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authorGravatar vjiaoblack <vjiaoblack@google.com>2016-08-29 07:08:52 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-08-29 07:08:52 -0700
commit8f98f0aa2d3f7571a890b916c7c4b5ee831e9686 (patch)
tree226b354fa87fe14ca49d22fccf63f820f0d1d009 /src/core
parent2867e7648069272ad1827ebafe49bd0d22a619b3 (diff)
Moved ambient lights out of SkLight's light array
Diffstat (limited to 'src/core')
-rw-r--r--src/core/SkCanvas.cpp3
-rw-r--r--src/core/SkLightingShader.cpp6
-rw-r--r--src/core/SkLights.cpp80
-rw-r--r--src/core/SkShadowShader.cpp38
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));