blob: 1e3757a26abe32986573951e38bce07e65286985 [file] [log] [blame]
/*
* Copyright (C) 2008 Alex Mathews <possessedpenguinbob@gmail.com>
* Copyright (C) 2004, 2005, 2006, 2007 Nikolas Zimmermann <zimmermann@kde.org>
* Copyright (C) 2004, 2005 Rob Buis <buis@kde.org>
* Copyright (C) 2005 Eric Seidel <eric@webkit.org>
* Copyright (C) 2010 Zoltan Herczeg <zherczeg@webkit.org>
* Copyright (C) 2011 University of Szeged
* Copyright (C) 2011 Renata Hodovan <reni@webkit.org>
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY UNIVERSITY OF SZEGED ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL UNIVERSITY OF SZEGED OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "sky/engine/platform/graphics/filters/SpotLightSource.h"
#include "sky/engine/platform/text/TextStream.h"
namespace blink {
// spot-light edge darkening depends on an absolute treshold
// according to the SVG 1.1 SE light regression tests
static const float antiAliasTreshold = 0.016f;
void SpotLightSource::initPaintingData(PaintingData& paintingData) const
{
paintingData.privateColorVector = paintingData.colorVector;
paintingData.directionVector.setX(m_direction.x() - m_position.x());
paintingData.directionVector.setY(m_direction.y() - m_position.y());
paintingData.directionVector.setZ(m_direction.z() - m_position.z());
paintingData.directionVector.normalize();
if (!m_limitingConeAngle) {
paintingData.coneCutOffLimit = 0.0f;
paintingData.coneFullLight = -antiAliasTreshold;
} else {
float limitingConeAngle = m_limitingConeAngle;
if (limitingConeAngle < 0.0f)
limitingConeAngle = -limitingConeAngle;
if (limitingConeAngle > 90.0f)
limitingConeAngle = 90.0f;
paintingData.coneCutOffLimit = cosf(deg2rad(180.0f - limitingConeAngle));
paintingData.coneFullLight = paintingData.coneCutOffLimit - antiAliasTreshold;
}
}
void SpotLightSource::updatePaintingData(PaintingData& paintingData, int x, int y, float z) const
{
paintingData.lightVector.setX(m_position.x() - x);
paintingData.lightVector.setY(m_position.y() - y);
paintingData.lightVector.setZ(m_position.z() - z);
paintingData.lightVectorLength = paintingData.lightVector.length();
float cosineOfAngle = (paintingData.lightVector * paintingData.directionVector) / paintingData.lightVectorLength;
if (cosineOfAngle > paintingData.coneCutOffLimit) {
// No light is produced, scanlines are not updated
paintingData.colorVector.setX(0.0f);
paintingData.colorVector.setY(0.0f);
paintingData.colorVector.setZ(0.0f);
return;
}
// Set the color of the pixel
float lightStrength;
if (1.0f == m_specularExponent) {
lightStrength = -cosineOfAngle; // -cosineOfAngle ^ 1 == -cosineOfAngle
} else {
lightStrength = powf(-cosineOfAngle, m_specularExponent);
}
if (cosineOfAngle > paintingData.coneFullLight)
lightStrength *= (paintingData.coneCutOffLimit - cosineOfAngle) / (paintingData.coneCutOffLimit - paintingData.coneFullLight);
if (lightStrength > 1.0f)
lightStrength = 1.0f;
paintingData.colorVector.setX(paintingData.privateColorVector.x() * lightStrength);
paintingData.colorVector.setY(paintingData.privateColorVector.y() * lightStrength);
paintingData.colorVector.setZ(paintingData.privateColorVector.z() * lightStrength);
}
bool SpotLightSource::setPosition(const FloatPoint3D& position)
{
if (m_position == position)
return false;
m_position = position;
return true;
}
bool SpotLightSource::setPointsAt(const FloatPoint3D& direction)
{
if (m_direction == direction)
return false;
m_direction = direction;
return true;
}
bool SpotLightSource::setSpecularExponent(float specularExponent)
{
specularExponent = std::min(std::max(specularExponent, 1.0f), 128.0f);
if (m_specularExponent == specularExponent)
return false;
m_specularExponent = specularExponent;
return true;
}
bool SpotLightSource::setLimitingConeAngle(float limitingConeAngle)
{
if (m_limitingConeAngle == limitingConeAngle)
return false;
m_limitingConeAngle = limitingConeAngle;
return true;
}
static TextStream& operator<<(TextStream& ts, const FloatPoint3D& p)
{
ts << "x=" << p.x() << " y=" << p.y() << " z=" << p.z();
return ts;
}
TextStream& SpotLightSource::externalRepresentation(TextStream& ts) const
{
ts << "[type=SPOT-LIGHT] ";
ts << "[position=\"" << position() << "\"]";
ts << "[direction=\"" << direction() << "\"]";
ts << "[specularExponent=\"" << specularExponent() << "\"]";
ts << "[limitingConeAngle=\"" << limitingConeAngle() << "\"]";
return ts;
}
}; // namespace blink