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]; |
+ } |
+ } |
} |
//////////////////////////////////////////////////////////////////////////// |