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)); |
+} |
+ |
+/////////////////////////////////////////////////////////////////////////////// |