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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]; | |
545 | |
546 SkPixmap* shPixels[SkShadowShader::kMaxNonAmbientLights]; | |
jvanverth1
2016/08/17 15:42:43
If you just put the Pixmap at shPixels[i], then yo
vjiaoblack
2016/08/18 15:33:28
Well, that'd be inefficient, because I'd have to m
| |
547 int nonAmbLightCnt = 0; | |
548 for (int i = 0; i < lightShader.fLights->numLights(); i++) { | |
549 if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectiona l_LightType) { | |
550 shPixels[nonAmbLightCnt] = new SkPixmap(); | |
551 if (!lightShader.fLights->light(i).getShadowMap()->peekPixels(shPixe ls[i])) { | |
552 shPixels[nonAmbLightCnt] = nullptr; | |
jvanverth1
2016/08/17 15:42:43
You have a memory leak here. Use sk_sp<SkPixmap> i
vjiaoblack
2016/08/18 15:33:28
Done.
| |
553 } | |
554 nonAmbLightCnt++; | |
555 } | |
556 } | |
544 | 557 |
545 do { | 558 do { |
546 int n = SkTMin(count, BUFFER_MAX); | 559 int n = SkTMin(count, BUFFER_MAX); |
547 | 560 |
548 fPovDepthContext->shadeSpan(x, y, diffuse, n); | |
549 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 561 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
562 fPovDepthContext->shadeSpan(x, y, povDepth, n); | |
550 | 563 |
551 for (int i = 0; i < n; ++i) { | 564 for (int i = 0; i < n; ++i) { |
565 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
566 SkColor povDepthColor = SkUnPreMultiply::PMColorToColor(povDepth[i]) ; | |
552 | 567 |
553 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 568 SkColor3f totalColor = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
569 SkColor3f totalLight = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
570 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | |
554 | 571 |
555 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 572 nonAmbLightCnt = 0; |
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) { | 573 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
558 const SkLights::Light& light = lightShader.fLights->light(l); | 574 const SkLights::Light& light = lightShader.fLights->light(l); |
559 | 575 |
560 if (SkLights::Light::kAmbient_LightType == light.type()) { | 576 if (light.type() == SkLights::Light::kDirectional_LightType) { |
561 accum.fX += light.color().fX * SkColorGetR(diffColor); | 577 int xOffset = SkScalarRoundToInt(light.dir().fX * |
562 accum.fY += light.color().fY * SkColorGetG(diffColor); | 578 SkIntToScalar(SkColorGetB(p ovDepthColor))); |
563 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 579 int yOffset = SkScalarRoundToInt(light.dir().fY * |
564 } else { | 580 SkIntToScalar(SkColorGetB(p ovDepthColor))); |
565 // scaling by fZ accounts for lighting direction | 581 |
566 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | 582 int shX = (x + i + xOffset); |
567 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | 583 int shY = (y + yOffset); |
568 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | 584 |
585 shX = SkClampPos(shX); | |
586 shY = SkClampPos(shY); | |
587 | |
588 shX = SkClampMax(shX, light.getShadowMap()->width() - 1); | |
589 shY = SkClampMax(shY, light.getShadowMap()->height() - 1); | |
590 | |
591 int shDepth = 0; | |
592 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel | |
593 | |
594 if (shPixels[i]) { | |
595 uint32_t pix = *shPixels[nonAmbLightCnt]->addr32(shX, sh Y); | |
596 SkColor shColor(pix); | |
597 | |
598 shDepth += SkColorGetB(shColor); | |
599 } else { | |
600 // TODO: handle not being able to read shadow map pixels | |
601 } | |
602 | |
603 if (pvDepth >= shDepth) { | |
604 // assume object normals are pointing straight up | |
605 totalLight.fX += light.dir().fZ * light.color().fX; | |
606 totalLight.fY += light.dir().fZ * light.color().fY; | |
607 totalLight.fZ += light.dir().fZ * light.color().fZ; | |
608 } | |
609 nonAmbLightCnt++; | |
610 } else if (light.type() == SkLights::Light::kAmbient_LightType) { | |
611 totalLight += light.color(); | |
569 } | 612 } |
570 } | 613 } |
571 | 614 |
572 result[i] = convert(accum, SkColorGetA(diffColor)); | 615 totalColor.fX += SkColorGetR(diffColor) * totalLight.fX; |
616 totalColor.fY += SkColorGetG(diffColor) * totalLight.fY; | |
617 totalColor.fZ += SkColorGetB(diffColor) * totalLight.fZ; | |
618 | |
619 result[i] = convert(totalColor, SkColorGetA(diffColor)); | |
573 } | 620 } |
574 | 621 |
575 result += n; | 622 result += n; |
576 x += n; | 623 x += n; |
577 count -= n; | 624 count -= n; |
578 } while (count > 0); | 625 } while (count > 0); |
579 } | 626 } |
580 | 627 |
581 //////////////////////////////////////////////////////////////////////////// | 628 //////////////////////////////////////////////////////////////////////////// |
582 | 629 |
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717 | 764 |
718 /////////////////////////////////////////////////////////////////////////////// | 765 /////////////////////////////////////////////////////////////////////////////// |
719 | 766 |
720 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 767 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
721 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 768 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 769 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
723 | 770 |
724 /////////////////////////////////////////////////////////////////////////////// | 771 /////////////////////////////////////////////////////////////////////////////// |
725 | 772 |
726 #endif | 773 #endif |
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