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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 fAmbientColor = lights->ambientLightColor(); | 114 // fuse all ambient lights into a single one |
| 115 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
115 | 116 |
116 fNumNonAmbLights = 0; // count of non-ambient lights | 117 fNumNonAmbLights = 0; // count of non-ambient lights |
117 for (int i = 0; i < lights->numLights(); ++i) { | 118 for (int i = 0; i < lights->numLights(); ++i) { |
118 if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { | 119 if (SkLights::Light::kAmbient_LightType == lights->light(i).type())
{ |
| 120 fAmbientColor += lights->light(i).color(); |
| 121 } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights)
{ |
119 fLightColor[fNumNonAmbLights] = lights->light(i).color(); | 122 fLightColor[fNumNonAmbLights] = lights->light(i).color(); |
120 | 123 if (lights->light(i).type() == SkLights::Light::kPoint_LightType
) { |
121 if (SkLights::Light::kDirectional_LightType == lights->light(i).
type()) { | 124 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); |
| 125 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi
ty(); |
| 126 } else { |
122 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); | 127 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir(); |
123 fLightIntensity[fNumNonAmbLights] = 0.0f; | 128 fLightIntensity[fNumNonAmbLights] = 0.0f; |
124 } else if (SkLights::Light::kPoint_LightType == lights->light(i)
.type()) { | |
125 fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); | |
126 fLightIntensity[fNumNonAmbLights] = lights->light(i).intensi
ty(); | |
127 } | 129 } |
128 | |
129 fIsPointLight[fNumNonAmbLights] = | 130 fIsPointLight[fNumNonAmbLights] = |
130 SkLights::Light::kPoint_LightType == lights->light(i).ty
pe(); | 131 SkLights::Light::kPoint_LightType == lights->light(i).t
ype(); |
131 | 132 |
132 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh
adowMap()); | 133 SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getSh
adowMap()); |
133 | 134 |
134 // gets deleted when the ShadowFP is destroyed, and frees the Gr
Texture* | 135 // gets deleted when the ShadowFP is destroyed, and frees the Gr
Texture* |
135 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu
reRef(context, | 136 fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextu
reRef(context, |
136 GrTextureParams::Clam
pNoFilter(), | 137 GrTextureParams::Clam
pNoFilter(), |
137 SkSourceGammaTreatmen
t::kIgnore)); | 138 SkSourceGammaTreatmen
t::kIgnore)); |
138 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight
s].get()); | 139 fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLight
s].get()); |
139 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); | 140 this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]); |
140 | 141 |
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689 | 690 |
690 fPovDepthContext->shadeSpan(x, y, diffuse, n); | 691 fPovDepthContext->shadeSpan(x, y, diffuse, n); |
691 fDiffuseContext->shadeSpan(x, y, diffuse, n); | 692 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
692 | 693 |
693 for (int i = 0; i < n; ++i) { | 694 for (int i = 0; i < n; ++i) { |
694 | 695 |
695 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 696 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
696 | 697 |
697 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 698 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
698 // This is all done in linear unpremul color space (each component 0
..255.0f though) | 699 // This is all done in linear unpremul color space (each component 0
..255.0f though) |
699 | |
700 accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGet
R(diffColor); | |
701 accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGet
G(diffColor); | |
702 accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGet
B(diffColor); | |
703 | |
704 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 700 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
705 const SkLights::Light& light = lightShader.fLights->light(l); | 701 const SkLights::Light& light = lightShader.fLights->light(l); |
706 | 702 |
707 if (SkLights::Light::kDirectional_LightType == light.type()) { | 703 if (SkLights::Light::kAmbient_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 | 708 // scaling by fZ accounts for lighting direction |
709 accum.fX += light.color().makeScale(light.dir().fZ).fX * | 709 accum.fX += light.color().makeScale(light.dir().fZ).fX * |
710 SkColorGetR(diffColor); | 710 SkColorGetR(diffColor); |
711 accum.fY += light.color().makeScale(light.dir().fZ).fY * | 711 accum.fY += light.color().makeScale(light.dir().fZ).fY * |
712 SkColorGetG(diffColor); | 712 SkColorGetG(diffColor); |
713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * | 713 accum.fZ += light.color().makeScale(light.dir().fZ).fZ * |
714 SkColorGetB(diffColor); | 714 SkColorGetB(diffColor); |
715 } else { | 715 } else { |
| 716 // TODO: do point lights for raster, currently treated like
ambient |
716 accum.fX += light.color().fX * SkColorGetR(diffColor); | 717 accum.fX += light.color().fX * SkColorGetR(diffColor); |
717 accum.fY += light.color().fY * SkColorGetG(diffColor); | 718 accum.fY += light.color().fY * SkColorGetG(diffColor); |
718 accum.fZ += light.color().fZ * SkColorGetB(diffColor); | 719 accum.fZ += light.color().fZ * SkColorGetB(diffColor); |
719 } | 720 } |
720 | |
721 } | 721 } |
722 | 722 |
723 result[i] = convert(accum, SkColorGetA(diffColor)); | 723 result[i] = convert(accum, SkColorGetA(diffColor)); |
724 } | 724 } |
725 | 725 |
726 result += n; | 726 result += n; |
727 x += n; | 727 x += n; |
728 count -= n; | 728 count -= n; |
729 } while (count > 0); | 729 } while (count > 0); |
730 } | 730 } |
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836 | 836 |
837 /////////////////////////////////////////////////////////////////////////////// | 837 /////////////////////////////////////////////////////////////////////////////// |
838 | 838 |
839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) | 839 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) |
840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) | 840 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) |
841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 841 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
842 | 842 |
843 /////////////////////////////////////////////////////////////////////////////// | 843 /////////////////////////////////////////////////////////////////////////////// |
844 | 844 |
845 #endif | 845 #endif |
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