diff options
author | 2016-08-29 07:08:52 -0700 | |
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committer | 2016-08-29 07:08:52 -0700 | |
commit | 8f98f0aa2d3f7571a890b916c7c4b5ee831e9686 (patch) | |
tree | 226b354fa87fe14ca49d22fccf63f820f0d1d009 /src/core | |
parent | 2867e7648069272ad1827ebafe49bd0d22a619b3 (diff) |
Moved ambient lights out of SkLight's light array
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2287553002
Review-Url: https://codereview.chromium.org/2287553002
Diffstat (limited to 'src/core')
-rw-r--r-- | src/core/SkCanvas.cpp | 3 | ||||
-rw-r--r-- | src/core/SkLightingShader.cpp | 6 | ||||
-rw-r--r-- | src/core/SkLights.cpp | 80 | ||||
-rw-r--r-- | src/core/SkShadowShader.cpp | 38 |
4 files changed, 60 insertions, 67 deletions
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp index fc1897526c..c4ce75c6c0 100644 --- a/src/core/SkCanvas.cpp +++ b/src/core/SkCanvas.cpp @@ -3231,8 +3231,7 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture, // skip over ambient lights; they don't cast shadows // lights that have shadow maps do not need updating (because lights are immutable) - if (SkLights::Light::kAmbient_LightType == fLights->light(i).type() || - fLights->light(i).getShadowMap() != nullptr) { + if (fLights->light(i).getShadowMap() != nullptr) { continue; } diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp index 8fde8bfd37..b788b3c645 100644 --- a/src/core/SkLightingShader.cpp +++ b/src/core/SkLightingShader.cpp @@ -122,11 +122,9 @@ public: LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) { // fuse all ambient lights into a single one - fAmbientColor.set(0.0f, 0.0f, 0.0f); + fAmbientColor = lights->ambientLightColor(); for (int i = 0; i < lights->numLights(); ++i) { - if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { - fAmbientColor += lights->light(i).color(); - } else if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { + if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { fDirectionalLights.push_back(lights->light(i)); // TODO get the handle to the shadow map if there is one } else { diff --git a/src/core/SkLights.cpp b/src/core/SkLights.cpp index 7d8f9ed7a5..962997fc31 100644 --- a/src/core/SkLights.cpp +++ b/src/core/SkLights.cpp @@ -10,11 +10,18 @@ #include "SkReadBuffer.h" sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) { + Builder builder; + + SkColor3f ambColor; + if (!buf.readScalarArray(&ambColor.fX, 3)) { + return nullptr; + } + + builder.setAmbientLightColor(ambColor); + int numLights = buf.readInt(); - Builder builder; for (int l = 0; l < numLights; ++l) { - bool isAmbient = buf.readBool(); bool isPoint = buf.readBool(); SkColor3f color; @@ -22,35 +29,29 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) { return nullptr; } - if (isAmbient) { - builder.add(Light::MakeAmbient(color)); - } else { - SkVector3 dirOrPos; - if (!buf.readScalarArray(&dirOrPos.fX, 3)) { - return nullptr; - } - SkScalar intensity = 0.0f; - if (isPoint) { - intensity = buf.readScalar(); - } + SkVector3 dirOrPos; + if (!buf.readScalarArray(&dirOrPos.fX, 3)) { + return nullptr; + } - sk_sp<SkImage> depthMap; - bool hasShadowMap = buf.readBool(); - if (hasShadowMap) { - if (!(depthMap = buf.readImage())) { - return nullptr; - } + sk_sp<SkImage> depthMap; + bool hasShadowMap = buf.readBool(); + if (hasShadowMap) { + if (!(depthMap = buf.readImage())) { + return nullptr; } + } - if (isPoint) { - Light light = Light::MakePoint(color, dirOrPos, intensity); - light.setShadowMap(depthMap); - builder.add(light); - } else { - Light light = Light::MakeDirectional(color, dirOrPos); - light.setShadowMap(depthMap); - builder.add(light); - } + if (isPoint) { + SkScalar intensity = 0.0f; + intensity = buf.readScalar(); + Light light = Light::MakePoint(color, dirOrPos, intensity); + light.setShadowMap(depthMap); + builder.add(light); + } else { + Light light = Light::MakeDirectional(color, dirOrPos); + light.setShadowMap(depthMap); + builder.add(light); } } @@ -58,29 +59,24 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) { } void SkLights::flatten(SkWriteBuffer& buf) const { + buf.writeScalarArray(&this->ambientLightColor().fX, 3); buf.writeInt(this->numLights()); for (int l = 0; l < this->numLights(); ++l) { const Light& light = this->light(l); - bool isAmbient = Light::kAmbient_LightType == light.type(); bool isPoint = Light::kPoint_LightType == light.type(); - buf.writeBool(isAmbient); buf.writeBool(isPoint); buf.writeScalarArray(&light.color().fX, 3); - if (!isAmbient) { - if (isPoint) { - buf.writeScalarArray(&light.pos().fX, 3); - buf.writeScalar(light.intensity()); - } else { - buf.writeScalarArray(&light.dir().fX, 3); - } - bool hasShadowMap = light.getShadowMap() != nullptr; - buf.writeBool(hasShadowMap); - if (hasShadowMap) { - buf.writeImage(light.getShadowMap()); - } + buf.writeScalarArray(&light.dir().fX, 3); + bool hasShadowMap = light.getShadowMap() != nullptr; + buf.writeBool(hasShadowMap); + if (hasShadowMap) { + buf.writeImage(light.getShadowMap()); + } + if (isPoint) { + buf.writeScalar(light.intensity()); } } } diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp index 49f1b01b32..b1f49b851d 100644 --- a/src/core/SkShadowShader.cpp +++ b/src/core/SkShadowShader.cpp @@ -111,24 +111,23 @@ public: const SkShadowParams& params, GrContext* context) { - // fuse all ambient lights into a single one - fAmbientColor.set(0.0f, 0.0f, 0.0f); + fAmbientColor = lights->ambientLightColor(); fNumNonAmbLights = 0; // count of non-ambient lights for (int i = 0; i < lights->numLights(); ++i) { - if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { - fAmbientColor += lights->light(i).color(); - } else if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { + if (fNumNonAmbLights < SkShadowShader::kMaxNonAmbientLights) { fLightColor[fNumNonAmbLights] = lights->light(i).color(); - if (lights->light(i).type() == SkLights::Light::kPoint_LightType) { - fLightDirOrPos[fNumNonAmbLights] = lights->light(i).pos(); - fLightIntensity[fNumNonAmbLights] = lights->light(i).intensity(); - } else { + + if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { 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()); @@ -697,27 +696,28 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y, 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::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()) { + 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)); |