Chromium Code Reviews| 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 |
| 117 fNumNonAmbLights = 0; // count of non-ambient lights | 116 fNumNonAmbLights = 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 (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { |
| 120 fAmbientColor += lights->light(i).color(); | |
| 121 } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { | |
| 122 fLightColor[fNumNonAmbLights] = lights->light(i).color(); | 119 fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
| 123 if (lights->light(i).type() == SkLights::Light::kPoint_LightType ) { | 120 |
| 121 if (SkLights::Light::kDirectional_LightType == lights->light(i). type()) { | |
| 122 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | |
| 123 } else if (SkLights::Light::kPoint_LightType == lights->light(i) .type()) { | |
| 124 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | 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 } | 125 } |
|
robertphillips
2016/08/26 19:16:02
It looks like this is still used, why did you remo
vjiaoblack
2016/08/26 19:25:17
Done.
| |
| 130 fIsPointLight[fNumNonAmbLights] = | |
| 131 SkLights::Light::kPoint_LightType == lights->light(i).t ype(); | |
| 132 | 126 |
| 133 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); | 127 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh adowMap()); |
| 134 | 128 |
| 135 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* | 129 // gets deleted when the ShadowFP is destroyed, and frees the Gr Texture* |
| 136 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, | 130 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu reRef(context, |
| 137 GrTextureParams::Clam pNoFilter(), | 131 GrTextureParams::Clam pNoFilter(), |
| 138 SkSourceGammaTreatmen t::kIgnore)); | 132 SkSourceGammaTreatmen t::kIgnore)); |
| 139 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight s].get()); | 133 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight s].get()); |
| 140 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); | 134 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); |
| 141 | 135 |
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| 690 | 684 |
| 691 fPovDepthContext->shadeSpan(x, y, diffuse, n); | 685 fPovDepthContext->shadeSpan(x, y, diffuse, n); |
| 692 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 686 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| 693 | 687 |
| 694 for (int i = 0; i < n; ++i) { | 688 for (int i = 0; i < n; ++i) { |
| 695 | 689 |
| 696 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 690 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 697 | 691 |
| 698 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 692 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) | 693 // This is all done in linear unpremul color space (each component 0 ..255.0f though) |
| 694 | |
| 695 accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGet R(diffColor); | |
| 696 accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGet G(diffColor); | |
| 697 accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGet B(diffColor); | |
| 698 | |
| 700 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 699 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
| 701 const SkLights::Light& light = lightShader.fLights->light(l); | 700 const SkLights::Light& light = lightShader.fLights->light(l); |
| 702 | 701 |
| 703 if (SkLights::Light::kAmbient_LightType == light.type()) { | 702 if (SkLights::Light::kDirectional_LightType == light.type()) { |
| 704 accum.fX += light.color().fX * SkColorGetR(diffColor); | |
| 705 accum.fY += light.color().fY * SkColorGetG(diffColor); | |
| 706 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | |
| 707 } else if (SkLights::Light::kDirectional_LightType == light.type ()) { | |
| 708 // scaling by fZ accounts for lighting direction | 703 // scaling by fZ accounts for lighting direction |
| 709 accum.fX += light.color().makeScale(light.dir().fZ).fX * | 704 accum.fX += light.color().makeScale(light.dir().fZ).fX * |
| 710 SkColorGetR(diffColor); | 705 SkColorGetR(diffColor); |
| 711 accum.fY += light.color().makeScale(light.dir().fZ).fY * | 706 accum.fY += light.color().makeScale(light.dir().fZ).fY * |
| 712 SkColorGetG(diffColor); | 707 SkColorGetG(diffColor); |
| 713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | 708 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * |
| 714 SkColorGetB(diffColor); | 709 SkColorGetB(diffColor); |
| 715 } else { | 710 } else { |
| 716 // TODO: do point lights for raster, currently treated like ambient | |
| 717 accum.fX += light.color().fX * SkColorGetR(diffColor); | 711 accum.fX += light.color().fX * SkColorGetR(diffColor); |
| 718 accum.fY += light.color().fY * SkColorGetG(diffColor); | 712 accum.fY += light.color().fY * SkColorGetG(diffColor); |
| 719 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 713 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
| 720 } | 714 } |
| 715 | |
| 721 } | 716 } |
| 722 | 717 |
| 723 result[i] = convert(accum, SkColorGetA(diffColor)); | 718 result[i] = convert(accum, SkColorGetA(diffColor)); |
| 724 } | 719 } |
| 725 | 720 |
| 726 result += n; | 721 result += n; |
| 727 x += n; | 722 x += n; |
| 728 count -= n; | 723 count -= n; |
| 729 } while (count > 0); | 724 } while (count > 0); |
| 730 } | 725 } |
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| 836 | 831 |
| 837 /////////////////////////////////////////////////////////////////////////////// | 832 /////////////////////////////////////////////////////////////////////////////// |
| 838 | 833 |
| 839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 834 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
| 840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 835 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
| 841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 836 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 842 | 837 |
| 843 /////////////////////////////////////////////////////////////////////////////// | 838 /////////////////////////////////////////////////////////////////////////////// |
| 844 | 839 |
| 845 #endif | 840 #endif |
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