Fixed ambient lighting calculations on SkLightingShader

BUG=skia:5520
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2202233003

Review-Url: https://codereview.chromium.org/2202233003
This commit is contained in:
dvonbeck 2016-08-02 14:46:34 -07:00 committed by Commit bot
parent 38d909ec28
commit 9d65bb4795

View File

@ -180,9 +180,8 @@ public:
lightDirUniName); lightDirUniName);
// diffuse light // diffuse light
fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
// ambient light (multiplied by input color's alpha because we're working in premul'd // ambient light
// space) fragBuilder->codeAppendf("result += %s * diffuseColor.rgb;", ambientColorUniName);
fragBuilder->codeAppendf("result += diffuseColor.a * %s;", ambientColorUniName);
// Clamping to alpha (equivalent to an unpremul'd clamp to 1.0) // Clamping to alpha (equivalent to an unpremul'd clamp to 1.0)
fragBuilder->codeAppendf("%s = vec4(clamp(result.rgb, 0.0, diffuseColor.a), " fragBuilder->codeAppendf("%s = vec4(clamp(result.rgb, 0.0, diffuseColor.a), "
@ -379,18 +378,18 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
for (int l = 0; l < lightShader.fLights->numLights(); ++l) { for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
const SkLights::Light& light = lightShader.fLights->light(l); const SkLights::Light& light = lightShader.fLights->light(l);
if (SkLights::Light::kAmbient_LightType == light.type()) { SkScalar illuminanceScalingFactor = 1.0f;
accum += light.color().makeScale(255.0f);
} else {
SkScalar NdotL = normals[i].dot(light.dir());
if (NdotL < 0.0f) {
NdotL = 0.0f;
}
accum.fX += light.color().fX * SkColorGetR(diffColor) * NdotL; if (SkLights::Light::kDirectional_LightType == light.type()) {
accum.fY += light.color().fY * SkColorGetG(diffColor) * NdotL; illuminanceScalingFactor = normals[i].dot(light.dir());
accum.fZ += light.color().fZ * SkColorGetB(diffColor) * NdotL; if (illuminanceScalingFactor < 0.0f) {
illuminanceScalingFactor = 0.0f;
}
} }
accum.fX += light.color().fX * SkColorGetR(diffColor) * illuminanceScalingFactor;
accum.fY += light.color().fY * SkColorGetG(diffColor) * illuminanceScalingFactor;
accum.fZ += light.color().fZ * SkColorGetB(diffColor) * illuminanceScalingFactor;
} }
// convert() premultiplies the accumulate color with alpha // convert() premultiplies the accumulate color with alpha