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Side by Side Diff: src/core/SkShadowShader.cpp

Issue 2298603004: added point light attenuations to raster (Closed)
Patch Set: Created 4 years, 3 months ago
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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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758 lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f); 758 lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f);
759 } else { 759 } else {
760 lightProb = 0.0f; 760 lightProb = 0.0f;
761 } 761 }
762 } 762 }
763 763
764 // assume object normals are pointing straight up 764 // assume object normals are pointing straight up
765 totalLight.fX += light.dir().fZ * light.color().fX * lightPr ob; 765 totalLight.fX += light.dir().fZ * light.color().fX * lightPr ob;
766 totalLight.fY += light.dir().fZ * light.color().fY * lightPr ob; 766 totalLight.fY += light.dir().fZ * light.color().fY * lightPr ob;
767 totalLight.fZ += light.dir().fZ * light.color().fZ * lightPr ob; 767 totalLight.fZ += light.dir().fZ * light.color().fZ * lightPr ob;
768 } else { 768
robertphillips 2016/08/31 13:44:27 Maybe: } else { SkASSERT(light.type() == SkLig
vjiaoblack 2016/08/31 13:53:27 Done.
769 totalLight += light.color(); 769 } else if (light.type() == SkLights::Light::kPoint_LightType) {
robertphillips 2016/08/31 13:44:27 Move this line out of the if-then block and share
vjiaoblack 2016/08/31 13:53:27 Done.
770 int pvDepth = SkColorGetB(povDepthColor);
771
772 SkVector3 fragToLight = SkVector3::Make(light.pos().fX - (x + i),
robertphillips 2016/08/31 13:44:27 where's this 400 coming from?
vjiaoblack 2016/08/31 13:53:27 Done.
773 light.pos().fY - (40 0 - y),
774 light.pos().fZ - pvD epth);
775
776 SkScalar dist = fragToLight.length();
777 SkScalar normalizedZ = fragToLight.fZ / dist;
778
779 SkScalar attenuationValue = dist / light.intensity();
jvanverth1 2016/08/31 17:18:23 This is the old lighting equation.
vjiaoblack 2016/08/31 17:58:28 Done.
780 attenuationValue = attenuationValue * attenuationValue + 1.0 f;
781
robertphillips 2016/08/31 13:44:27 // assume object normals are pointing straight up
vjiaoblack 2016/08/31 13:53:27 Done.
782 totalLight.fX += normalizedZ * light.color().fX / attenuatio nValue;
jvanverth1 2016/08/31 17:18:22 If you precompute 1/attenuation and multiply by th
vjiaoblack 2016/08/31 17:58:28 Done.
783 totalLight.fY += normalizedZ * light.color().fY / attenuatio nValue;
784 totalLight.fZ += normalizedZ * light.color().fZ / attenuatio nValue;
770 } 785 }
771 } 786 }
772 787
773 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota lLight.fX, 788 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota lLight.fX,
774 SkColorGetG(diffColor) * tota lLight.fY, 789 SkColorGetG(diffColor) * tota lLight.fY,
775 SkColorGetB(diffColor) * tota lLight.fZ); 790 SkColorGetB(diffColor) * tota lLight.fZ);
776 791
777 result[i] = convert(totalColor, SkColorGetA(diffColor)); 792 result[i] = convert(totalColor, SkColorGetA(diffColor));
778 } 793 }
779 794
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890 905
891 /////////////////////////////////////////////////////////////////////////////// 906 ///////////////////////////////////////////////////////////////////////////////
892 907
893 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 908 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
894 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 909 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
895 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 910 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
896 911
897 /////////////////////////////////////////////////////////////////////////////// 912 ///////////////////////////////////////////////////////////////////////////////
898 913
899 #endif 914 #endif
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