Index: src/core/SkShadowShader.cpp |
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp |
index 6ca82fb65d8431509e635324af81aa1e5167055f..09d0bcaf5080c2822b3abd9dc4e7cb17bb1efaac 100644 |
--- a/src/core/SkShadowShader.cpp |
+++ b/src/core/SkShadowShader.cpp |
@@ -729,6 +729,7 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
int shY = SkClampMax(y + yOffset, light.getShadowMap()->height() - 1); |
int shDepth = 0; |
+ int shDepthsq = 0; |
// pixmaps that point to things have nonzero heights |
if (fShadowMapPixels[l].height() > 0) { |
@@ -736,17 +737,34 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, |
SkColor shColor(pix); |
shDepth = SkColorGetB(shColor); |
+ shDepthsq = SkColorGetG(shColor) * 256; |
} else { |
// Make lights w/o a shadow map receive the full light contribution |
shDepth = pvDepth; |
} |
- if (pvDepth >= shDepth) { |
- // assume object normals are pointing straight up |
- totalLight.fX += light.dir().fZ * light.color().fX; |
- totalLight.fY += light.dir().fZ * light.color().fY; |
- totalLight.fZ += light.dir().fZ * light.color().fZ; |
+ SkScalar lightProb = 1.0f; |
+ if (pvDepth < shDepth) { |
+ if (lightShader.fShadowParams.fType == |
+ SkShadowParams::ShadowType::kVariance_ShadowType) { |
+ int variance = SkMaxScalar(shDepthsq - shDepth * shDepth, |
+ lightShader.fShadowParams.fMinVariance); |
+ int d = pvDepth - shDepth; |
+ |
+ lightProb = (SkScalar) variance / ((SkScalar) (variance + d * d)); |
+ |
+ SkScalar bias = lightShader.fShadowParams.fBiasingConstant; |
+ |
+ lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f); |
+ } else { |
+ lightProb = 0.0f; |
+ } |
} |
+ |
+ // assume object normals are pointing straight up |
+ totalLight.fX += light.dir().fZ * light.color().fX * lightProb; |
+ totalLight.fY += light.dir().fZ * light.color().fY * lightProb; |
+ totalLight.fZ += light.dir().fZ * light.color().fZ * lightProb; |
} else { |
totalLight += light.color(); |
} |