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Unified Diff: src/core/SkShadowShader.cpp

Issue 2248493002: raster shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 4 months ago
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Index: src/core/SkShadowShader.cpp
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
index 5fc992acc14dd790ab86e43e6a761ecc7b7db8bc..8c6575e49716f893c2a3b82d194a16d1df0ab914 100644
--- a/src/core/SkShadowShader.cpp
+++ b/src/core/SkShadowShader.cpp
@@ -541,35 +541,72 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader);
SkPMColor diffuse[BUFFER_MAX];
+ SkPMColor povDepth[BUFFER_MAX];
do {
int n = SkTMin(count, BUFFER_MAX);
- fPovDepthContext->shadeSpan(x, y, diffuse, n);
fDiffuseContext->shadeSpan(x, y, diffuse, n);
+ fPovDepthContext->shadeSpan(x, y, povDepth, n);
for (int i = 0; i < n; ++i) {
-
SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
+ SkColor povDepthColor = SkUnPreMultiply::PMColorToColor(povDepth[i]);
- SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
+ SkColor3f totalColor = SkColor3f::Make(0.0f, 0.0f, 0.0f);
+ SkColor3f totalLight = SkColor3f::Make(0.0f, 0.0f, 0.0f);
// This is all done in linear unpremul color space (each component 0..255.0f though)
+
for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
const SkLights::Light& light = lightShader.fLights->light(l);
- if (SkLights::Light::kAmbient_LightType == light.type()) {
- accum.fX += light.color().fX * SkColorGetR(diffColor);
- accum.fY += light.color().fY * SkColorGetG(diffColor);
- accum.fZ += light.color().fZ * SkColorGetB(diffColor);
- } else {
- // 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);
+ if (light.type() == SkLights::Light::kDirectional_LightType) {
+ 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.
+ int yOffset = round(light.dir().fY * (SkScalar) SkColorGetB(povDepthColor));
+
+ int shX = (x + i + xOffset);
+ int shY = (y + yOffset);
+
+ if (shX < 0) { shX = 0; }
jvanverth1 2016/08/16 00:57:18 shX = SkClampPos(shX);
vjiaoblack 2016/08/17 13:25:02 Done.
+ if (shY < 0) { shY = 0; }
+
+ 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.
+ shX = light.getShadowMap()->width() - 1;
+ }
+
+ if (shY >= light.getShadowMap()->height()) {
+ shY = light.getShadowMap()->height() - 1;
+ }
+
+ SkPixmap* shPixels = new SkPixmap();
+ int shDepth = 0;
+ 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
+
+ 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.
+ 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
+ SkColor shColor(pix);
+
+ shDepth += SkColorGetB(shColor);
+ } else {
+ // TODO: handle not being able to read shadow map pixels
+ }
+
+ if (pvDepth >= shDepth) {
+ // assume object normals are pointing straight up
+ totalLight.fX += light.dir().fZ * light.color().fX;
+ totalLight.fY += light.dir().fZ * light.color().fY;
+ totalLight.fZ += light.dir().fZ * light.color().fZ;
+ }
+ } else if (light.type() == SkLights::Light::kAmbient_LightType) {
+ totalLight += light.color();
}
}
- result[i] = convert(accum, SkColorGetA(diffColor));
+ totalColor.fX += SkColorGetR(diffColor) * totalLight.fX;
+ totalColor.fY += SkColorGetG(diffColor) * totalLight.fY;
+ totalColor.fZ += SkColorGetB(diffColor) * totalLight.fZ;
+
+ result[i] = convert(totalColor, SkColorGetA(diffColor));
}
result += n;
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