Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index 9ad23b7c17ab60e5d1b959580bea710a3a168659..1b65cfc0bbd97281c0200d227528b96b5d6fb7f3 100644 |
--- a/src/core/SkShadowShader.cpp |
+++ b/src/core/SkShadowShader.cpp |
@@ -111,14 +111,11 @@ public: |
const SkShadowParams& params, |
GrContext* context) { |
- // fuse all ambient lights into a single one |
- fAmbientColor.set(0.0f, 0.0f, 0.0f); |
+ fAmbientColor = lights->ambientLightColor(); |
fNumDirLights = 0; // refers to directional lights. |
for (int i = 0; i < lights->numLights(); ++i) { |
- if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
- fAmbientColor += lights->light(i).color(); |
- } else if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { |
+ if (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) { |
fLightColor[fNumDirLights] = lights->light(i).color(); |
fLightDir[fNumDirLights] = lights->light(i).dir(); |
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap()); |
@@ -623,19 +620,18 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
robertphillips
2016/08/26 16:08:05
set accum to the ambient light color now ?
|
SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
// This is all done in linear unpremul color space (each component 0..255.0f though) |
+ |
+ accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGetR(diffColor); |
+ accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGetG(diffColor); |
+ accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGetB(diffColor); |
+ |
for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
const SkLights::Light& light = lightShader.fLights->light(l); |
- if (SkLights::Light::kAmbient_LightType == light.type()) { |
- accum.fX += light.color().fX * SkColorGetR(diffColor); |
- accum.fY += light.color().fY * SkColorGetG(diffColor); |
- accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
- } else { |
- // scaling by fZ accounts for lighting direction |
- accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor); |
- accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor); |
- accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor); |
- } |
+ // scaling by fZ accounts for lighting direction |
+ accum.fX += light.color().makeScale(light.dir().fZ).fX * SkColorGetR(diffColor); |
+ accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor); |
+ accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor); |
} |
result[i] = convert(accum, SkColorGetA(diffColor)); |