diff --git a/src/display/nr-filter-specularlighting.cpp b/src/display/nr-filter-specularlighting.cpp
index 117df28f7843832c45caef10927b8fb305325849..1c131b4ccba8483de48f40c445115817b897a2d7 100644 (file)
#include "display/nr-filter-specularlighting.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"
-#include "round.h"
namespace NR {
-FilterSpecularLighting::FilterSpecularLighting()
+FilterSpecularLighting::FilterSpecularLighting()
{
light_type = NO_LIGHT;
specularConstant = 1;
//Investigating Phong Lighting model we should not take N.H but
//R.E which equals to 2*N.H^2 - 1
+//replace the second line by
+//gdouble scal = scalar_product((N), (H)); scal = 2 * scal * scal - 1;
+//to get the expected formula
#define COMPUTE_INTER(inter, H, N, ks, speculaExponent) \
do {\
- gdouble scal = scalar_product((N), (H));\
- scal = 2 * scal * scal - 1;\
+ gdouble scal = scalar_product((N), (H)); \
if (scal <= 0)\
(inter) = 0;\
else\
(inter) = (ks) * std::pow(scal, (specularExponent));\
}while(0)
-int FilterSpecularLighting::render(FilterSlot &slot, Matrix const &trans) {
- NRPixBlock *in = filter_get_alpha(slot.get(_input));
+int FilterSpecularLighting::render(FilterSlot &slot, FilterUnits const &units) {
+ NRPixBlock *in = slot.get(_input);
+ if (!in) {
+ g_warning("Missing source image for feSpecularLighting (in=%d)", _input);
+ return 1;
+ }
+
NRPixBlock *out = new NRPixBlock;
//Fvector *L = NULL; //vector to the light
-
+
int w = in->area.x1 - in->area.x0;
int h = in->area.y1 - in->area.y0;
int x0 = in->area.x0;
int dx = 1; //TODO setup
int dy = 1; //TODO setup
//surface scale
- //TODO for the time being, assumes userSpaceOnUse
+ Matrix trans = units.get_matrix_primitiveunits2pb();
gdouble ss = surfaceScale * trans[0];
gdouble ks = specularConstant; //diffuse lighting constant
Fvector L, N, LC, H;
gdouble inter;
-
- nr_pixblock_setup_fast(out, in->mode,
+
+ nr_pixblock_setup_fast(out, NR_PIXBLOCK_MODE_R8G8B8A8N,
in->area.x0, in->area.y0, in->area.x1, in->area.y1,
true);
unsigned char *data_i = NR_PIXBLOCK_PX (in);
unsigned char *data_o = NR_PIXBLOCK_PX (out);
//No light, nothing to do
switch (light_type) {
- case DISTANT_LIGHT:
+ case DISTANT_LIGHT:
//the light vector is constant
{
DistantLight *dl = new DistantLight(light.distant, lighting_color);
compute_surface_normal(N, ss, in, i / w, i % w, dx, dy);
COMPUTE_INTER(inter, N, H, ks, specularExponent);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_RED]);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_GREEN]);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_BLUE]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_RED]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_GREEN]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_BLUE]);
data_o[j++] = MAX(MAX(data_o[j-3], data_o[j-2]), data_o[j-1]);
}
out->empty = FALSE;
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);
ss * (double) data_i[4*i+3]/ 255);
normalized_sum(H, L, EYE_VECTOR);
COMPUTE_INTER(inter, N, H, ks, specularExponent);
-
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_RED]);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_GREEN]);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_BLUE]);
+
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_RED]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_GREEN]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_BLUE]);
data_o[j++] = MAX(MAX(data_o[j-3], data_o[j-2]), data_o[j-1]);
}
out->empty = FALSE;
{
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);
sl->light_components(LC, L);
normalized_sum(H, L, EYE_VECTOR);
COMPUTE_INTER(inter, N, H, ks, specularExponent);
-
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_RED]);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_GREEN]);
- data_o[j++] = (unsigned char) round(inter * LC[LIGHT_BLUE]);
+
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_RED]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_GREEN]);
+ data_o[j++] = CLAMP_D_TO_U8(inter * LC[LIGHT_BLUE]);
data_o[j++] = MAX(MAX(data_o[j-3], data_o[j-2]), data_o[j-1]);
}
out->empty = FALSE;
out->empty = false;
}
}
-
+
//finishing
slot.set(_output, out);
- delete in;
+ //nr_pixblock_release(in);
+ //delete in;
return 0;
}
+FilterTraits FilterSpecularLighting::get_input_traits() {
+ return TRAIT_PARALLER;
+}
+
} /* namespace NR */
/*