want it to alias - interpolation would be
| |
587 SkColor shColor(pix); | |
588 | |
589 shDepth += SkColorGetB(shColor); | |
590 } else { | |
591 // TODO: handle not being able to read shadow map pixels | |
592 } | |
593 | |
594 if (pvDepth >= shDepth) { | |
595 // assume object normals are pointing straight up | |
596 totalLight.fX += light.dir().fZ * light.color().fX; | |
597 totalLight.fY += light.dir().fZ * light.color().fY; | |
598 totalLight.fZ += light.dir().fZ * light.color().fZ; | |
599 } | |
600 } else if (light.type() == SkLights::Light::kAmbient_LightType) { | |
601 totalLight += light.color(); | |
569 } | 602 } |
570 } | 603 } |
571 | 604 |
572 result[i] = convert(accum, SkColorGetA(diffColor)); | 605 totalColor.fX += SkColorGetR(diffColor) * totalLight.fX; |
606 totalColor.fY += SkColorGetG(diffColor) * totalLight.fY; | |
607 totalColor.fZ += SkColorGetB(diffColor) * totalLight.fZ; | |
608 | |
609 result[i] = convert(totalColor, SkColorGetA(diffColor)); | |
573 } | 610 } |
574 | 611 |
575 result += n; | 612 result += n; |
576 x += n; | 613 x += n; |
577 count -= n; | 614 count -= n; |
578 } while (count > 0); | 615 } while (count > 0); |
579 } | 616 } |
580 | 617 |
581 //////////////////////////////////////////////////////////////////////////// | 618 //////////////////////////////////////////////////////////////////////////// |
582 | 619 |
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717 | 754 |
718 /////////////////////////////////////////////////////////////////////////////// | 755 /////////////////////////////////////////////////////////////////////////////// |
719 | 756 |
720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 757 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 758 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
723 | 760 |
724 /////////////////////////////////////////////////////////////////////////////// | 761 /////////////////////////////////////////////////////////////////////////////// |
725 | 762 |
726 #endif | 763 #endif |
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