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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 #include "SkCanvas.h" | 8 #include "SkCanvas.h" |
| 9 #include "SkReadBuffer.h" | 9 #include "SkReadBuffer.h" |
| 10 #include "SkShadowShader.h" | 10 #include "SkShadowShader.h" |
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| 104 | 104 |
| 105 class ShadowFP : public GrFragmentProcessor { | 105 class ShadowFP : public GrFragmentProcessor { |
| 106 public: | 106 public: |
| 107 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, | 107 ShadowFP(sk_sp<GrFragmentProcessor> povDepth, |
| 108 sk_sp<GrFragmentProcessor> diffuse, | 108 sk_sp<GrFragmentProcessor> diffuse, |
| 109 sk_sp<SkLights> lights, | 109 sk_sp<SkLights> lights, |
| 110 int diffuseWidth, int diffuseHeight, | 110 int diffuseWidth, int diffuseHeight, |
| 111 const SkShadowParams& params, | 111 const SkShadowParams& params, |
| 112 GrContext* context) { | 112 GrContext* context) { |
| 113 | 113 |
| 114 // fuse all ambient lights into a single one | 114 fAmbientColor = lights->ambientLightColor(); |
| 115 fAmbientColor.set(0.0f, 0.0f, 0.0f); | |
| 116 | 115 |
| 117 fNumDirLights = 0; // refers to directional lights. | 116 fNumDirLights = 0; // refers to directional lights. |
| 118 for (int i = 0; i < lights->numLights(); ++i) { | 117 for (int i = 0; i < lights->numLights(); ++i) { |
| 119 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | 118 if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { |
| 120 fAmbientColor += lights->light(i).color(); | |
| 121 } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { | |
| 122 fLightColor[fNumDirLights] = lights->light(i).color(); | 119 fLightColor[fNumDirLights] = lights->light(i).color(); |
| 123 fLightDir[fNumDirLights] = lights->light(i).dir(); | 120 fLightDir[fNumDirLights] = lights->light(i).dir(); |
| 124 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 121 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
| 125 | 122 |
| 126 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 123 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
| 127 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, | 124 fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureR ef(context, |
| 128 GrTextureParams::Clam pNoFilter(), | 125 GrTextureParams::Clam pNoFilter(), |
| 129 SkSourceGammaTreatmen t::kIgnore)); | 126 SkSourceGammaTreatmen t::kIgnore)); |
| 130 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); | 127 fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get ()); |
| 131 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); | 128 this->addTextureAccess(&fDepthMapAccess[fNumDirLights]); |
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| 613 | 610 |
| 614 do { | 611 do { |
| 615 int n = SkTMin(count, BUFFER_MAX); | 612 int n = SkTMin(count, BUFFER_MAX); |
| 616 | 613 |
| 617 fPovDepthContext->shadeSpan(x, y, diffuse, n); | 614 fPovDepthContext->shadeSpan(x, y, diffuse, n); |
| 618 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 615 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| 619 | 616 |
| 620 for (int i = 0; i < n; ++i) { | 617 for (int i = 0; i < n; ++i) { |
| 621 | 618 |
| 622 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 619 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 623 | 620 |
|
robertphillips
2016/08/26 16:08:05
set accum to the ambient light color now ?
| |
| 624 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 621 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
| 625 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | 622 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
| 623 | |
| 624 accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGet R(diffColor); | |
| 625 accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGet G(diffColor); | |
| 626 accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGet B(diffColor); | |
| 627 | |
| 626 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 628 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 627 const SkLights::Light& light = lightShader.fLights->light(l); | 629 const SkLights::Light& light = lightShader.fLights->light(l); |
| 628 | 630 |
| 629 if (SkLights::Light::kAmbient_LightType == light.type()) { | 631 // scaling by fZ accounts for lighting direction |
| 630 accum.fX += light.color().fX * SkColorGetR(diffColor); | 632 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColor GetR(diffColor); |
| 631 accum.fY += light.color().fY * SkColorGetG(diffColor); | 633 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColor GetG(diffColor); |
| 632 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 634 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColor GetB(diffColor); |
| 633 } else { | |
| 634 // scaling by fZ accounts for lighting direction | |
| 635 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkC olorGetR(diffColor); | |
| 636 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkC olorGetG(diffColor); | |
| 637 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkC olorGetB(diffColor); | |
| 638 } | |
| 639 } | 635 } |
| 640 | 636 |
| 641 result[i] = convert(accum, SkColorGetA(diffColor)); | 637 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 642 } | 638 } |
| 643 | 639 |
| 644 result += n; | 640 result += n; |
| 645 x += n; | 641 x += n; |
| 646 count -= n; | 642 count -= n; |
| 647 } while (count > 0); | 643 } while (count > 0); |
| 648 } | 644 } |
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| 754 | 750 |
| 755 /////////////////////////////////////////////////////////////////////////////// | 751 /////////////////////////////////////////////////////////////////////////////// |
| 756 | 752 |
| 757 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 753 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 758 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 754 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 759 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 755 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 760 | 756 |
| 761 /////////////////////////////////////////////////////////////////////////////// | 757 /////////////////////////////////////////////////////////////////////////////// |
| 762 | 758 |
| 763 #endif | 759 #endif |
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