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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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