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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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