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authorGravatar vjiaoblack <vjiaoblack@google.com>2016-08-26 08:49:46 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-08-26 08:49:46 -0700
commit56f33ea2acb39ebb041340a8ab7564facb95afce (patch)
tree0a50af0bc85cd2cd795498b71a5a7dddd1ad6ddd /src
parent6a3976114d8a6aaa564c3c7571cfe7d1727a3a6e (diff)
Added distance attenuation and diffuse shading to PointLights
Diffstat (limited to 'src')
-rw-r--r--src/core/SkLights.cpp13
-rw-r--r--src/core/SkShadowShader.cpp300
-rw-r--r--src/utils/SkShadowPaintFilterCanvas.cpp6
3 files changed, 207 insertions, 112 deletions
diff --git a/src/core/SkLights.cpp b/src/core/SkLights.cpp
index a172de4fab..7d8f9ed7a5 100644
--- a/src/core/SkLights.cpp
+++ b/src/core/SkLights.cpp
@@ -29,6 +29,10 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
if (!buf.readScalarArray(&dirOrPos.fX, 3)) {
return nullptr;
}
+ SkScalar intensity = 0.0f;
+ if (isPoint) {
+ intensity = buf.readScalar();
+ }
sk_sp<SkImage> depthMap;
bool hasShadowMap = buf.readBool();
@@ -39,7 +43,7 @@ sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
}
if (isPoint) {
- Light light = Light::MakePoint(color, dirOrPos);
+ Light light = Light::MakePoint(color, dirOrPos, intensity);
light.setShadowMap(depthMap);
builder.add(light);
} else {
@@ -66,7 +70,12 @@ void SkLights::flatten(SkWriteBuffer& buf) const {
buf.writeBool(isPoint);
buf.writeScalarArray(&light.color().fX, 3);
if (!isAmbient) {
- buf.writeScalarArray(&light.dir().fX, 3);
+ 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) {
diff --git a/src/core/SkShadowShader.cpp b/src/core/SkShadowShader.cpp
index 9ad23b7c17..49f1b01b32 100644
--- a/src/core/SkShadowShader.cpp
+++ b/src/core/SkShadowShader.cpp
@@ -114,26 +114,35 @@ public:
// fuse all ambient lights into a single one
fAmbientColor.set(0.0f, 0.0f, 0.0f);
- fNumDirLights = 0; // refers to directional lights.
+ 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 (fNumDirLights < SkShadowShader::kMaxNonAmbientLights) {
- fLightColor[fNumDirLights] = lights->light(i).color();
- fLightDir[fNumDirLights] = lights->light(i).dir();
+ } else 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 {
+ fLightDirOrPos[fNumNonAmbLights] = lights->light(i).dir();
+ fLightIntensity[fNumNonAmbLights] = 0.0f;
+ }
+ fIsPointLight[fNumNonAmbLights] =
+ SkLights::Light::kPoint_LightType == lights->light(i).type();
+
SkImage_Base* shadowMap = ((SkImage_Base*)lights->light(i).getShadowMap());
// gets deleted when the ShadowFP is destroyed, and frees the GrTexture*
- fTexture[fNumDirLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
+ fTexture[fNumNonAmbLights] = sk_sp<GrTexture>(shadowMap->asTextureRef(context,
GrTextureParams::ClampNoFilter(),
SkSourceGammaTreatment::kIgnore));
- fDepthMapAccess[fNumDirLights].reset(fTexture[fNumDirLights].get());
- this->addTextureAccess(&fDepthMapAccess[fNumDirLights]);
+ fDepthMapAccess[fNumNonAmbLights].reset(fTexture[fNumNonAmbLights].get());
+ this->addTextureAccess(&fDepthMapAccess[fNumNonAmbLights]);
- fDepthMapHeight[fNumDirLights] = shadowMap->height();
- fDepthMapWidth[fNumDirLights] = shadowMap->width();
+ fDepthMapHeight[fNumNonAmbLights] = shadowMap->height();
+ fDepthMapWidth[fNumNonAmbLights] = shadowMap->width();
- fNumDirLights++;
+ fNumNonAmbLights++;
}
}
@@ -152,51 +161,54 @@ public:
GLSLShadowFP() { }
void emitCode(EmitArgs& args) override {
-
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ const ShadowFP& shadowFP = args.fFp.cast<ShadowFP>();
+
+ SkASSERT(shadowFP.fNumNonAmbLights <= SkShadowShader::kMaxNonAmbientLights);
// add uniforms
- int32_t numLights = args.fFp.cast<ShadowFP>().fNumDirLights;
+ int32_t numLights = shadowFP.fNumNonAmbLights;
SkASSERT(numLights <= SkShadowShader::kMaxNonAmbientLights);
- int blurAlgorithm = args.fFp.cast<ShadowFP>().fShadowParams.fType;
+ int blurAlgorithm = shadowFP.fShadowParams.fType;
- const char* lightDirUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* lightDirOrPosUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
const char* lightColorUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* lightIntensityUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights]
- = {nullptr};
- const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights]
- = {nullptr};
+ const char* depthMapWidthUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
+ const char* depthMapHeightUniName[SkShadowShader::kMaxNonAmbientLights] = {nullptr};
- SkString lightDirUniNameBase("lightDir");
- SkString lightColorUniNameBase("lightColor");
-
- SkString depthMapWidthUniNameBase("dmapWidth");
- SkString depthMapHeightUniNameBase("dmapHeight");
-
- for (int i = 0; i < numLights; i++) {
- SkString lightDirUniNameStr(lightDirUniNameBase);
- lightDirUniNameStr.appendf("%d", i);
- SkString lightColorUniNameStr(lightColorUniNameBase);
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
+ SkString lightDirOrPosUniNameStr("lightDir");
+ lightDirOrPosUniNameStr.appendf("%d", i);
+ SkString lightColorUniNameStr("lightColor");
lightColorUniNameStr.appendf("%d", i);
+ SkString lightIntensityUniNameStr("lightIntensity");
+ lightIntensityUniNameStr.appendf("%d", i);
- SkString depthMapWidthUniNameStr(depthMapWidthUniNameBase);
+ SkString depthMapWidthUniNameStr("dmapWidth");
depthMapWidthUniNameStr.appendf("%d", i);
- SkString depthMapHeightUniNameStr(depthMapHeightUniNameBase);
+ SkString depthMapHeightUniNameStr("dmapHeight");
depthMapHeightUniNameStr.appendf("%d", i);
- fLightDirUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ fLightDirOrPosUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
- lightDirUniNameStr.c_str(),
- &lightDirUniName[i]);
+ lightDirOrPosUniNameStr.c_str(),
+ &lightDirOrPosUniName[i]);
fLightColorUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec3f_GrSLType,
kDefault_GrSLPrecision,
lightColorUniNameStr.c_str(),
&lightColorUniName[i]);
+ fLightIntensityUni[i] =
+ uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat_GrSLType,
+ kDefault_GrSLPrecision,
+ lightIntensityUniNameStr.c_str(),
+ &lightIntensityUniName[i]);
fDepthMapWidthUni[i] = uniformHandler->addUniform(kFragment_GrShaderFlag,
kInt_GrSLType,
@@ -234,7 +246,6 @@ public:
kDefault_GrSLPrecision,
"height", &heightUniName);
-
SkString povDepth("povDepth");
this->emitChild(0, nullptr, &povDepth, args);
@@ -243,15 +254,20 @@ public:
SkString depthMaps[SkShadowShader::kMaxNonAmbientLights];
- for (int i = 0; i < numLights; i++) {
+ // Multiply by 255 to transform from sampler coordinates to world
+ // coordinates (since 1 channel is 0xFF)
+ fragBuilder->codeAppendf("vec3 worldCor = vec3(vMatrixCoord_0_1_Stage0 * "
+ "vec2(%s, %s), %s.b * 255);",
+ widthUniName, heightUniName, povDepth.c_str());
+
+ // Applies the offset indexing that goes from our view space into the light's space.
+ for (int i = 0; i < shadowFP.fNumNonAmbLights; i++) {
SkString povCoord("povCoord");
povCoord.appendf("%d", i);
// vMatrixCoord_0_1_Stage0 is the texture sampler coordinates.
// povDepth.b * 255 scales it to 0 - 255, bringing it to world space,
- // and the / 400 brings it back to a sampler coordinate, 0 - 1
- // The 400 comes from the shadowmaps GM.
- // TODO use real shadowmaps size
+ // and the / vec2(width, height) brings it back to a sampler coordinate
SkString offset("offset");
offset.appendf("%d", i);
@@ -261,20 +277,36 @@ public:
SkString scaleOffsetVec("scaleOffsetVec");
scaleOffsetVec.appendf("%d", i);
- fragBuilder->codeAppendf("vec2 %s = vec2(%s) * povDepth.b * 255 / 400;\n",
- offset.c_str(), lightDirUniName[i]);
-
- fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));\n",
+ fragBuilder->codeAppendf("vec2 %s;", offset.c_str());
+
+ if (shadowFP.fIsPointLight[i]) {
+ fragBuilder->codeAppendf("vec3 fragToLight%d = %s - worldCor;",
+ i, lightDirOrPosUniName[i]);
+ fragBuilder->codeAppendf("float distsq%d = dot(fragToLight%d, fragToLight%d);"
+ "fragToLight%d = normalize(fragToLight%d);",
+ i, i, i, i, i);
+ fragBuilder->codeAppendf("%s = -vec2(%s.x - worldCor.x, worldCor.y - %s.y)*"
+ "(povDepth.b) / vec2(%s, %s);",
+ offset.c_str(), lightDirOrPosUniName[i],
+ lightDirOrPosUniName[i],
+ widthUniName, heightUniName);
+ } else {
+ fragBuilder->codeAppendf("%s = vec2(%s) * povDepth.b * 255 / vec2(%s, %s);",
+ offset.c_str(), lightDirOrPosUniName[i],
+ widthUniName, heightUniName);
+ }
+ fragBuilder->codeAppendf("vec2 %s = (vec2(%s, %s) / vec2(%s, %s));",
scaleVec.c_str(),
widthUniName, heightUniName,
depthMapWidthUniName[i], depthMapHeightUniName[i]);
fragBuilder->codeAppendf("vec2 %s = 1 - %s;\n",
- scaleOffsetVec.c_str(), scaleVec.c_str());
+ scaleOffsetVec.c_str(),
+ scaleVec.c_str());
fragBuilder->codeAppendf("vec2 %s = (vMatrixCoord_0_1_Stage0 + "
- "vec2(%s.x, 0 - %s.y)) "
- " * %s + vec2(0,1) * %s;\n",
+ "vec2(%s.x, 0 - %s.y)) "
+ " * %s + vec2(0,1) * %s;",
povCoord.c_str(), offset.c_str(), offset.c_str(),
scaleVec.c_str(), scaleOffsetVec.c_str());
@@ -282,7 +314,6 @@ public:
povCoord.c_str(),
kVec2f_GrSLType);
-
}
const char* ambientColorUniName = nullptr;
@@ -300,47 +331,61 @@ public:
fragBuilder->codeAppendf("float d;");
for (int i = 0; i < numLights; i++) {
- fragBuilder->codeAppendf("lightProbability = 1;");
-
- // 1/512 is less than half a pixel; imperceptible
- fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
- povDepth.c_str(), depthMaps[i].c_str());
- if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
- fragBuilder->codeAppendf("vec2 moments = vec2(%s.b * 255, %s.g * 255 * 256 );",
- depthMaps[i].c_str(), depthMaps[i].c_str());
-
- // variance biasing lessens light bleeding
- fragBuilder->codeAppendf("variance = max(moments.y - (moments.x * moments.x),"
- "%s);", minVarianceUniName);
-
- fragBuilder->codeAppendf("d = (%s.b * 255) - moments.x;", povDepth.c_str());
- fragBuilder->codeAppendf("lightProbability = "
- "(variance / (variance + d * d));");
-
- SkString clamp("clamp");
- clamp.appendf("%d", i);
-
- // choosing between light artifacts or correct shape shadows
- // linstep
- fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
- "(1 - %s), 0, 1);",
- clamp.c_str(), shBiasUniName, shBiasUniName);
+ if (!shadowFP.isPointLight(i)) {
+ fragBuilder->codeAppendf("lightProbability = 1;");
- fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
- } else {
- fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ // 1/512 is less than half a pixel; imperceptible
+ fragBuilder->codeAppendf("if (%s.b <= %s.b + 1/512) {",
povDepth.c_str(), depthMaps[i].c_str());
- fragBuilder->codeAppendf("lightProbability = 1;");
- fragBuilder->codeAppendf("} else { lightProbability = 0; }");
+ if (blurAlgorithm == SkShadowParams::kVariance_ShadowType) {
+ fragBuilder->codeAppendf("vec2 moments%d = vec2(%s.b * 255,"
+ "%s.g * 255 * 256 );",
+ i, depthMaps[i].c_str(), depthMaps[i].c_str());
+
+ // variance biasing lessens light bleeding
+ fragBuilder->codeAppendf("variance = max(moments%d.y - "
+ "(moments%d.x * moments%d.x),"
+ "%s);", i, i, i,
+ minVarianceUniName);
+
+ fragBuilder->codeAppendf("d = (%s.b * 255) - moments%d.x;",
+ povDepth.c_str(), i);
+ fragBuilder->codeAppendf("lightProbability = "
+ "(variance / (variance + d * d));");
+
+ SkString clamp("clamp");
+ clamp.appendf("%d", i);
+
+ // choosing between light artifacts or correct shape shadows
+ // linstep
+ fragBuilder->codeAppendf("float %s = clamp((lightProbability - %s) /"
+ "(1 - %s), 0, 1);",
+ clamp.c_str(), shBiasUniName, shBiasUniName);
+
+ fragBuilder->codeAppendf("lightProbability = %s;", clamp.c_str());
+ } else {
+ fragBuilder->codeAppendf("if (%s.b >= %s.b) {",
+ povDepth.c_str(), depthMaps[i].c_str());
+ fragBuilder->codeAppendf("lightProbability = 1;");
+ fragBuilder->codeAppendf("} else { lightProbability = 0; }");
+ }
+
+ // VSM: The curved shadows near plane edges are artifacts from blurring
+ fragBuilder->codeAppendf("}");
+ fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * "
+ "lightProbability;",
+ totalLightColor.c_str(),
+ lightDirOrPosUniName[i],
+ lightColorUniName[i]);
+ } else {
+ // fragToLight%d.z is equal to the fragToLight dot the surface normal.
+ fragBuilder->codeAppendf("%s += max(fragToLight%d.z, 0) * %s /"
+ "(1 + distsq%d / (%s * %s));",
+ totalLightColor.c_str(), i,
+ lightColorUniName[i], i,
+ lightIntensityUniName[i],
+ lightIntensityUniName[i]);
}
-
- // VSM: The curved shadows near plane edges are mostly light bleeding.
- fragBuilder->codeAppendf("}");
-
- fragBuilder->codeAppendf("%s += dot(vec3(0,0,1), %s) * %s * lightProbability;",
- totalLightColor.c_str(),
- lightDirUniName[i],
- lightColorUniName[i]);
}
fragBuilder->codeAppendf("%s += %s;", totalLightColor.c_str(), ambientColorUniName);
@@ -354,7 +399,12 @@ public:
static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
GrProcessorKeyBuilder* b) {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
- b->add32(shadowFP.fNumDirLights);
+ b->add32(shadowFP.fNumNonAmbLights);
+ int isPL = 0;
+ for (int i = 0; i < SkShadowShader::kMaxNonAmbientLights; i++) {
+ isPL = isPL | ((shadowFP.fIsPointLight[i] ? 1 : 0) << i);
+ }
+ b->add32(isPL);
b->add32(shadowFP.fShadowParams.fType);
}
@@ -362,18 +412,25 @@ public:
void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
const ShadowFP &shadowFP = proc.cast<ShadowFP>();
- for (int i = 0; i < shadowFP.fNumDirLights; i++) {
- const SkVector3& lightDir = shadowFP.lightDir(i);
- if (lightDir != fLightDir[i]) {
- pdman.set3fv(fLightDirUni[i], 1, &lightDir.fX);
- fLightDir[i] = lightDir;
+ for (int i = 0; i < shadowFP.numLights(); i++) {
+ const SkVector3& lightDirOrPos = shadowFP.lightDirOrPos(i);
+ if (lightDirOrPos != fLightDirOrPos[i]) {
+ pdman.set3fv(fLightDirOrPosUni[i], 1, &lightDirOrPos.fX);
+ fLightDirOrPos[i] = lightDirOrPos;
}
+
const SkColor3f& lightColor = shadowFP.lightColor(i);
if (lightColor != fLightColor[i]) {
pdman.set3fv(fLightColorUni[i], 1, &lightColor.fX);
fLightColor[i] = lightColor;
}
+ SkScalar lightIntensity = shadowFP.lightIntensity(i);
+ if (lightIntensity != fLightIntensity[i]) {
+ pdman.set1f(fLightIntensityUni[i], lightIntensity);
+ fLightIntensity[i] = lightIntensity;
+ }
+
int depthMapWidth = shadowFP.depthMapWidth(i);
if (depthMapWidth != fDepthMapWidth[i]) {
pdman.set1i(fDepthMapWidthUni[i], depthMapWidth);
@@ -417,14 +474,18 @@ public:
}
private:
- SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
+ SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
- fLightDirUni[SkShadowShader::kMaxNonAmbientLights];
+ fLightDirOrPosUni[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fLightColorUni[SkShadowShader::kMaxNonAmbientLights];
+ SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
+ GrGLSLProgramDataManager::UniformHandle
+ fLightIntensityUni[SkShadowShader::kMaxNonAmbientLights];
+
int fDepthMapWidth[SkShadowShader::kMaxNonAmbientLights];
GrGLSLProgramDataManager::UniformHandle
fDepthMapWidthUni[SkShadowShader::kMaxNonAmbientLights];
@@ -456,23 +517,31 @@ public:
void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
inout->mulByUnknownFourComponents();
}
- int32_t numLights() const { return fNumDirLights; }
+ int32_t numLights() const { return fNumNonAmbLights; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
- const SkVector3& lightDir(int i) const {
- SkASSERT(i < fNumDirLights);
- return fLightDir[i];
+ bool isPointLight(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fIsPointLight[i];
+ }
+ const SkVector3& lightDirOrPos(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fLightDirOrPos[i];
}
const SkVector3& lightColor(int i) const {
- SkASSERT(i < fNumDirLights);
+ SkASSERT(i < fNumNonAmbLights);
return fLightColor[i];
}
+ SkScalar lightIntensity(int i) const {
+ SkASSERT(i < fNumNonAmbLights);
+ return fLightIntensity[i];
+ }
int depthMapWidth(int i) const {
- SkASSERT(i < fNumDirLights);
+ SkASSERT(i < fNumNonAmbLights);
return fDepthMapWidth[i];
}
int depthMapHeight(int i) const {
- SkASSERT(i < fNumDirLights);
+ SkASSERT(i < fNumNonAmbLights);
return fDepthMapHeight[i];
}
int width() const {return fWidth; }
@@ -485,7 +554,8 @@ private:
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const ShadowFP& shadowFP = proc.cast<ShadowFP>();
- if (fAmbientColor != shadowFP.fAmbientColor || fNumDirLights != shadowFP.fNumDirLights) {
+ if (fAmbientColor != shadowFP.fAmbientColor ||
+ fNumNonAmbLights != shadowFP.fNumNonAmbLights) {
return false;
}
@@ -493,9 +563,11 @@ private:
return false;
}
- for (int i = 0; i < fNumDirLights; i++) {
- if (fLightDir[i] != shadowFP.fLightDir[i] ||
- fLightColor[i] != shadowFP.fLightColor[i]) {
+ for (int i = 0; i < fNumNonAmbLights; i++) {
+ if (fLightDirOrPos[i] != shadowFP.fLightDirOrPos[i] ||
+ fLightColor[i] != shadowFP.fLightColor[i] ||
+ fLightIntensity[i] != shadowFP.fLightIntensity[i] ||
+ fIsPointLight[i] != shadowFP.fIsPointLight[i]) {
return false;
}
@@ -508,10 +580,12 @@ private:
return true;
}
- int fNumDirLights;
+ int fNumNonAmbLights;
- SkVector3 fLightDir[SkShadowShader::kMaxNonAmbientLights];
+ bool fIsPointLight[SkShadowShader::kMaxNonAmbientLights];
+ SkVector3 fLightDirOrPos[SkShadowShader::kMaxNonAmbientLights];
SkColor3f fLightColor[SkShadowShader::kMaxNonAmbientLights];
+ SkScalar fLightIntensity[SkShadowShader::kMaxNonAmbientLights];
GrTextureAccess fDepthMapAccess[SkShadowShader::kMaxNonAmbientLights];
sk_sp<GrTexture> fTexture[SkShadowShader::kMaxNonAmbientLights];
@@ -630,11 +704,19 @@ void SkShadowShaderImpl::ShadowShaderContext::shadeSpan(int x, int y,
accum.fX += light.color().fX * SkColorGetR(diffColor);
accum.fY += light.color().fY * SkColorGetG(diffColor);
accum.fZ += light.color().fZ * SkColorGetB(diffColor);
- } else {
+ } else 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);
- accum.fY += light.color().makeScale(light.dir().fZ).fY * SkColorGetG(diffColor);
- accum.fZ += light.color().makeScale(light.dir().fZ).fZ * SkColorGetB(diffColor);
+ accum.fX += light.color().makeScale(light.dir().fZ).fX *
+ SkColorGetR(diffColor);
+ accum.fY += light.color().makeScale(light.dir().fZ).fY *
+ SkColorGetG(diffColor);
+ accum.fZ += light.color().makeScale(light.dir().fZ).fZ *
+ 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);
}
}
diff --git a/src/utils/SkShadowPaintFilterCanvas.cpp b/src/utils/SkShadowPaintFilterCanvas.cpp
index 2a090b78e2..e4308709ed 100644
--- a/src/utils/SkShadowPaintFilterCanvas.cpp
+++ b/src/utils/SkShadowPaintFilterCanvas.cpp
@@ -51,6 +51,10 @@ bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Ty
SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth,
int width, int height) {
SkASSERT(light.type() != SkLights::Light::kAmbient_LightType);
+ if (light.type() != SkLights::Light::kDirectional_LightType) {
+ return SkISize::Make(width *2 , height * 2);
+ }
+
int dMapWidth = SkMin32(maxDepth * fabs(light.dir().fX) + width,
width * 2);
int dMapHeight = SkMin32(maxDepth * fabs(light.dir().fY) + height,
@@ -75,7 +79,7 @@ void SkShadowPaintFilterCanvas::updateMatrix() {
// It is up to the user to set the 0th light in fLights to
// the light the want to render the depth map with.
- if (this->fLights->light(0).type() != SkLights::Light::kAmbient_LightType) {
+ if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
const SkVector3& lightDir = this->fLights->light(0).dir();
SkScalar x = lightDir.fX * this->getZ();
SkScalar y = lightDir.fY * this->getZ();