diff options
-rw-r--r-- | src/effects/SkLightingImageFilter.cpp | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp index ae49462b5e..b82f6ad916 100644 --- a/src/effects/SkLightingImageFilter.cpp +++ b/src/effects/SkLightingImageFilter.cpp @@ -60,6 +60,15 @@ inline void shiftMatrixLeft(int m[9]) { m[7] = m[8]; } +static inline void fast_normalize(SkPoint3* vector) { + // add a tiny bit so we don't have to worry about divide-by-zero + SkScalar magSq = vector->dot(*vector) + SK_ScalarNearlyZero; + SkScalar scale = sk_float_rsqrt(magSq); + vector->fX *= scale; + vector->fY *= scale; + vector->fZ *= scale; +} + class DiffuseLightingType { public: DiffuseLightingType(SkScalar kd) @@ -90,7 +99,7 @@ public: const SkPoint3& lightColor) const { SkPoint3 halfDir(surfaceTolight); halfDir.fZ += SK_Scalar1; // eye position is always (0, 0, 1) - halfDir.normalize(); + fast_normalize(&halfDir); SkScalar colorScale = SkScalarMul(fKS, SkScalarPow(normal.dot(halfDir), fShininess)); colorScale = SkScalarClampMax(colorScale, SK_Scalar1); @@ -113,7 +122,7 @@ inline SkPoint3 pointToNormal(SkScalar x, SkScalar y, SkScalar surfaceScale) { SkPoint3 vector = SkPoint3::Make(SkScalarMul(-x, surfaceScale), SkScalarMul(-y, surfaceScale), SK_Scalar1); - vector.normalize(); + fast_normalize(&vector); return vector; } @@ -800,7 +809,7 @@ public: fLocation.fY - SkIntToScalar(y), fLocation.fZ - SkScalarMul(SkIntToScalar(z), surfaceScale)); - direction.normalize(); + fast_normalize(&direction); return direction; }; const SkPoint3& lightColor(const SkPoint3&) const { return this->color(); } @@ -866,7 +875,7 @@ public: fSpecularExponent(SkScalarPin(specularExponent, kSpecularExponentMin, kSpecularExponentMax)) { fS = target - location; - fS.normalize(); + fast_normalize(&fS); fCosOuterConeAngle = SkScalarCos(SkDegreesToRadians(cutoffAngle)); const SkScalar antiAliasThreshold = 0.016f; fCosInnerConeAngle = fCosOuterConeAngle + antiAliasThreshold; @@ -888,7 +897,7 @@ public: SkPoint3 target = SkPoint3::Make(target2.fX, target2.fY, SkScalarAve(targetZ.fX, targetZ.fY)); SkPoint3 s = target - location; - s.normalize(); + fast_normalize(&s); return new SkSpotLight(location, target, fSpecularExponent, @@ -904,7 +913,7 @@ public: fLocation.fY - SkIntToScalar(y), fLocation.fZ - SkScalarMul(SkIntToScalar(z), surfaceScale)); - direction.normalize(); + fast_normalize(&direction); return direction; }; SkPoint3 lightColor(const SkPoint3& surfaceToLight) const { |