OLD | NEW |
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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 |
robertphillips
2016/08/26 17:31:28
the old name was more descriptive of what is going
vjiaoblack
2016/08/26 18:10:38
Done.
| |
117 fNumNonAmbLights = 0; // count of non-ambient lights | 116 fNumLights = 0; // count of non-ambient 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 (fNumLights < SkShadowShader::kMaxLights) { |
120 fAmbientColor += lights->light(i).color(); | 119 fLightColor[fNumLights] = lights->light(i).color(); |
robertphillips
2016/08/26 17:31:29
Won't this fail an assert ?
vjiaoblack
2016/08/26 18:10:38
Done.
| |
121 } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { | 120 fLightDirOrPos[fNumLights] = lights->light(i).dir(); |
122 fLightColor[fNumNonAmbLights] = lights->light(i).color(); | |
123 if (lights->light(i).type() == SkLights::Light::kPoint_LightType ) { | |
124 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
125 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi ty(); | |
126 } else { | |
127 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | |
128 fLightIntensity[fNumNonAmbLights] = 0.0f; | |
129 } | |
130 fIsPointLight[fNumNonAmbLights] = | |
131 SkLights::Light::kPoint_LightType == lights->light(i).t ype(); | |
132 | |
133 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 121 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
134 | 122 |
135 // 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* |
136 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, | 124 fTexture[fNumLights] = sk_sp<GrTexture>(shadowMap->asTextureRef( context, |
137 GrTextureParams::Clam pNoFilter(), | 125 GrTextureParams::Clam pNoFilter(), |
138 SkSourceGammaTreatmen t::kIgnore)); | 126 SkSourceGammaTreatmen t::kIgnore)); |
139 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight s].get()); | 127 fDepthMapAccess[fNumLights].reset(fTexture[fNumLights].get()); |
140 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); | 128 this->addTextureAccess(&fDepthMapAccess[fNumLights]); |
141 | 129 |
142 fDepthMapHeight[fNumNonAmbLights] = shadowMap->height(); | 130 fDepthMapHeight[fNumLights] = shadowMap->height(); |
143 fDepthMapWidth[fNumNonAmbLights] = shadowMap->width(); | 131 fDepthMapWidth[fNumLights] = shadowMap->width(); |
144 | 132 |
145 fNumNonAmbLights++; | 133 fNumLights++; |
146 } | 134 } |
147 } | 135 } |
148 | 136 |
149 fWidth = diffuseWidth; | 137 fWidth = diffuseWidth; |
150 fHeight = diffuseHeight; | 138 fHeight = diffuseHeight; |
151 | 139 |
152 fShadowParams = params; | 140 fShadowParams = params; |
153 | 141 |
154 this->registerChildProcessor(std::move(povDepth)); | 142 this->registerChildProcessor(std::move(povDepth)); |
155 this->registerChildProcessor(std::move(diffuse)); | 143 this->registerChildProcessor(std::move(diffuse)); |
156 this->initClassID<ShadowFP>(); | 144 this->initClassID<ShadowFP>(); |
157 } | 145 } |
158 | 146 |
159 class GLSLShadowFP : public GrGLSLFragmentProcessor { | 147 class GLSLShadowFP : public GrGLSLFragmentProcessor { |
160 public: | 148 public: |
161 GLSLShadowFP() { } | 149 GLSLShadowFP() { } |
162 | 150 |
163 void emitCode(EmitArgs& args) override { | 151 void emitCode(EmitArgs& args) override { |
164 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 152 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
165 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 153 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
166 const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>(); | 154 const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>(); |
167 | 155 |
168 SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbient Lights); | 156 SkASSERT(shadowFP.fNumLights <= SkShadowShader::kMaxLights); |
169 | 157 |
170 // add uniforms | 158 // add uniforms |
171 int32_t numLights = shadowFP.fNumNonAmbLights; | 159 int32_t numLights = shadowFP.fNumLights; |
172 SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights); | 160 SkASSERT(numLights <= SkShadowShader::kMaxLights); |
173 | 161 |
174 int blurAlgorithm = shadowFP.fShadowParams.fType; | 162 int blurAlgorithm = shadowFP.fShadowParams.fType; |
175 | 163 |
176 const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | 164 const char* lightDirOrPosUniName[SkShadowShader::kMaxLights] = {null ptr}; |
177 const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr}; | 165 const char* lightColorUniName[SkShadowShader::kMaxLights] = {nullptr }; |
178 const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | 166 const char* lightIntensityUniName[SkShadowShader::kMaxLights] = {nul lptr}; |
179 | 167 |
180 const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLight s] = {nullptr}; | 168 const char* depthMapWidthUniName[SkShadowShader::kMaxLights] = {null ptr}; |
181 const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLigh ts] = {nullptr}; | 169 const char* depthMapHeightUniName[SkShadowShader::kMaxLights] = {nul lptr}; |
182 | 170 |
183 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | 171 for (int i = 0; i < shadowFP.fNumLights; i++) { |
184 SkString lightDirOrPosUniNameStr("lightDir"); | 172 SkString lightDirOrPosUniNameStr("lightDir"); |
185 lightDirOrPosUniNameStr.appendf("%d", i); | 173 lightDirOrPosUniNameStr.appendf("%d", i); |
186 SkString lightColorUniNameStr("lightColor"); | 174 SkString lightColorUniNameStr("lightColor"); |
187 lightColorUniNameStr.appendf("%d", i); | 175 lightColorUniNameStr.appendf("%d", i); |
188 SkString lightIntensityUniNameStr("lightIntensity"); | 176 SkString lightIntensityUniNameStr("lightIntensity"); |
189 lightIntensityUniNameStr.appendf("%d", i); | 177 lightIntensityUniNameStr.appendf("%d", i); |
190 | 178 |
191 SkString depthMapWidthUniNameStr("dmapWidth"); | 179 SkString depthMapWidthUniNameStr("dmapWidth"); |
192 depthMapWidthUniNameStr.appendf("%d", i); | 180 depthMapWidthUniNameStr.appendf("%d", i); |
193 SkString depthMapHeightUniNameStr("dmapHeight"); | 181 SkString depthMapHeightUniNameStr("dmapHeight"); |
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245 kInt_GrSLType, | 233 kInt_GrSLType, |
246 kDefault_GrSLPrecision, | 234 kDefault_GrSLPrecision, |
247 "height", &heightUniName); | 235 "height", &heightUniName); |
248 | 236 |
249 SkString povDepth("povDepth"); | 237 SkString povDepth("povDepth"); |
250 this->emitChild(0, nullptr, &povDepth, args); | 238 this->emitChild(0, nullptr, &povDepth, args); |
251 | 239 |
252 SkString diffuseColor("inDiffuseColor"); | 240 SkString diffuseColor("inDiffuseColor"); |
253 this->emitChild(1, nullptr, &diffuseColor, args); | 241 this->emitChild(1, nullptr, &diffuseColor, args); |
254 | 242 |
255 SkString depthMaps[SkShadowShader::kMaxNonAmbientLights]; | 243 SkString depthMaps[SkShadowShader::kMaxLights]; |
256 | 244 |
257 // Multiply by 255 to transform from sampler coordinates to world | 245 // Multiply by 255 to transform from sampler coordinates to world |
258 // coordinates (since 1 channel is 0xFF) | 246 // coordinates (since 1 channel is 0xFF) |
259 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " | 247 fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stag e0 * " |
260 "vec2(%s, %s), %s.b * 255); ", | 248 "vec2(%s, %s), %s.b * 255); ", |
261 widthUniName, heightUniName, povDepth.c_str ()); | 249 widthUniName, heightUniName, povDepth.c_str ()); |
262 | 250 |
263 // Applies the offset indexing that goes from our view space into th e light's space. | 251 // Applies the offset indexing that goes from our view space into th e light's space. |
264 for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) { | 252 for (int i = 0; i < shadowFP.fNumLights; i++) { |
265 SkString povCoord("povCoord"); | 253 SkString povCoord("povCoord"); |
266 povCoord.appendf("%d", i); | 254 povCoord.appendf("%d", i); |
267 | 255 |
268 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. | 256 // vMatrixCoord_0_1_Stage0 is the texture sampler coordinates. |
269 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, | 257 // povDepth.b * 255 scales it to 0 - 255, bringing it to world s pace, |
270 // and the / vec2(width, height) brings it back to a sampler coo rdinate | 258 // and the / vec2(width, height) brings it back to a sampler coo rdinate |
271 SkString offset("offset"); | 259 SkString offset("offset"); |
272 offset.appendf("%d", i); | 260 offset.appendf("%d", i); |
273 | 261 |
274 SkString scaleVec("scaleVec"); | 262 SkString scaleVec("scaleVec"); |
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392 | 380 |
393 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", | 381 fragBuilder->codeAppendf("resultDiffuseColor *= vec4(%s, 1);", |
394 totalLightColor.c_str()); | 382 totalLightColor.c_str()); |
395 | 383 |
396 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); | 384 fragBuilder->codeAppendf("%s = resultDiffuseColor;", args.fOutputCol or); |
397 } | 385 } |
398 | 386 |
399 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 387 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
400 GrProcessorKeyBuilder* b) { | 388 GrProcessorKeyBuilder* b) { |
401 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 389 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
402 b->add32(shadowFP.fNumNonAmbLights); | 390 b->add32(shadowFP.fNumLights); |
403 int isPL = 0; | 391 int isPL = 0; |
404 for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) { | 392 for (int i = 0; i < SkShadowShader::kMaxLights; i++) { |
405 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); | 393 isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i); |
406 } | 394 } |
407 b->add32(isPL); | 395 b->add32(isPL); |
408 b->add32(shadowFP.fShadowParams.fType); | 396 b->add32(shadowFP.fShadowParams.fType); |
409 } | 397 } |
410 | 398 |
411 protected: | 399 protected: |
412 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 400 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
413 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); | 401 const ShadowFP &shadowFP = proc.cast<ShadowFP>(); |
414 | 402 |
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467 } | 455 } |
468 | 456 |
469 const SkColor3f& ambientColor = shadowFP.ambientColor(); | 457 const SkColor3f& ambientColor = shadowFP.ambientColor(); |
470 if (ambientColor != fAmbientColor) { | 458 if (ambientColor != fAmbientColor) { |
471 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 459 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
472 fAmbientColor = ambientColor; | 460 fAmbientColor = ambientColor; |
473 } | 461 } |
474 } | 462 } |
475 | 463 |
476 private: | 464 private: |
477 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | 465 SkVector3 fLightDirOrPos[SkShadowShader::kMaxLights]; |
478 GrGLSLProgramDataManager::UniformHandle | 466 GrGLSLProgramDataManager::UniformHandle |
479 fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights]; | 467 fLightDirOrPosUni[SkShadowShader::kMaxLights]; |
480 | 468 |
481 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 469 SkColor3f fLightColor[SkShadowShader::kMaxLights]; |
482 GrGLSLProgramDataManager::UniformHandle | 470 GrGLSLProgramDataManager::UniformHandle |
483 fLightColorUni[SkShadowShader::kMaxNonAmbientLights]; | 471 fLightColorUni[SkShadowShader::kMaxLights]; |
484 | 472 |
485 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | 473 SkScalar fLightIntensity[SkShadowShader::kMaxLights]; |
486 GrGLSLProgramDataManager::UniformHandle | 474 GrGLSLProgramDataManager::UniformHandle |
487 fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights]; | 475 fLightIntensityUni[SkShadowShader::kMaxLights]; |
488 | 476 |
489 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 477 int fDepthMapWidth[SkShadowShader::kMaxLights]; |
490 GrGLSLProgramDataManager::UniformHandle | 478 GrGLSLProgramDataManager::UniformHandle |
491 fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights]; | 479 fDepthMapWidthUni[SkShadowShader::kMaxLights]; |
492 | 480 |
493 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 481 int fDepthMapHeight[SkShadowShader::kMaxLights]; |
494 GrGLSLProgramDataManager::UniformHandle | 482 GrGLSLProgramDataManager::UniformHandle |
495 fDepthMapHeightUni[SkShadowShader::kMaxNonAmbientLights]; | 483 fDepthMapHeightUni[SkShadowShader::kMaxLights]; |
496 | 484 |
497 int fWidth; | 485 int fWidth; |
498 GrGLSLProgramDataManager::UniformHandle fWidthUni; | 486 GrGLSLProgramDataManager::UniformHandle fWidthUni; |
499 int fHeight; | 487 int fHeight; |
500 GrGLSLProgramDataManager::UniformHandle fHeightUni; | 488 GrGLSLProgramDataManager::UniformHandle fHeightUni; |
501 | 489 |
502 SkScalar fBiasingConstant; | 490 SkScalar fBiasingConstant; |
503 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni; | 491 GrGLSLProgramDataManager::UniformHandle fBiasingConstantUni; |
504 SkScalar fMinVariance; | 492 SkScalar fMinVariance; |
505 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni; | 493 GrGLSLProgramDataManager::UniformHandle fMinVarianceUni; |
506 | 494 |
507 SkColor3f fAmbientColor; | 495 SkColor3f fAmbientColor; |
508 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | 496 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
509 }; | 497 }; |
510 | 498 |
511 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | 499 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
512 GLSLShadowFP::GenKey(*this, caps, b); | 500 GLSLShadowFP::GenKey(*this, caps, b); |
513 } | 501 } |
514 | 502 |
515 const char* name() const override { return "shadowFP"; } | 503 const char* name() const override { return "shadowFP"; } |
516 | 504 |
517 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 505 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
518 inout->mulByUnknownFourComponents(); | 506 inout->mulByUnknownFourComponents(); |
519 } | 507 } |
520 int32_t numLights() const { return fNumNonAmbLights; } | 508 int32_t numLights() const { return fNumLights; } |
521 const SkColor3f& ambientColor() const { return fAmbientColor; } | 509 const SkColor3f& ambientColor() const { return fAmbientColor; } |
522 bool isPointLight(int i) const { | 510 bool isPointLight(int i) const { |
523 SkASSERT(i < fNumNonAmbLights); | 511 SkASSERT(i < fNumLights); |
524 return fIsPointLight[i]; | 512 return fIsPointLight[i]; |
525 } | 513 } |
526 const SkVector3& lightDirOrPos(int i) const { | 514 const SkVector3& lightDirOrPos(int i) const { |
527 SkASSERT(i < fNumNonAmbLights); | 515 SkASSERT(i < fNumLights); |
528 return fLightDirOrPos[i]; | 516 return fLightDirOrPos[i]; |
529 } | 517 } |
530 const SkVector3& lightColor(int i) const { | 518 const SkVector3& lightColor(int i) const { |
531 SkASSERT(i < fNumNonAmbLights); | 519 SkASSERT(i < fNumLights); |
532 return fLightColor[i]; | 520 return fLightColor[i]; |
533 } | 521 } |
534 SkScalar lightIntensity(int i) const { | 522 SkScalar lightIntensity(int i) const { |
535 SkASSERT(i < fNumNonAmbLights); | 523 SkASSERT(i < fNumLights); |
536 return fLightIntensity[i]; | 524 return fLightIntensity[i]; |
537 } | 525 } |
538 | 526 |
539 int depthMapWidth(int i) const { | 527 int depthMapWidth(int i) const { |
540 SkASSERT(i < fNumNonAmbLights); | 528 SkASSERT(i < fNumLights); |
541 return fDepthMapWidth[i]; | 529 return fDepthMapWidth[i]; |
542 } | 530 } |
543 int depthMapHeight(int i) const { | 531 int depthMapHeight(int i) const { |
544 SkASSERT(i < fNumNonAmbLights); | 532 SkASSERT(i < fNumLights); |
545 return fDepthMapHeight[i]; | 533 return fDepthMapHeight[i]; |
546 } | 534 } |
547 int width() const {return fWidth; } | 535 int width() const {return fWidth; } |
548 int height() const {return fHeight; } | 536 int height() const {return fHeight; } |
549 | 537 |
550 const SkShadowParams& shadowParams() const {return fShadowParams; } | 538 const SkShadowParams& shadowParams() const {return fShadowParams; } |
551 | 539 |
552 private: | 540 private: |
553 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } | 541 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLShadowFP; } |
554 | 542 |
555 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 543 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
556 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); | 544 const ShadowFP& shadowFP = proc.cast<ShadowFP>(); |
557 if (fAmbientColor != shadowFP.fAmbientColor || | 545 if (fAmbientColor != shadowFP.fAmbientColor || |
558 fNumNonAmbLights != shadowFP.fNumNonAmbLights) { | 546 fNumLights != shadowFP.fNumLights) { |
559 return false; | 547 return false; |
560 } | 548 } |
561 | 549 |
562 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { | 550 if (fWidth != shadowFP.fWidth || fHeight != shadowFP.fHeight) { |
563 return false; | 551 return false; |
564 } | 552 } |
565 | 553 |
566 for (int i = 0; i < fNumNonAmbLights; i++) { | 554 for (int i = 0; i < fNumLights; i++) { |
567 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || | 555 if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] || |
568 fLightColor[i] != shadowFP.fLightColor[i] || | 556 fLightColor[i] != shadowFP.fLightColor[i] || |
569 fLightIntensity[i] != shadowFP.fLightIntensity[i] || | 557 fLightIntensity[i] != shadowFP.fLightIntensity[i] || |
570 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { | 558 fIsPointLight[i] != shadowFP.fIsPointLight[i]) { |
571 return false; | 559 return false; |
572 } | 560 } |
573 | 561 |
574 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || | 562 if (fDepthMapWidth[i] != shadowFP.fDepthMapWidth[i] || |
575 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { | 563 fDepthMapHeight[i] != shadowFP.fDepthMapHeight[i]) { |
576 return false; | 564 return false; |
577 } | 565 } |
578 } | 566 } |
579 | 567 |
580 return true; | 568 return true; |
581 } | 569 } |
582 | 570 |
583 int fNumNonAmbLights; | 571 int fNumLights; |
584 | 572 |
585 bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights]; | 573 bool fIsPointLight[SkShadowShader::kMaxLights]; |
586 SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights]; | 574 SkVector3 fLightDirOrPos[SkShadowShader::kMaxLights]; |
587 SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights]; | 575 SkColor3f fLightColor[SkShadowShader::kMaxLights]; |
588 SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights]; | 576 SkScalar fLightIntensity[SkShadowShader::kMaxLights]; |
589 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights]; | 577 GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxLights]; |
590 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights]; | 578 sk_sp<GrTexture> fTexture[SkShadowShader::kMaxLights]; |
591 | 579 |
592 int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights]; | 580 int fDepthMapWidth[SkShadowShader::kMaxLights]; |
593 int fDepthMapHeight[SkShadowShader::kMaxNonAmbientLights]; | 581 int fDepthMapHeight[SkShadowShader::kMaxLights]; |
594 | 582 |
595 int fHeight; | 583 int fHeight; |
596 int fWidth; | 584 int fWidth; |
597 | 585 |
598 SkShadowParams fShadowParams; | 586 SkShadowParams fShadowParams; |
599 | 587 |
600 SkColor3f fAmbientColor; | 588 SkColor3f fAmbientColor; |
601 }; | 589 }; |
602 | 590 |
603 //////////////////////////////////////////////////////////////////////////// | 591 //////////////////////////////////////////////////////////////////////////// |
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687 | 675 |
688 do { | 676 do { |
689 int n = SkTMin(count, BUFFER_MAX); | 677 int n = SkTMin(count, BUFFER_MAX); |
690 | 678 |
691 fPovDepthContext->shadeSpan(x, y, diffuse, n); | 679 fPovDepthContext->shadeSpan(x, y, diffuse, n); |
692 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 680 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
693 | 681 |
694 for (int i = 0; i < n; ++i) { | 682 for (int i = 0; i < n; ++i) { |
695 | 683 |
696 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 684 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
697 | 685 |
robertphillips
2016/08/26 17:31:29
Again, where does the ambient contribution get add
vjiaoblack
2016/08/26 18:10:38
right at the beginning?
| |
698 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 686 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
699 // This is all done in linear unpremul color space (each component 0 ..255.0f though) | 687 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
688 | |
689 accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGet R(diffColor); | |
690 accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGet G(diffColor); | |
691 accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGet B(diffColor); | |
692 | |
700 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 693 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
701 const SkLights::Light& light = lightShader.fLights->light(l); | 694 const SkLights::Light& light = lightShader.fLights->light(l); |
702 | 695 |
703 if (SkLights::Light::kAmbient_LightType == light.type()) { | 696 // scaling by fZ accounts for lighting direction |
704 accum.fX += light.color().fX * SkColorGetR(diffColor); | 697 accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColor GetR(diffColor); |
705 accum.fY += light.color().fY * SkColorGetG(diffColor); | 698 accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColor GetG(diffColor); |
706 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 699 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColor GetB(diffColor); |
707 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
708 // scaling by fZ accounts for lighting direction | |
709 accum.fX += light.color().makeScale(light.dir().fZ).fX * | |
710 SkColorGetR(diffColor); | |
711 accum.fY += light.color().makeScale(light.dir().fZ).fY * | |
712 SkColorGetG(diffColor); | |
713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | |
714 SkColorGetB(diffColor); | |
715 } else { | |
716 // TODO: do point lights for raster, currently treated like ambient | |
717 accum.fX += light.color().fX * SkColorGetR(diffColor); | |
718 accum.fY += light.color().fY * SkColorGetG(diffColor); | |
719 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | |
720 } | |
721 } | 700 } |
722 | 701 |
723 result[i] = convert(accum, SkColorGetA(diffColor)); | 702 result[i] = convert(accum, SkColorGetA(diffColor)); |
724 } | 703 } |
725 | 704 |
726 result += n; | 705 result += n; |
727 x += n; | 706 x += n; |
728 count -= n; | 707 count -= n; |
729 } while (count > 0); | 708 } while (count > 0); |
730 } | 709 } |
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836 | 815 |
837 /////////////////////////////////////////////////////////////////////////////// | 816 /////////////////////////////////////////////////////////////////////////////// |
838 | 817 |
839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 818 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 819 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 820 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
842 | 821 |
843 /////////////////////////////////////////////////////////////////////////////// | 822 /////////////////////////////////////////////////////////////////////////////// |
844 | 823 |
845 #endif | 824 #endif |
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