| Index: src/core/SkShadowShader.cpp
|
| diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
|
| index b1f49b851d775877d6c711db3089a5456abf44a6..49f1b01b32bed14bec12782e514cbe5fa02f3a40 100644
|
| --- a/src/core/SkShadowShader.cpp
|
| +++ b/src/core/SkShadowShader.cpp
|
| @@ -111,23 +111,24 @@
|
| const SkShadowParams& params,
|
| GrContext* context) {
|
|
|
| - fAmbientColor = lights->ambientLightColor();
|
| + // fuse all ambient lights into a single one
|
| + fAmbientColor.set(0.0f, 0.0f, 0.0f);
|
|
|
| fNumNonAmbLights = 0; // count of non-ambient lights
|
| for (int i = 0; i < lights->numLights(); ++i) {
|
| - if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
|
| + if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
|
| + fAmbientColor += lights->light(i).color();
|
| + } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) {
|
| fLightColor[fNumNonAmbLights] = lights->light(i).color();
|
| -
|
| - if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) {
|
| + if (lights->light(i).type() == SkLights::Light::kPoint_LightType) {
|
| + fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
|
| + fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
|
| + } else {
|
| fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
|
| fLightIntensity[fNumNonAmbLights] = 0.0f;
|
| - } else if (SkLights::Light::kPoint_LightType == lights->light(i).type()) {
|
| - fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos();
|
| - fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity();
|
| }
|
| -
|
| fIsPointLight[fNumNonAmbLights] =
|
| - SkLights::Light::kPoint_LightType == lights->light(i).type();
|
| + SkLights::Light::kPoint_LightType == lights->light(i).type();
|
|
|
| SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
|
|
|
| @@ -696,28 +697,27 @@
|
|
|
| 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::kDirectional_LightType == light.type()) {
|
| + 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 if (SkLights::Light::kDirectional_LightType == light.type()) {
|
| // scaling by fZ accounts for lighting direction
|
| accum.fX += light.color().makeScale(light.dir().fZ).fX *
|
| - SkColorGetR(diffColor);
|
| + SkColorGetR(diffColor);
|
| accum.fY += light.color().makeScale(light.dir().fZ).fY *
|
| - SkColorGetG(diffColor);
|
| + SkColorGetG(diffColor);
|
| accum.fZ += light.color().makeScale(light.dir().fZ).fZ *
|
| - SkColorGetB(diffColor);
|
| + SkColorGetB(diffColor);
|
| } else {
|
| + // TODO: do point lights for raster, currently treated like ambient
|
| accum.fX += light.color().fX * SkColorGetR(diffColor);
|
| accum.fY += light.color().fY * SkColorGetG(diffColor);
|
| accum.fZ += light.color().fZ * SkColorGetB(diffColor);
|
| }
|
| -
|
| }
|
|
|
| result[i] = convert(accum, SkColorGetA(diffColor));
|
|
|