Chromium Code Reviews| Index: src/core/SkShadowShader.cpp |
| diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
| index 5fc992acc14dd790ab86e43e6a761ecc7b7db8bc..900da7912320553402e41dafa58e924e8d08c523 100644 |
| --- a/src/core/SkShadowShader.cpp |
| +++ b/src/core/SkShadowShader.cpp |
| @@ -541,41 +541,95 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
| const SkShadowShaderImpl& lightShader = static_cast<const SkShadowShaderImpl&>(fShader); |
| SkPMColor diffuse[BUFFER_MAX]; |
| + SkPMColor povDepth[BUFFER_MAX]; |
| + |
|
robertphillips
2016/08/18 17:33:16
Let's (you, me, Jim & maybe Mike) talk about chang
vjiaoblack
2016/08/24 14:34:06
Acknowledged.
|
| + SkPixmap* shPixels[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; |
| + int nonAmbLightCnt = 0; |
| + for (int i = 0; i < lightShader.fLights->numLights(); i++) { |
| + if (lightShader.fLights->light(i).type() == SkLights::Light::kDirectional_LightType) { |
|
robertphillips
2016/08/18 17:33:16
Eeek! A new&delete for each span, for each shadowe
vjiaoblack
2016/08/24 14:34:06
Done.
|
| + shPixels[nonAmbLightCnt] = new SkPixmap(); |
| + if (!lightShader.fLights->light(i).getShadowMap()-> |
| + peekPixels(shPixels[nonAmbLightCnt])) { |
| + shPixels[nonAmbLightCnt] = nullptr; |
| + } |
| + nonAmbLightCnt++; |
| + } |
| + } |
| 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]); |
|
robertphillips
2016/08/18 17:33:16
It seems like the depth map won't be in premul spa
vjiaoblack
2016/08/24 14:34:06
Done.
|
| + 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) |
| + |
| + nonAmbLightCnt = 0; |
| 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 = SkScalarRoundToInt(light.dir().fX * |
| + SkIntToScalar(SkColorGetB(povDepthColor))); |
| + int yOffset = SkScalarRoundToInt(light.dir().fY * |
| + SkIntToScalar(SkColorGetB(povDepthColor))); |
| + |
| + int shX = (x + i + xOffset); |
| + int shY = (y + yOffset); |
| + |
| + shX = SkClampPos(shX); |
| + shY = SkClampPos(shY); |
| + |
| + shX = SkClampMax(shX, light.getShadowMap()->width() - 1); |
| + shY = SkClampMax(shY, light.getShadowMap()->height() - 1); |
| + |
| + int shDepth = 0; |
| + int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel |
| + |
| + if (shPixels[nonAmbLightCnt]) { |
| + uint32_t pix = *shPixels[nonAmbLightCnt]->addr32(shX, shY); |
| + 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; |
| + } |
| + nonAmbLightCnt++; |
| + } 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; |
| x += n; |
| count -= n; |
| } while (count > 0); |
| + |
| + for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { |
| + if (shPixels[i]) { |
| + delete shPixels[i]; |
| + } |
| + } |
| } |
| //////////////////////////////////////////////////////////////////////////// |