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

Issue 2298603004: added point light attenuations to raster (Closed)
Patch Set: added i back to light direction calculation 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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712 for (int i = 0; i < n; ++i) { 712 for (int i = 0; i < n; ++i) {
713 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); 713 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
714 SkColor povDepthColor = povDepth[i]; 714 SkColor povDepthColor = povDepth[i];
715 715
716 SkColor3f totalLight = lightShader.fLights->ambientLightColor(); 716 SkColor3f totalLight = lightShader.fLights->ambientLightColor();
717 // This is all done in linear unpremul color space (each component 0 ..255.0f though) 717 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
718 718
719 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { 719 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
720 const SkLights::Light& light = lightShader.fLights->light(l); 720 const SkLights::Light& light = lightShader.fLights->light(l);
721 721
722 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blu e channel
723
722 if (light.type() == SkLights::Light::kDirectional_LightType) { 724 if (light.type() == SkLights::Light::kDirectional_LightType) {
723 int pvDepth = SkColorGetB(povDepthColor); // depth stored in blue channel
724 725
725 int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth); 726 int xOffset = SkScalarRoundToInt(light.dir().fX * pvDepth);
726 int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth); 727 int yOffset = SkScalarRoundToInt(light.dir().fY * pvDepth);
727 728
728 int shX = SkClampMax(x + i + xOffset, light.getShadowMap()-> width() - 1); 729 int shX = SkClampMax(x + i + xOffset, light.getShadowMap()-> width() - 1);
729 int shY = SkClampMax(y + yOffset, light.getShadowMap()->heig ht() - 1); 730 int shY = SkClampMax(y + yOffset, light.getShadowMap()->heig ht() - 1);
730 731
731 int shDepth = 0; 732 int shDepth = 0;
732 int shDepthsq = 0; 733 int shDepthsq = 0;
733 734
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758 lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f); 759 lightProb = SkMaxScalar((lightProb - bias) / (1.0f - bias), 0.0f);
759 } else { 760 } else {
760 lightProb = 0.0f; 761 lightProb = 0.0f;
761 } 762 }
762 } 763 }
763 764
764 // assume object normals are pointing straight up 765 // assume object normals are pointing straight up
765 totalLight.fX += light.dir().fZ * light.color().fX * lightPr ob; 766 totalLight.fX += light.dir().fZ * light.color().fX * lightPr ob;
766 totalLight.fY += light.dir().fZ * light.color().fY * lightPr ob; 767 totalLight.fY += light.dir().fZ * light.color().fY * lightPr ob;
767 totalLight.fZ += light.dir().fZ * light.color().fZ * lightPr ob; 768 totalLight.fZ += light.dir().fZ * light.color().fZ * lightPr ob;
769
768 } else { 770 } else {
769 totalLight += light.color(); 771 // right now we only expect directional and point light type s.
772 SkASSERT(light.type() == SkLights::Light::kPoint_LightType);
773
774 int height = lightShader.fDiffuseHeight;
775
776 SkVector3 fragToLight = SkVector3::Make(light.pos().fX - x - i,
777 light.pos().fY - (he ight - y),
778 light.pos().fZ - pvD epth);
779
780 SkScalar dist = fragToLight.length();
781 SkScalar normalizedZ = fragToLight.fZ / dist;
782
783 SkScalar distAttenuation = light.intensity() / (1.0f + dist * dist);
784
785 // assume object normals are pointing straight up
786 totalLight.fX += normalizedZ * light.color().fX * distAttenu ation;
787 totalLight.fY += normalizedZ * light.color().fY * distAttenu ation;
788 totalLight.fZ += normalizedZ * light.color().fZ * distAttenu ation;
770 } 789 }
771 } 790 }
772 791
773 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota lLight.fX, 792 SkColor3f totalColor = SkColor3f::Make(SkColorGetR(diffColor) * tota lLight.fX,
774 SkColorGetG(diffColor) * tota lLight.fY, 793 SkColorGetG(diffColor) * tota lLight.fY,
775 SkColorGetB(diffColor) * tota lLight.fZ); 794 SkColorGetB(diffColor) * tota lLight.fZ);
776 795
777 result[i] = convert(totalColor, SkColorGetA(diffColor)); 796 result[i] = convert(totalColor, SkColorGetA(diffColor));
778 } 797 }
779 798
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890 909
891 /////////////////////////////////////////////////////////////////////////////// 910 ///////////////////////////////////////////////////////////////////////////////
892 911
893 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader) 912 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkShadowShader)
894 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl) 913 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkShadowShaderImpl)
895 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 914 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
896 915
897 /////////////////////////////////////////////////////////////////////////////// 916 ///////////////////////////////////////////////////////////////////////////////
898 917
899 #endif 918 #endif
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