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1 | 1 |
2 /* | 2 /* |
3 * Copyright 2015 Google Inc. | 3 * Copyright 2015 Google Inc. |
4 * | 4 * |
5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
7 */ | 7 */ |
8 | 8 |
9 #include "SkBitmapProcState.h" | 9 #include "SkBitmapProcState.h" |
10 #include "SkColor.h" | 10 #include "SkColor.h" |
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69 (void)fNormLocalMatrix.getType(); | 69 (void)fNormLocalMatrix.getType(); |
70 | 70 |
71 } | 71 } |
72 | 72 |
73 bool isOpaque() const override; | 73 bool isOpaque() const override; |
74 | 74 |
75 #if SK_SUPPORT_GPU | 75 #if SK_SUPPORT_GPU |
76 const GrFragmentProcessor* asFragmentProcessor(GrContext*, | 76 const GrFragmentProcessor* asFragmentProcessor(GrContext*, |
77 const SkMatrix& viewM, | 77 const SkMatrix& viewM, |
78 const SkMatrix* localMatrix, | 78 const SkMatrix* localMatrix, |
79 SkFilterQuality) const overri
de; | 79 SkFilterQuality, |
| 80 GrRenderTarget* dst) const ov
erride; |
80 #endif | 81 #endif |
81 | 82 |
82 size_t contextSize() const override; | 83 size_t contextSize() const override; |
83 | 84 |
84 class LightingShaderContext : public SkShader::Context { | 85 class LightingShaderContext : public SkShader::Context { |
85 public: | 86 public: |
86 // The context takes ownership of the states. It will call their destruc
tors | 87 // The context takes ownership of the states. It will call their destruc
tors |
87 // but will NOT free the memory. | 88 // but will NOT free the memory. |
88 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, | 89 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, |
89 SkBitmapProcState* diffuseState, SkBitmapProcState
* normalState); | 90 SkBitmapProcState* diffuseState, SkBitmapProcState
* normalState); |
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135 #include "glsl/GrGLSLProgramBuilder.h" | 136 #include "glsl/GrGLSLProgramBuilder.h" |
136 #include "glsl/GrGLSLProgramDataManager.h" | 137 #include "glsl/GrGLSLProgramDataManager.h" |
137 #include "SkGr.h" | 138 #include "SkGr.h" |
138 #include "SkGrPriv.h" | 139 #include "SkGrPriv.h" |
139 | 140 |
140 class LightingFP : public GrFragmentProcessor { | 141 class LightingFP : public GrFragmentProcessor { |
141 public: | 142 public: |
142 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix
, | 143 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix
, |
143 const SkMatrix& normMatrix, const GrTextureParams& diffParams, | 144 const SkMatrix& normMatrix, const GrTextureParams& diffParams, |
144 const GrTextureParams& normParams, const SkLightingShader::Lights
* lights, | 145 const GrTextureParams& normParams, const SkLightingShader::Lights
* lights, |
145 const SkVector& invNormRotation) | 146 const SkVector& invNormRotation, GrRenderTarget* dst) |
146 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam
s.filterMode()) | 147 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam
s.filterMode()) |
147 , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams
.filterMode()) | 148 , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams
.filterMode()) |
148 , fDiffuseTextureAccess(diffuse, diffParams) | 149 , fDiffuseTextureAccess(diffuse, diffParams, dst) |
149 , fNormalTextureAccess(normal, normParams) | 150 , fNormalTextureAccess(normal, normParams, dst) |
150 , fInvNormRotation(invNormRotation) { | 151 , fInvNormRotation(invNormRotation) { |
151 this->addCoordTransform(&fDiffDeviceTransform); | 152 this->addCoordTransform(&fDiffDeviceTransform); |
152 this->addCoordTransform(&fNormDeviceTransform); | 153 this->addCoordTransform(&fNormDeviceTransform); |
153 this->addTextureAccess(&fDiffuseTextureAccess); | 154 this->addTextureAccess(&fDiffuseTextureAccess); |
154 this->addTextureAccess(&fNormalTextureAccess); | 155 this->addTextureAccess(&fNormalTextureAccess); |
155 | 156 |
156 // fuse all ambient lights into a single one | 157 // fuse all ambient lights into a single one |
157 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 158 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
158 for (int i = 0; i < lights->numLights(); ++i) { | 159 for (int i = 0; i < lights->numLights(); ++i) { |
159 if (SkLight::kAmbient_LightType == lights->light(i).type()) { | 160 if (SkLight::kAmbient_LightType == lights->light(i).type()) { |
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344 } | 345 } |
345 result->preConcat(lmInverse); | 346 result->preConcat(lmInverse); |
346 | 347 |
347 return true; | 348 return true; |
348 } | 349 } |
349 | 350 |
350 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor( | 351 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor( |
351 GrContext* context, | 352 GrContext* context, |
352 const SkMatrix& vie
wM, | 353 const SkMatrix& vie
wM, |
353 const SkMatrix* loc
alMatrix, | 354 const SkMatrix* loc
alMatrix, |
354 SkFilterQuality fil
terQuality) const { | 355 SkFilterQuality fil
terQuality, |
| 356 GrRenderTarget* dst
) const { |
355 // we assume diffuse and normal maps have same width and height | 357 // we assume diffuse and normal maps have same width and height |
356 // TODO: support different sizes | 358 // TODO: support different sizes |
357 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && | 359 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
358 fDiffuseMap.height() == fNormalMap.height()); | 360 fDiffuseMap.height() == fNormalMap.height()); |
359 SkMatrix diffM, normM; | 361 SkMatrix diffM, normM; |
360 | 362 |
361 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { | 363 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { |
362 return nullptr; | 364 return nullptr; |
363 } | 365 } |
364 | 366 |
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393 GrTextureParams normParams(kClamp_TileMode, normFilterMode); | 395 GrTextureParams normParams(kClamp_TileMode, normFilterMode); |
394 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, | 396 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, |
395 fNormalMap, n
ormParams)); | 397 fNormalMap, n
ormParams)); |
396 if (!normalTexture) { | 398 if (!normalTexture) { |
397 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit
map to texture."); | 399 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit
map to texture."); |
398 return nullptr; | 400 return nullptr; |
399 } | 401 } |
400 | 402 |
401 SkAutoTUnref<const GrFragmentProcessor> inner ( | 403 SkAutoTUnref<const GrFragmentProcessor> inner ( |
402 new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams,
normParams, fLights, | 404 new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams,
normParams, fLights, |
403 fInvNormRotation)); | 405 fInvNormRotation, dst)); |
404 return GrFragmentProcessor::MulOutputByInputAlpha(inner); | 406 return GrFragmentProcessor::MulOutputByInputAlpha(inner); |
405 } | 407 } |
406 | 408 |
407 #endif | 409 #endif |
408 | 410 |
409 //////////////////////////////////////////////////////////////////////////// | 411 //////////////////////////////////////////////////////////////////////////// |
410 | 412 |
411 bool SkLightingShaderImpl::isOpaque() const { | 413 bool SkLightingShaderImpl::isOpaque() const { |
412 return fDiffuseMap.isOpaque(); | 414 return fDiffuseMap.isOpaque(); |
413 } | 415 } |
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714 normLocalM); | 716 normLocalM); |
715 } | 717 } |
716 | 718 |
717 /////////////////////////////////////////////////////////////////////////////// | 719 /////////////////////////////////////////////////////////////////////////////// |
718 | 720 |
719 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 721 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
720 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 722 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
721 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 723 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
722 | 724 |
723 /////////////////////////////////////////////////////////////////////////////// | 725 /////////////////////////////////////////////////////////////////////////////// |
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