index 500a275afd7fb800931cd73b910530ca2c995fe9..bf5b97fb1310787039e99cfa002ddb66c0e48f32 100644 (file)
#include "display/nr-filter-diffuselighting.h"
#include "display/nr-filter-getalpha.h"
#include "display/nr-filter-slot.h"
+#include "display/nr-filter-units.h"
#include "display/nr-filter-utils.h"
#include "display/nr-light.h"
#include "libnr/nr-blit.h"
#include "libnr/nr-pixblock.h"
-#include "libnr/nr-matrix.h"
#include "libnr/nr-rect-l.h"
#include "color.h"
-namespace NR {
+namespace Inkscape {
+namespace Filters {
FilterDiffuseLighting::FilterDiffuseLighting()
{
FilterDiffuseLighting::~FilterDiffuseLighting()
{}
-#define COMPUTE_INTER(inter, N, L, kd) \
-do {\
- (inter) = (kd) * scalar_product((N), (L)); \
- if ((inter) < 0) (inter) = 0; \
-}while(0)
-
+int FilterDiffuseLighting::render(FilterSlot &slot, FilterUnits const &units) {
+ NRPixBlock *in = slot.get(_input);
+ if (!in) {
+ g_warning("Missing source image for feDiffuseLighting (in=%d)", _input);
+ return 1;
+ }
-int FilterDiffuseLighting::render(FilterSlot &slot, Matrix const &trans) {
- NRPixBlock *in = filter_get_alpha(slot.get(_input));
NRPixBlock *out = new NRPixBlock;
int w = in->area.x1 - in->area.x0;
int dx = 1; //TODO setup
int dy = 1; //TODO setup
//surface scale
- //TODO for the time being, assumes userSpaceOnUse
+ Geom::Matrix trans = units.get_matrix_primitiveunits2pb();
gdouble ss = surfaceScale * trans[0];
gdouble kd = diffuseConstant; //diffuse lighting constant
- Fvector L, N, LC;
+ NR::Fvector L, N, LC;
gdouble inter;
nr_pixblock_setup_fast(out, in->mode,
dl->light_components(LC);
//finish the work
for (i = 0, j = 0; i < w*h; i++) {
- compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
- COMPUTE_INTER(inter, N, L, kd);
+ NR::compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
+ inter = kd * NR::scalar_product(N, L);
data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_RED]);
data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_GREEN]);
PointLight *pl = new PointLight(light.point, lighting_color, trans);
pl->light_components(LC);
//TODO we need a reference to the filter to determine primitiveUnits
- //slot._arena_item->filter seems to be ok on simple examples
- //for now assume userSpaceOnUse
//if objectBoundingBox is used, use a different matrix for light_vector
+ // UPDATE: trans is now correct matrix from primitiveUnits to
+ // pixblock coordinates
//finish the work
for (i = 0, j = 0; i < w*h; i++) {
- compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
+ NR::compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
pl->light_vector(L,
i % w + x0,
i / w + y0,
ss * (double) data_i[4*i+3]/ 255);
- COMPUTE_INTER(inter, N, L, kd);
+ inter = kd * NR::scalar_product(N, L);
data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_RED]);
data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_GREEN]);
{
SpotLight *sl = new SpotLight(light.spot, lighting_color, trans);
//TODO we need a reference to the filter to determine primitiveUnits
- //slot._arena_item->filter seems to be ok on simple examples
- //for now assume userSpaceOnUse
//if objectBoundingBox is used, use a different matrix for light_vector
+ // UPDATE: trans is now correct matrix from primitiveUnits to
+ // pixblock coordinates
//finish the work
for (i = 0, j = 0; i < w*h; i++) {
- compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
+ NR::compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
sl->light_vector(L,
i % w + x0,
i / w + y0,
ss * (double) data_i[4*i+3]/ 255);
sl->light_components(LC, L);
- COMPUTE_INTER(inter, N, L, kd);
+ inter = kd * NR::scalar_product(N, L);
data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_RED]);
data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_GREEN]);
//finishing
slot.set(_output, out);
- nr_pixblock_release(in);
- delete in;
+ //nr_pixblock_release(in);
+ //delete in;
return 0;
}
-} /* namespace NR */
+FilterTraits FilterDiffuseLighting::get_input_traits() {
+ return TRAIT_PARALLER;
+}
+
+} /* namespace Filters */
+} /* namespace Inkscape */
/*
Local Variables: