| Index: src/effects/SkLightingShader.cpp
|
| diff --git a/src/effects/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..be92ccf36129a5054fe838f42f630cdddd709396
|
| --- /dev/null
|
| +++ b/src/effects/SkLightingShader.cpp
|
| @@ -0,0 +1,579 @@
|
| +
|
| +/*
|
| + * Copyright 2015 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +#include "SkBitmapProcState.h"
|
| +#include "SkColor.h"
|
| +#include "SkEmptyShader.h"
|
| +#include "SkErrorInternals.h"
|
| +#include "SkLightingShader.h"
|
| +#include "SkMathPriv.h"
|
| +#include "SkReadBuffer.h"
|
| +#include "SkWriteBuffer.h"
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////////////////
|
| +
|
| +/*
|
| + SkLightingShader TODOs:
|
| + support other than clamp mode
|
| + allow 'diffuse' & 'normal' to be of different dimensions?
|
| + support different light types
|
| + support multiple lights
|
| + enforce normal map is 4 channel
|
| + use SkImages instead if SkBitmaps
|
| + vec3 for ambient and light-color
|
| + add dox for both lighting equation, and how we compute normal from bitmap
|
| +
|
| + To Test:
|
| + non-opaque diffuse textures
|
| + A8 diffuse textures
|
| + down & upsampled draws
|
| +*/
|
| +
|
| +
|
| +
|
| +/** \class SkLightingShaderImpl
|
| + This subclass of shader applies lighting.
|
| +*/
|
| +class SK_API SkLightingShaderImpl : public SkShader {
|
| +public:
|
| +
|
| + /** Create a new lighting shader that use the provided normal map, light
|
| + and ambient color to light the diffuse bitmap.
|
| + @param diffuse the diffuse bitmap
|
| + @param normal the normal map
|
| + @param light the light applied to the normal map
|
| + @param ambient the linear (unpremul) ambient light color
|
| + */
|
| + SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
|
| + const SkLightingShader::Light& light,
|
| + const SkColor ambient)
|
| + : fDiffuseMap(diffuse)
|
| + , fNormalMap(normal)
|
| + , fLight(light)
|
| + , fAmbientColor(ambient) {
|
| + if (!fLight.fDirection.normalize()) {
|
| + fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
|
| + }
|
| + SkColorSetA(fLight.fColor, 0xFF);
|
| + SkColorSetA(fAmbientColor, 0xFF);
|
| + }
|
| +
|
| + bool isOpaque() const override;
|
| +
|
| + bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
|
| + const SkMatrix* localMatrix, GrColor* color,
|
| + GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
|
| +
|
| + size_t contextSize() const override;
|
| +
|
| + class LightingShaderContext : public SkShader::Context {
|
| + public:
|
| + // The context takes ownership of the states. It will call their destructors
|
| + // but will NOT free the memory.
|
| + LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
|
| + SkBitmapProcState* diffuseState, SkBitmapProcState* normalState);
|
| + ~LightingShaderContext() override;
|
| +
|
| + void shadeSpan(int x, int y, SkPMColor[], int count) override;
|
| +
|
| + uint32_t getFlags() const override { return fFlags; }
|
| +
|
| + private:
|
| + SkBitmapProcState* fDiffuseState;
|
| + SkBitmapProcState* fNormalState;
|
| + uint32_t fFlags;
|
| +
|
| + typedef SkShader::Context INHERITED;
|
| + };
|
| +
|
| + SK_TO_STRING_OVERRIDE()
|
| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader)
|
| +
|
| +protected:
|
| + void flatten(SkWriteBuffer&) const override;
|
| + Context* onCreateContext(const ContextRec&, void*) const override;
|
| +
|
| +private:
|
| + SkBitmap fDiffuseMap;
|
| + SkBitmap fNormalMap;
|
| + SkLightingShader::Light fLight;
|
| + SkColor fAmbientColor; // linear (unpremul) color
|
| +
|
| + typedef SkShader INHERITED;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#if SK_SUPPORT_GPU
|
| +
|
| +#include "GrCoordTransform.h"
|
| +#include "GrFragmentProcessor.h"
|
| +#include "GrTextureAccess.h"
|
| +#include "gl/GrGLProcessor.h"
|
| +#include "gl/builders/GrGLProgramBuilder.h"
|
| +#include "SkGr.h"
|
| +
|
| +class LightingFP : public GrFragmentProcessor {
|
| +public:
|
| + LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
|
| + SkVector3 lightDir, GrColor lightColor, GrColor ambientColor)
|
| + : fDeviceTransform(kDevice_GrCoordSet, matrix)
|
| + , fDiffuseTextureAccess(diffuse)
|
| + , fNormalTextureAccess(normal)
|
| + , fLightDir(lightDir)
|
| + , fLightColor(lightColor)
|
| + , fAmbientColor(ambientColor) {
|
| + this->addCoordTransform(&fDeviceTransform);
|
| + this->addTextureAccess(&fDiffuseTextureAccess);
|
| + this->addTextureAccess(&fNormalTextureAccess);
|
| +
|
| + this->initClassID<LightingFP>();
|
| + }
|
| +
|
| + class LightingGLFP : public GrGLFragmentProcessor {
|
| + public:
|
| + LightingGLFP() : fLightColor(GrColor_ILLEGAL), fAmbientColor(GrColor_ILLEGAL) {
|
| + fLightDir.fX = 10000.0f;
|
| + }
|
| +
|
| + void emitCode(EmitArgs& args) override {
|
| +
|
| + GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder();
|
| +
|
| + // add uniforms
|
| + const char* lightDirUniName = NULL;
|
| + fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| + kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| + "LightDir", &lightDirUniName);
|
| +
|
| + const char* lightColorUniName = NULL;
|
| + fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| + kVec4f_GrSLType, kDefault_GrSLPrecision,
|
| + "LightColor", &lightColorUniName);
|
| +
|
| + const char* ambientColorUniName = NULL;
|
| + fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| + kVec4f_GrSLType, kDefault_GrSLPrecision,
|
| + "AmbientColor", &ambientColorUniName);
|
| +
|
| + fpb->codeAppend("vec4 diffuseColor = ");
|
| + fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
|
| + args.fCoords[0].c_str(),
|
| + args.fCoords[0].getType());
|
| + fpb->codeAppend(";");
|
| +
|
| + fpb->codeAppend("vec4 normalColor = ");
|
| + fpb->appendTextureLookup(args.fSamplers[1],
|
| + args.fCoords[0].c_str(),
|
| + args.fCoords[0].getType());
|
| + fpb->codeAppend(";");
|
| +
|
| + fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5));");
|
| + fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
|
| + fpb->codeAppend("float NdotL = dot(normal, lightDir);");
|
| + // diffuse light
|
| + fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName);
|
| + // ambient light
|
| + fpb->codeAppendf("result += %s.rgb;", ambientColorUniName);
|
| + fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
|
| + }
|
| +
|
| + void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
|
| + const LightingFP& lightingFP = proc.cast<LightingFP>();
|
| +
|
| + SkVector3 lightDir = lightingFP.lightDir();
|
| + if (lightDir != fLightDir) {
|
| + pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
|
| + fLightDir = lightDir;
|
| + }
|
| +
|
| + GrColor lightColor = lightingFP.lightColor();
|
| + if (lightColor != fLightColor) {
|
| + GrGLfloat c[4];
|
| + GrColorToRGBAFloat(lightColor, c);
|
| + pdman.set4fv(fLightColorUni, 1, c);
|
| + fLightColor = lightColor;
|
| + }
|
| +
|
| + GrColor ambientColor = lightingFP.ambientColor();
|
| + if (ambientColor != fAmbientColor) {
|
| + GrGLfloat c[4];
|
| + GrColorToRGBAFloat(ambientColor, c);
|
| + pdman.set4fv(fAmbientColorUni, 1, c);
|
| + fAmbientColor = ambientColor;
|
| + }
|
| + }
|
| +
|
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
|
| + GrProcessorKeyBuilder* b) {
|
| +// const LightingFP& lightingFP = proc.cast<LightingFP>();
|
| + // only one shader generated currently
|
| + b->add32(0x0);
|
| + }
|
| +
|
| + private:
|
| + SkVector3 fLightDir;
|
| + GrGLProgramDataManager::UniformHandle fLightDirUni;
|
| +
|
| + GrColor fLightColor;
|
| + GrGLProgramDataManager::UniformHandle fLightColorUni;
|
| +
|
| + GrColor fAmbientColor;
|
| + GrGLProgramDataManager::UniformHandle fAmbientColorUni;
|
| + };
|
| +
|
| + GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); }
|
| +
|
| + void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
|
| + LightingGLFP::GenKey(*this, caps, b);
|
| + }
|
| +
|
| + const char* name() const override { return "LightingFP"; }
|
| +
|
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
|
| + inout->mulByUnknownFourComponents();
|
| + }
|
| +
|
| + SkVector3 lightDir() const { return fLightDir; }
|
| + GrColor lightColor() const { return fLightColor; }
|
| + GrColor ambientColor() const { return fAmbientColor; }
|
| +
|
| +private:
|
| + bool onIsEqual(const GrFragmentProcessor& proc) const override {
|
| + const LightingFP& lightingFP = proc.cast<LightingFP>();
|
| + return fDeviceTransform == lightingFP.fDeviceTransform &&
|
| + fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
|
| + fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
|
| + fLightDir == lightingFP.fLightDir &&
|
| + fLightColor == lightingFP.fLightColor &&
|
| + fAmbientColor == lightingFP.fAmbientColor;
|
| + }
|
| +
|
| + GrCoordTransform fDeviceTransform;
|
| + GrTextureAccess fDiffuseTextureAccess;
|
| + GrTextureAccess fNormalTextureAccess;
|
| + SkVector3 fLightDir;
|
| + GrColor fLightColor;
|
| + GrColor fAmbientColor;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
|
| + const SkMatrix& viewM, const SkMatrix* localMatrix,
|
| + GrColor* color, GrProcessorDataManager*,
|
| + GrFragmentProcessor** fp) const {
|
| + // we assume diffuse and normal maps have same width and height
|
| + // TODO: support different sizes
|
| + SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
|
| + fDiffuseMap.height() == fNormalMap.height());
|
| + SkMatrix matrix;
|
| + matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
|
| +
|
| + SkMatrix lmInverse;
|
| + if (!this->getLocalMatrix().invert(&lmInverse)) {
|
| + return false;
|
| + }
|
| + if (localMatrix) {
|
| + SkMatrix inv;
|
| + if (!localMatrix->invert(&inv)) {
|
| + return false;
|
| + }
|
| + lmInverse.postConcat(inv);
|
| + }
|
| + matrix.preConcat(lmInverse);
|
| +
|
| + // Must set wrap and filter on the sampler before requesting a texture. In two places below
|
| + // we check the matrix scale factors to determine how to interpret the filter quality setting.
|
| + // This completely ignores the complexity of the drawVertices case where explicit local coords
|
| + // are provided by the caller.
|
| + GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| + switch (paint.getFilterQuality()) {
|
| + case kNone_SkFilterQuality:
|
| + textureFilterMode = GrTextureParams::kNone_FilterMode;
|
| + break;
|
| + case kLow_SkFilterQuality:
|
| + textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| + break;
|
| + case kMedium_SkFilterQuality:{
|
| + SkMatrix matrix;
|
| + matrix.setConcat(viewM, this->getLocalMatrix());
|
| + if (matrix.getMinScale() < SK_Scalar1) {
|
| + textureFilterMode = GrTextureParams::kMipMap_FilterMode;
|
| + } else {
|
| + // Don't trigger MIP level generation unnecessarily.
|
| + textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| + }
|
| + break;
|
| + }
|
| + case kHigh_SkFilterQuality:
|
| + default:
|
| + SkErrorInternals::SetError(kInvalidPaint_SkError,
|
| + "Sorry, I don't understand the filtering "
|
| + "mode you asked for. Falling back to "
|
| + "MIPMaps.");
|
| + textureFilterMode = GrTextureParams::kMipMap_FilterMode;
|
| + break;
|
| +
|
| + }
|
| +
|
| + // TODO: support other tile modes
|
| + GrTextureParams params(kClamp_TileMode, textureFilterMode);
|
| + SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, ¶ms));
|
| + if (!diffuseTexture) {
|
| + SkErrorInternals::SetError(kInternalError_SkError,
|
| + "Couldn't convert bitmap to texture.");
|
| + return false;
|
| + }
|
| +
|
| + SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms));
|
| + if (!normalTexture) {
|
| + SkErrorInternals::SetError(kInternalError_SkError,
|
| + "Couldn't convert bitmap to texture.");
|
| + return false;
|
| + }
|
| +
|
| + GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG(fLight.fColor),
|
| + SkColorGetB(fLight.fColor), SkColorGetA(fLight.fColor));
|
| + GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGetG(fAmbientColor),
|
| + SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor));
|
| +
|
| + *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
|
| + fLight.fDirection, lightColor, ambientColor));
|
| + *color = GrColorPackA4(paint.getAlpha());
|
| + return true;
|
| +}
|
| +#else
|
| +
|
| +bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
|
| + const SkMatrix& viewM, const SkMatrix* localMatrix,
|
| + GrColor* color, GrProcessorDataManager*,
|
| + GrFragmentProcessor** fp) const {
|
| + SkDEBUGFAIL("Should not call in GPU-less build");
|
| + return false;
|
| +}
|
| +
|
| +#endif
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +bool SkLightingShaderImpl::isOpaque() const {
|
| + return fDiffuseMap.isOpaque();
|
| +}
|
| +
|
| +size_t SkLightingShaderImpl::contextSize() const {
|
| + return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
|
| +}
|
| +
|
| +SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
|
| + const ContextRec& rec,
|
| + SkBitmapProcState* diffuseState,
|
| + SkBitmapProcState* normalState)
|
| + : INHERITED(shader, rec)
|
| + , fDiffuseState(diffuseState)
|
| + , fNormalState(normalState)
|
| +{
|
| + const SkPixmap& pixmap = fDiffuseState->fPixmap;
|
| + bool isOpaque = pixmap.isOpaque();
|
| +
|
| + // update fFlags
|
| + uint32_t flags = 0;
|
| + if (isOpaque && (255 == this->getPaintAlpha())) {
|
| + flags |= kOpaqueAlpha_Flag;
|
| + }
|
| +
|
| + fFlags = flags;
|
| +}
|
| +
|
| +SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
|
| + // The bitmap proc states have been created outside of the context on memory that will be freed
|
| + // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
|
| + fDiffuseState->~SkBitmapProcState();
|
| + fNormalState->~SkBitmapProcState();
|
| +}
|
| +
|
| +static inline int light(int light, int diff, SkScalar NdotL, int ambient) {
|
| + int color = int(light * diff * NdotL + 255 * ambient);
|
| + if (color <= 0) {
|
| + return 0;
|
| + } else if (color >= 255*255) {
|
| + return 255;
|
| + } else {
|
| + return SkDiv255Round(color);
|
| + }
|
| +}
|
| +
|
| +// larger is better (fewer times we have to loop), but we shouldn't
|
| +// take up too much stack-space (each could here costs 16 bytes)
|
| +#define TMP_COUNT 16
|
| +
|
| +void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
|
| + SkPMColor result[], int count) {
|
| + const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
|
| +
|
| + SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT];
|
| + SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT];
|
| +
|
| + SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
|
| + SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
|
| +
|
| + SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
|
| + SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32();
|
| +
|
| + SkASSERT(fDiffuseState->fPixmap.addr());
|
| + SkASSERT(fNormalState->fPixmap.addr());
|
| +
|
| + SkPoint3 norm;
|
| + SkScalar NdotL;
|
| + int r, g, b;
|
| +
|
| + do {
|
| + int n = count;
|
| + if (n > TMP_COUNT) {
|
| + n = TMP_COUNT;
|
| + }
|
| +
|
| + diffMProc(*fDiffuseState, tmpColor, n, x, y);
|
| + diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
|
| +
|
| + normalMProc(*fNormalState, tmpNormal, n, x, y);
|
| + normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
|
| +
|
| + for (int i = 0; i < n; ++i) {
|
| + SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
|
| + norm.set(SkIntToScalar(SkColorGetR(tmpNormal2[i]))-127.0f,
|
| + SkIntToScalar(SkColorGetG(tmpNormal2[i]))-127.0f,
|
| + SkIntToScalar(SkColorGetB(tmpNormal2[i]))-127.0f);
|
| + norm.normalize();
|
| +
|
| + SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
|
| + NdotL = norm.dot(lightShader.fLight.fDirection);
|
| +
|
| + // This is all done in linear unpremul color space
|
| + r = light(SkColorGetR(lightShader.fLight.fColor), SkColorGetR(diffColor), NdotL,
|
| + SkColorGetR(lightShader.fAmbientColor));
|
| + g = light(SkColorGetG(lightShader.fLight.fColor), SkColorGetG(diffColor), NdotL,
|
| + SkColorGetG(lightShader.fAmbientColor));
|
| + b = light(SkColorGetB(lightShader.fLight.fColor), SkColorGetB(diffColor), NdotL,
|
| + SkColorGetB(lightShader.fAmbientColor));
|
| +
|
| + result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b);
|
| + }
|
| +
|
| + result += n;
|
| + x += n;
|
| + count -= n;
|
| + } while (count > 0);
|
| +}
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#ifndef SK_IGNORE_TO_STRING
|
| +void SkLightingShaderImpl::toString(SkString* str) const {
|
| + str->appendf("LightingShader: ()");
|
| +}
|
| +#endif
|
| +
|
| +SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
|
| + SkBitmap diffuse;
|
| + if (!buf.readBitmap(&diffuse)) {
|
| + return NULL;
|
| + }
|
| + diffuse.setImmutable();
|
| +
|
| + SkBitmap normal;
|
| + if (!buf.readBitmap(&normal)) {
|
| + return NULL;
|
| + }
|
| + normal.setImmutable();
|
| +
|
| + SkLightingShader::Light light;
|
| + if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
|
| + return NULL;
|
| + }
|
| + light.fColor = buf.readColor();
|
| +
|
| + SkColor ambient = buf.readColor();
|
| +
|
| + // TODO: this would be nice to enable
|
| + // return SkCreateLightingShader(diffuse, normal, light, ambient, NULL);
|
| + return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
|
| +}
|
| +
|
| +void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
|
| + buf.writeBitmap(fDiffuseMap);
|
| + buf.writeBitmap(fNormalMap);
|
| + buf.writeScalarArray(&fLight.fDirection.fX, 3);
|
| + buf.writeColor(fLight.fColor);
|
| + buf.writeColor(fAmbientColor);
|
| +}
|
| +
|
| +SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
|
| + void* storage) const {
|
| +
|
| + SkMatrix totalInverse;
|
| + // Do this first, so we know the matrix can be inverted.
|
| + if (!this->computeTotalInverse(rec, &totalInverse)) {
|
| + return NULL;
|
| + }
|
| +
|
| + void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
|
| + SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState);
|
| + SkASSERT(diffuseState);
|
| +
|
| + diffuseState->fTileModeX = SkShader::kClamp_TileMode;
|
| + diffuseState->fTileModeY = SkShader::kClamp_TileMode;
|
| + diffuseState->fOrigBitmap = fDiffuseMap;
|
| + if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) {
|
| + diffuseState->~SkBitmapProcState();
|
| + return NULL;
|
| + }
|
| +
|
| + void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
|
| + SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState);
|
| + SkASSERT(normalState);
|
| +
|
| + normalState->fTileModeX = SkShader::kClamp_TileMode;
|
| + normalState->fTileModeY = SkShader::kClamp_TileMode;
|
| + normalState->fOrigBitmap = fNormalMap;
|
| + if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) {
|
| + diffuseState->~SkBitmapProcState();
|
| + normalState->~SkBitmapProcState();
|
| + return NULL;
|
| + }
|
| +
|
| + return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
|
| + diffuseState, normalState));
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +static bool bitmap_is_too_big(const SkBitmap& bm) {
|
| + // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
|
| + // communicates between its matrix-proc and its sampler-proc. Until we can
|
| + // widen that, we have to reject bitmaps that are larger.
|
| + //
|
| + static const int kMaxSize = 65535;
|
| +
|
| + return bm.width() > kMaxSize || bm.height() > kMaxSize;
|
| +}
|
| +
|
| +SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
|
| + const SkLightingShader::Light& light,
|
| + const SkColor ambient) {
|
| + if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
|
| + normal.isNull() || bitmap_is_too_big(normal) ||
|
| + diffuse.width() != normal.width() ||
|
| + diffuse.height() != normal.height()) {
|
| + return nullptr;
|
| + }
|
| +
|
| + return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
|
|