OLD | NEW |
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" |
11 #include "SkEmptyShader.h" | 11 #include "SkEmptyShader.h" |
12 #include "SkErrorInternals.h" | 12 #include "SkErrorInternals.h" |
13 #include "SkLightingShader.h" | 13 #include "SkLightingShader.h" |
14 #include "SkMathPriv.h" | 14 #include "SkMathPriv.h" |
| 15 #include "SkPoint3.h" |
15 #include "SkReadBuffer.h" | 16 #include "SkReadBuffer.h" |
| 17 #include "SkRSXform.h" |
16 #include "SkWriteBuffer.h" | 18 #include "SkWriteBuffer.h" |
17 | 19 |
18 //////////////////////////////////////////////////////////////////////////// | 20 //////////////////////////////////////////////////////////////////////////// |
19 | 21 |
20 /* | 22 /* |
21 SkLightingShader TODOs: | 23 SkLightingShader TODOs: |
22 support other than clamp mode | 24 support other than clamp mode |
23 allow 'diffuse' & 'normal' to be of different dimensions? | 25 allow 'diffuse' & 'normal' to be of different dimensions? |
24 support different light types | 26 support different light types |
25 support multiple lights | 27 support multiple lights |
26 enforce normal map is 4 channel | 28 enforce normal map is 4 channel |
27 use SkImages instead if SkBitmaps | 29 use SkImages instead if SkBitmaps |
28 | 30 |
29 To Test: | 31 To Test: |
30 non-opaque diffuse textures | 32 non-opaque diffuse textures |
31 A8 diffuse textures | 33 A8 diffuse textures |
32 down & upsampled draws | 34 down & upsampled draws |
33 */ | 35 */ |
34 | 36 |
35 | 37 |
36 | 38 |
37 /** \class SkLightingShaderImpl | 39 /** \class SkLightingShaderImpl |
38 This subclass of shader applies lighting. | 40 This subclass of shader applies lighting. |
39 */ | 41 */ |
40 class SK_API SkLightingShaderImpl : public SkShader { | 42 class SK_API SkLightingShaderImpl : public SkShader { |
41 public: | 43 public: |
42 | 44 |
43 /** Create a new lighting shader that use the provided normal map, light | 45 /** Create a new lighting shader that use the provided normal map and |
44 and ambient color to light the diffuse bitmap. | 46 lights to light the diffuse bitmap. |
45 @param diffuse the diffuse bitmap | 47 @param diffuse the diffuse bitmap |
46 @param normal the normal map | 48 @param normal the normal map |
47 @param light the light applied to the normal map | 49 @param lights the lights applied to the normal map |
48 @param ambient the linear (unpremul) ambient light color | 50 @param numLights the number of lights in 'lights' |
49 */ | 51 */ |
50 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, | 52 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, |
51 const SkLightingShader::Light& light, | 53 const SkLightingShader::Lights* lights, |
52 const SkColor3f& ambient, const SkMatrix* localMatrix) | 54 const SkRSXform& xform, |
53 : INHERITED(localMatrix) | 55 const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
|
| 56 : INHERITED(diffLocalM) |
54 , fDiffuseMap(diffuse) | 57 , fDiffuseMap(diffuse) |
55 , fNormalMap(normal) | 58 , fNormalMap(normal) |
56 , fLight(light) | 59 , fLights(SkRef(lights)) |
57 , fAmbientColor(ambient) { | 60 , fXform(xform) { |
58 if (!fLight.fDirection.normalize()) { | 61 |
59 fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f); | 62 if (normLocalM) { |
| 63 fNormLocalMatrix = *normLocalM; |
| 64 } else { |
| 65 fNormLocalMatrix.reset(); |
60 } | 66 } |
| 67 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf
e. |
| 68 (void)fNormLocalMatrix.getType(); |
| 69 |
61 } | 70 } |
62 | 71 |
63 bool isOpaque() const override; | 72 bool isOpaque() const override; |
64 | 73 |
65 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v
iewM, | 74 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v
iewM, |
66 const SkMatrix* localMatrix, GrColor* color, | 75 const SkMatrix* localMatrix, GrColor* color, |
67 GrProcessorDataManager*, GrFragmentProcessor** fp)
const override; | 76 GrProcessorDataManager*, GrFragmentProcessor** fp)
const override; |
68 | 77 |
69 size_t contextSize() const override; | 78 size_t contextSize() const override; |
70 | 79 |
(...skipping 16 matching lines...) Expand all Loading... |
87 | 96 |
88 typedef SkShader::Context INHERITED; | 97 typedef SkShader::Context INHERITED; |
89 }; | 98 }; |
90 | 99 |
91 SK_TO_STRING_OVERRIDE() | 100 SK_TO_STRING_OVERRIDE() |
92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) | 101 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) |
93 | 102 |
94 protected: | 103 protected: |
95 void flatten(SkWriteBuffer&) const override; | 104 void flatten(SkWriteBuffer&) const override; |
96 Context* onCreateContext(const ContextRec&, void*) const override; | 105 Context* onCreateContext(const ContextRec&, void*) const override; |
| 106 bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInver
se) const; |
97 | 107 |
98 private: | 108 private: |
99 SkBitmap fDiffuseMap; | 109 SkBitmap fDiffuseMap; |
100 SkBitmap fNormalMap; | 110 SkBitmap fNormalMap; |
101 SkLightingShader::Light fLight; | 111 |
102 SkColor3f fAmbientColor; // linear (unpremul) color. Range is
0..1/channel. | 112 SkAutoTUnref<const SkLightingShader::Lights> fLights; |
| 113 |
| 114 SkMatrix fNormLocalMatrix; |
| 115 SkRSXform fXform; |
103 | 116 |
104 friend class SkLightingShader; | 117 friend class SkLightingShader; |
105 | 118 |
106 typedef SkShader INHERITED; | 119 typedef SkShader INHERITED; |
107 }; | 120 }; |
108 | 121 |
109 //////////////////////////////////////////////////////////////////////////// | 122 //////////////////////////////////////////////////////////////////////////// |
110 | 123 |
111 #if SK_SUPPORT_GPU | 124 #if SK_SUPPORT_GPU |
112 | 125 |
113 #include "GrCoordTransform.h" | 126 #include "GrCoordTransform.h" |
114 #include "GrFragmentProcessor.h" | 127 #include "GrFragmentProcessor.h" |
115 #include "GrTextureAccess.h" | 128 #include "GrTextureAccess.h" |
116 #include "gl/GrGLProcessor.h" | 129 #include "gl/GrGLProcessor.h" |
117 #include "gl/builders/GrGLProgramBuilder.h" | 130 #include "gl/builders/GrGLProgramBuilder.h" |
118 #include "SkGr.h" | 131 #include "SkGr.h" |
119 | 132 |
120 class LightingFP : public GrFragmentProcessor { | 133 class LightingFP : public GrFragmentProcessor { |
121 public: | 134 public: |
122 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, | 135 LightingFP(GrTexture* diffuse, GrTexture* normal, |
123 const SkVector3& lightDir, const SkColor3f& lightColor, | 136 const SkMatrix& diffMatrix, const SkMatrix& normMatrix, |
124 const SkColor3f& ambientColor) | 137 const SkLightingShader::Lights* lights, const SkVector& xform) |
125 : fDeviceTransform(kDevice_GrCoordSet, matrix) | 138 : fDiffDeviceTransform(kDevice_GrCoordSet, diffMatrix) |
| 139 , fNormDeviceTransform(kDevice_GrCoordSet, normMatrix) |
126 , fDiffuseTextureAccess(diffuse) | 140 , fDiffuseTextureAccess(diffuse) |
127 , fNormalTextureAccess(normal) | 141 , fNormalTextureAccess(normal) |
128 , fLightDir(lightDir) | 142 , fXform(xform) { |
129 , fLightColor(lightColor) | 143 this->addCoordTransform(&fDiffDeviceTransform); |
130 , fAmbientColor(ambientColor) { | 144 this->addCoordTransform(&fNormDeviceTransform); |
131 this->addCoordTransform(&fDeviceTransform); | |
132 this->addTextureAccess(&fDiffuseTextureAccess); | 145 this->addTextureAccess(&fDiffuseTextureAccess); |
133 this->addTextureAccess(&fNormalTextureAccess); | 146 this->addTextureAccess(&fNormalTextureAccess); |
134 | 147 |
| 148 // fuse all ambient lights into a single one |
| 149 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
| 150 for (int i = 0; i < lights->numLights(); ++i) { |
| 151 if (SkLight::kAmbient_LightType == lights->light(i).type()) { |
| 152 fAmbientColor += lights->light(i).color(); |
| 153 } else { |
| 154 fLightColor = lights->light(i).color(); |
| 155 fLightDir = lights->light(i).dir(); |
| 156 } |
| 157 } |
| 158 |
135 this->initClassID<LightingFP>(); | 159 this->initClassID<LightingFP>(); |
136 } | 160 } |
137 | 161 |
138 class LightingGLFP : public GrGLFragmentProcessor { | 162 class LightingGLFP : public GrGLFragmentProcessor { |
139 public: | 163 public: |
140 LightingGLFP() { | 164 LightingGLFP() { |
141 fLightDir.fX = 10000.0f; | 165 fLightDir.fX = 10000.0f; |
142 fLightColor.fX = 0.0f; | 166 fLightColor.fX = 0.0f; |
143 fAmbientColor.fX = 0.0f; | 167 fAmbientColor.fX = 0.0f; |
| 168 fXform.fX = 0.0f; |
144 } | 169 } |
145 | 170 |
146 void emitCode(EmitArgs& args) override { | 171 void emitCode(EmitArgs& args) override { |
147 | 172 |
148 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder()
; | 173 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder()
; |
149 | 174 |
150 // add uniforms | 175 // add uniforms |
151 const char* lightDirUniName = NULL; | 176 const char* lightDirUniName = NULL; |
152 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme
nt_Visibility, | 177 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme
nt_Visibility, |
153 kVec3f_GrSLType, kDefault_G
rSLPrecision, | 178 kVec3f_GrSLType, kDefault_G
rSLPrecision, |
154 "LightDir", &lightDirUniNam
e); | 179 "LightDir", &lightDirUniNam
e); |
155 | 180 |
156 const char* lightColorUniName = NULL; | 181 const char* lightColorUniName = NULL; |
157 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag
ment_Visibility, | 182 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag
ment_Visibility, |
158 kVec3f_GrSLType, kDefault
_GrSLPrecision, | 183 kVec3f_GrSLType, kDefault
_GrSLPrecision, |
159 "LightColor", &lightColor
UniName); | 184 "LightColor", &lightColor
UniName); |
160 | 185 |
161 const char* ambientColorUniName = NULL; | 186 const char* ambientColorUniName = NULL; |
162 fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFr
agment_Visibility, | 187 fAmbientColorUni1 = args.fBuilder->addUniform(GrGLProgramBuilder::kF
ragment_Visibility, |
163 kVec3f_GrSLType, kDefau
lt_GrSLPrecision, | 188 kVec3f_GrSLType, kDefau
lt_GrSLPrecision, |
164 "AmbientColor", &ambien
tColorUniName); | 189 "AmbientColor", &ambien
tColorUniName); |
165 | 190 |
| 191 const char* xformUniName = NULL; |
| 192 fXformUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_
Visibility, |
| 193 kVec2f_GrSLType, kDefault_GrSL
Precision, |
| 194 "Xform", &xformUniName); |
| 195 |
166 fpb->codeAppend("vec4 diffuseColor = "); | 196 fpb->codeAppend("vec4 diffuseColor = "); |
167 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers
[0], | 197 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers
[0], |
168 args.fCoords[0].c_str(), | 198 args.fCoords[0].c_str(), |
169 args.fCoords[0].getType()); | 199 args.fCoords[0].getType()); |
170 fpb->codeAppend(";"); | 200 fpb->codeAppend(";"); |
171 | 201 |
172 fpb->codeAppend("vec4 normalColor = "); | 202 fpb->codeAppend("vec4 normalColor = "); |
173 fpb->appendTextureLookup(args.fSamplers[1], | 203 fpb->appendTextureLookup(args.fSamplers[1], |
174 args.fCoords[0].c_str(), | 204 args.fCoords[1].c_str(), |
175 args.fCoords[0].getType()); | 205 args.fCoords[1].getType()); |
176 fpb->codeAppend(";"); | 206 fpb->codeAppend(";"); |
177 | 207 |
178 fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5)
);"); | 208 fpb->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); |
179 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); | 209 |
180 fpb->codeAppend("float NdotL = dot(normal, lightDir);"); | 210 fpb->codeAppendf("mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0
.0, 0.0, 1.0);", |
| 211 xformUniName, xformUniName, xformUniName, xformUniN
ame); |
| 212 |
| 213 fpb->codeAppend("normal = normalize(m*normal);"); |
| 214 |
| 215 fpb->codeAppendf("float NdotL = dot(normal, %s);", lightDirUniName); |
181 // diffuse light | 216 // diffuse light |
182 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo
lorUniName); | 217 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo
lorUniName); |
183 // ambient light | 218 // ambient light |
184 fpb->codeAppendf("result += %s;", ambientColorUniName); | 219 fpb->codeAppendf("result += %s;", ambientColorUniName); |
185 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut
putColor); | 220 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut
putColor); |
186 } | 221 } |
187 | 222 |
188 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro
c) override { | 223 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro
c) override { |
189 const LightingFP& lightingFP = proc.cast<LightingFP>(); | 224 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
190 | 225 |
191 const SkVector3& lightDir = lightingFP.lightDir(); | 226 const SkVector3& lightDir = lightingFP.lightDir(); |
192 if (lightDir != fLightDir) { | 227 if (lightDir != fLightDir) { |
193 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); | 228 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); |
194 fLightDir = lightDir; | 229 fLightDir = lightDir; |
195 } | 230 } |
196 | 231 |
197 const SkColor3f& lightColor = lightingFP.lightColor(); | 232 const SkColor3f& lightColor = lightingFP.lightColor(); |
198 if (lightColor != fLightColor) { | 233 if (lightColor != fLightColor) { |
199 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); | 234 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); |
200 fLightColor = lightColor; | 235 fLightColor = lightColor; |
201 } | 236 } |
202 | 237 |
203 const SkColor3f& ambientColor = lightingFP.ambientColor(); | 238 const SkColor3f& ambientColor = lightingFP.ambientColor(); |
204 if (ambientColor != fAmbientColor) { | 239 if (ambientColor != fAmbientColor) { |
205 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 240 pdman.set3fv(fAmbientColorUni1, 1, &ambientColor.fX); |
206 fAmbientColor = ambientColor; | 241 fAmbientColor = ambientColor; |
207 } | 242 } |
| 243 |
| 244 const SkVector& xform = lightingFP.xform(); |
| 245 if (xform != fXform) { |
| 246 pdman.set2fv(fXformUni, 1, &xform.fX); |
| 247 fXform = xform; |
| 248 } |
208 } | 249 } |
209 | 250 |
210 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 251 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
211 GrProcessorKeyBuilder* b) { | 252 GrProcessorKeyBuilder* b) { |
212 // const LightingFP& lightingFP = proc.cast<LightingFP>(); | 253 // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
213 // only one shader generated currently | 254 // only one shader generated currently |
214 b->add32(0x0); | 255 b->add32(0x0); |
215 } | 256 } |
216 | 257 |
217 private: | 258 private: |
218 SkVector3 fLightDir; | 259 SkVector3 fLightDir; |
219 GrGLProgramDataManager::UniformHandle fLightDirUni; | 260 GrGLProgramDataManager::UniformHandle fLightDirUni; |
220 | 261 |
221 SkColor3f fLightColor; | 262 SkColor3f fLightColor; |
222 GrGLProgramDataManager::UniformHandle fLightColorUni; | 263 GrGLProgramDataManager::UniformHandle fLightColorUni; |
223 | 264 |
224 SkColor3f fAmbientColor; | 265 SkColor3f fAmbientColor; |
225 GrGLProgramDataManager::UniformHandle fAmbientColorUni; | 266 GrGLProgramDataManager::UniformHandle fAmbientColorUni1; |
| 267 |
| 268 SkVector fXform; |
| 269 GrGLProgramDataManager::UniformHandle fXformUni; |
226 }; | 270 }; |
227 | 271 |
228 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh
tingGLFP); } | 272 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh
tingGLFP); } |
229 | 273 |
230 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c
onst override { | 274 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c
onst override { |
231 LightingGLFP::GenKey(*this, caps, b); | 275 LightingGLFP::GenKey(*this, caps, b); |
232 } | 276 } |
233 | 277 |
234 const char* name() const override { return "LightingFP"; } | 278 const char* name() const override { return "LightingFP"; } |
235 | 279 |
236 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 280 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
237 inout->mulByUnknownFourComponents(); | 281 inout->mulByUnknownFourComponents(); |
238 } | 282 } |
239 | 283 |
240 const SkVector3& lightDir() const { return fLightDir; } | 284 const SkVector3& lightDir() const { return fLightDir; } |
241 const SkColor3f& lightColor() const { return fLightColor; } | 285 const SkColor3f& lightColor() const { return fLightColor; } |
242 const SkColor3f& ambientColor() const { return fAmbientColor; } | 286 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 287 const SkVector& xform() const { return fXform; } |
243 | 288 |
244 private: | 289 private: |
245 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 290 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
246 const LightingFP& lightingFP = proc.cast<LightingFP>(); | 291 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
247 return fDeviceTransform == lightingFP.fDeviceTransform && | 292 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && |
| 293 fNormDeviceTransform == lightingFP.fNormDeviceTransform && |
248 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && | 294 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
249 fNormalTextureAccess == lightingFP.fNormalTextureAccess && | 295 fNormalTextureAccess == lightingFP.fNormalTextureAccess && |
250 fLightDir == lightingFP.fLightDir && | 296 fLightDir == lightingFP.fLightDir && |
251 fLightColor == lightingFP.fLightColor && | 297 fLightColor == lightingFP.fLightColor && |
252 fAmbientColor == lightingFP.fAmbientColor; | 298 fAmbientColor == lightingFP.fAmbientColor && |
| 299 fXform == lightingFP.fXform; |
253 } | 300 } |
254 | 301 |
255 GrCoordTransform fDeviceTransform; | 302 GrCoordTransform fDiffDeviceTransform; |
256 GrTextureAccess fDiffuseTextureAccess; | 303 GrCoordTransform fNormDeviceTransform; |
257 GrTextureAccess fNormalTextureAccess; | 304 GrTextureAccess fDiffuseTextureAccess; |
258 SkVector3 fLightDir; | 305 GrTextureAccess fNormalTextureAccess; |
259 SkColor3f fLightColor; | 306 |
260 SkColor3f fAmbientColor; | 307 SkVector3 fLightDir; |
| 308 SkColor3f fLightColor; |
| 309 SkColor3f fAmbientColor; |
| 310 |
| 311 SkVector fXform; |
261 }; | 312 }; |
262 | 313 |
263 //////////////////////////////////////////////////////////////////////////// | 314 //////////////////////////////////////////////////////////////////////////// |
264 | 315 |
265 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, | 316 static bool make_mat(const SkBitmap& bm, |
266 const SkMatrix& viewM, const SkMa
trix* localMatrix, | 317 const SkMatrix& localMatrix1, |
267 GrColor* color, GrProcessorDataMa
nager*, | 318 const SkMatrix* localMatrix2, |
268 GrFragmentProcessor** fp) const { | 319 SkMatrix* result) { |
269 // we assume diffuse and normal maps have same width and height | 320 |
270 // TODO: support different sizes | 321 result->setIDiv(bm.width(), bm.height()); |
271 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && | |
272 fDiffuseMap.height() == fNormalMap.height()); | |
273 SkMatrix matrix; | |
274 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); | |
275 | 322 |
276 SkMatrix lmInverse; | 323 SkMatrix lmInverse; |
277 if (!this->getLocalMatrix().invert(&lmInverse)) { | 324 if (!localMatrix1.invert(&lmInverse)) { |
278 return false; | 325 return false; |
279 } | 326 } |
280 if (localMatrix) { | 327 if (localMatrix2) { |
281 SkMatrix inv; | 328 SkMatrix inv; |
282 if (!localMatrix->invert(&inv)) { | 329 if (!localMatrix2->invert(&inv)) { |
283 return false; | 330 return false; |
284 } | 331 } |
285 lmInverse.postConcat(inv); | 332 lmInverse.postConcat(inv); |
286 } | 333 } |
287 matrix.preConcat(lmInverse); | 334 result->preConcat(lmInverse); |
288 | 335 |
| 336 return true; |
| 337 } |
| 338 |
| 339 static GrTextureParams::FilterMode pick_filter_level(SkFilterQuality filterIn, |
| 340 const SkMatrix& viewM, |
| 341 const SkMatrix& localM) { |
289 // Must set wrap and filter on the sampler before requesting a texture. In t
wo places below | 342 // Must set wrap and filter on the sampler before requesting a texture. In t
wo places below |
290 // we check the matrix scale factors to determine how to interpret the filte
r quality setting. | 343 // we check the matrix scale factors to determine how to interpret the filte
r quality setting. |
291 // This completely ignores the complexity of the drawVertices case where exp
licit local coords | 344 // This completely ignores the complexity of the drawVertices case where exp
licit local coords |
292 // are provided by the caller. | 345 // are provided by the caller. |
293 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil
terMode; | 346 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil
terMode; |
294 switch (paint.getFilterQuality()) { | 347 switch (filterIn) { |
295 case kNone_SkFilterQuality: | 348 case kNone_SkFilterQuality: |
296 textureFilterMode = GrTextureParams::kNone_FilterMode; | 349 textureFilterMode = GrTextureParams::kNone_FilterMode; |
297 break; | 350 break; |
298 case kLow_SkFilterQuality: | 351 case kLow_SkFilterQuality: |
299 textureFilterMode = GrTextureParams::kBilerp_FilterMode; | 352 textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
300 break; | 353 break; |
301 case kMedium_SkFilterQuality:{ | 354 case kMedium_SkFilterQuality:{ |
302 SkMatrix matrix; | 355 SkMatrix matrix; |
303 matrix.setConcat(viewM, this->getLocalMatrix()); | 356 matrix.setConcat(viewM, localM); |
304 if (matrix.getMinScale() < SK_Scalar1) { | 357 if (matrix.getMinScale() < SK_Scalar1) { |
305 textureFilterMode = GrTextureParams::kMipMap_FilterMode; | 358 textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
306 } else { | 359 } else { |
307 // Don't trigger MIP level generation unnecessarily. | 360 // Don't trigger MIP level generation unnecessarily. |
308 textureFilterMode = GrTextureParams::kBilerp_FilterMode; | 361 textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
309 } | 362 } |
310 break; | 363 break; |
311 } | 364 } |
312 case kHigh_SkFilterQuality: | 365 case kHigh_SkFilterQuality: |
313 default: | 366 default: |
314 SkErrorInternals::SetError(kInvalidPaint_SkError, | 367 SkErrorInternals::SetError(kInvalidPaint_SkError, |
315 "Sorry, I don't understand the filtering " | 368 "Sorry, I don't understand the filtering " |
316 "mode you asked for. Falling back to " | 369 "mode you asked for. Falling back to " |
317 "MIPMaps."); | 370 "MIPMaps."); |
318 textureFilterMode = GrTextureParams::kMipMap_FilterMode; | 371 textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
319 break; | 372 break; |
320 | 373 |
321 } | 374 } |
322 | 375 |
| 376 return textureFilterMode; |
| 377 } |
| 378 |
| 379 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, |
| 380 const SkMatrix& viewM, const SkMa
trix* localMatrix, |
| 381 GrColor* color, GrProcessorDataMa
nager*, |
| 382 GrFragmentProcessor** fp) const { |
| 383 // we assume diffuse and normal maps have same width and height |
| 384 // TODO: support different sizes |
| 385 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
| 386 fDiffuseMap.height() == fNormalMap.height()); |
| 387 SkMatrix diffM, normM; |
| 388 |
| 389 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { |
| 390 return false; |
| 391 } |
| 392 |
| 393 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { |
| 394 return false; |
| 395 } |
| 396 |
| 397 GrTextureParams::FilterMode diffFilterMode = pick_filter_level(paint.getFilt
erQuality(), |
| 398 viewM, |
| 399 this->getLoca
lMatrix()); |
| 400 |
| 401 GrTextureParams::FilterMode normFilterMode = pick_filter_level(paint.getFilt
erQuality(), |
| 402 viewM, |
| 403 fNormLocalMat
rix); |
| 404 |
323 // TODO: support other tile modes | 405 // TODO: support other tile modes |
324 GrTextureParams params(kClamp_TileMode, textureFilterMode); | 406 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); |
325 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi
ffuseMap, ¶ms)); | 407 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi
ffuseMap, &diffParams)); |
326 if (!diffuseTexture) { | 408 if (!diffuseTexture) { |
327 SkErrorInternals::SetError(kInternalError_SkError, | 409 SkErrorInternals::SetError(kInternalError_SkError, |
328 "Couldn't convert bitmap to texture."); | 410 "Couldn't convert bitmap to texture."); |
329 return false; | 411 return false; |
330 } | 412 } |
331 | 413 |
332 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor
malMap, ¶ms)); | 414 GrTextureParams normParams(kClamp_TileMode, normFilterMode); |
| 415 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor
malMap, &normParams)); |
333 if (!normalTexture) { | 416 if (!normalTexture) { |
334 SkErrorInternals::SetError(kInternalError_SkError, | 417 SkErrorInternals::SetError(kInternalError_SkError, |
335 "Couldn't convert bitmap to texture."); | 418 "Couldn't convert bitmap to texture."); |
336 return false; | 419 return false; |
337 } | 420 } |
338 | 421 |
339 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, | 422 SkVector vec = SkVector::Make(fXform.fSCos, fXform.fSSin); |
340 fLight.fDirection, fLight.fColor, fAmbientColo
r)); | 423 |
| 424 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, diffM, normM, f
Lights, vec)); |
341 *color = GrColorPackA4(paint.getAlpha()); | 425 *color = GrColorPackA4(paint.getAlpha()); |
342 return true; | 426 return true; |
343 } | 427 } |
344 #else | 428 #else |
345 | 429 |
346 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, | 430 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, |
347 const SkMatrix& viewM, const SkMa
trix* localMatrix, | 431 const SkMatrix& viewM, const SkMa
trix* localMatrix, |
348 GrColor* color, GrProcessorDataMa
nager*, | 432 GrColor* color, GrProcessorDataMa
nager*, |
349 GrFragmentProcessor** fp) const { | 433 GrFragmentProcessor** fp) const { |
350 SkDEBUGFAIL("Should not call in GPU-less build"); | 434 SkDEBUGFAIL("Should not call in GPU-less build"); |
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
383 fFlags = flags; | 467 fFlags = flags; |
384 } | 468 } |
385 | 469 |
386 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { | 470 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { |
387 // The bitmap proc states have been created outside of the context on memory
that will be freed | 471 // The bitmap proc states have been created outside of the context on memory
that will be freed |
388 // elsewhere. Call the destructors but leave the freeing of the memory to th
e caller. | 472 // elsewhere. Call the destructors but leave the freeing of the memory to th
e caller. |
389 fDiffuseState->~SkBitmapProcState(); | 473 fDiffuseState->~SkBitmapProcState(); |
390 fNormalState->~SkBitmapProcState(); | 474 fNormalState->~SkBitmapProcState(); |
391 } | 475 } |
392 | 476 |
393 static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambie
nt) { | 477 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
394 SkScalar color = light * diff * NdotL + 255 * ambient; | 478 if (color.fX <= 0.0f) { |
395 if (color <= 0.0f) { | 479 color.fX = 0.0f; |
396 return 0; | 480 } else if (color.fX >= 255.0f) { |
397 } else if (color >= 255.0f) { | 481 color.fX = 255.0f; |
398 return 255; | 482 } |
399 } else { | 483 |
400 return (int) color; | 484 if (color.fY <= 0.0f) { |
401 } | 485 color.fY = 0.0f; |
| 486 } else if (color.fY >= 255.0f) { |
| 487 color.fY = 255.0f; |
| 488 } |
| 489 |
| 490 if (color.fZ <= 0.0f) { |
| 491 color.fZ = 0.0f; |
| 492 } else if (color.fZ >= 255.0f) { |
| 493 color.fZ = 255.0f; |
| 494 } |
| 495 |
| 496 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ)
; |
402 } | 497 } |
403 | 498 |
| 499 #include "SkMatrix44.h" |
| 500 |
404 // larger is better (fewer times we have to loop), but we shouldn't | 501 // larger is better (fewer times we have to loop), but we shouldn't |
405 // take up too much stack-space (each could here costs 16 bytes) | 502 // take up too much stack-space (each one here costs 16 bytes) |
406 #define TMP_COUNT 16 | 503 #define TMP_COUNT 16 |
407 | 504 |
408 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, | 505 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
409 SkPMColor result[],
int count) { | 506 SkPMColor result[],
int count) { |
410 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader
Impl&>(fShader); | 507 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader
Impl&>(fShader); |
411 | 508 |
412 SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; | 509 uint32_t tmpColor[TMP_COUNT+2], tmpNormal[TMP_COUNT+2]; |
413 SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; | 510 SkPMColor tmpColor2[TMP_COUNT+32], tmpNormal2[TMP_COUNT+32]; |
414 | 511 |
415 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); | 512 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); |
416 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32()
; | 513 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32()
; |
417 | 514 |
418 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); | 515 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); |
419 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(
); | 516 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(
); |
420 | 517 |
| 518 int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP
_COUNT); |
| 519 int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP
_COUNT); |
| 520 int max = diffMax > normMax ? diffMax : normMax; |
| 521 |
| 522 if (max > 8) { |
| 523 int foo = 0; |
| 524 foo++; |
| 525 } |
| 526 |
421 SkASSERT(fDiffuseState->fPixmap.addr()); | 527 SkASSERT(fDiffuseState->fPixmap.addr()); |
422 SkASSERT(fNormalState->fPixmap.addr()); | 528 SkASSERT(fNormalState->fPixmap.addr()); |
423 | 529 |
424 SkPoint3 norm; | 530 SkPoint3 norm1, xformedNorm; |
425 SkScalar NdotL; | 531 SkScalar blah[4], xformedBlah[4]; |
426 int r, g, b; | 532 |
| 533 xformedNorm.fX = 0.0f; |
| 534 blah[0] = xformedBlah[0] = 0.0f; |
| 535 #if 1 |
| 536 SkMatrix baz; |
| 537 baz.setRSXform(lightShader.fXform); |
| 538 baz.setTranslateX(0.0f); |
| 539 baz.setTranslateY(0.0f); |
| 540 SkMatrix44 bar(baz); |
| 541 SkMatrix44 inv; |
| 542 bar.invert(&inv); |
| 543 #endif |
427 | 544 |
428 do { | 545 do { |
429 int n = count; | 546 int n = count; |
430 if (n > TMP_COUNT) { | 547 if (n > max) { |
431 n = TMP_COUNT; | 548 n = max; |
432 } | 549 } |
433 | 550 |
434 diffMProc(*fDiffuseState, tmpColor, n, x, y); | 551 diffMProc(*fDiffuseState, tmpColor, n, x, y); |
435 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); | 552 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); |
436 | 553 |
437 normalMProc(*fNormalState, tmpNormal, n, x, y); | 554 normalMProc(*fNormalState, tmpNormal, n, x, y); |
438 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); | 555 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); |
439 | 556 |
440 for (int i = 0; i < n; ++i) { | 557 for (int i = 0; i < n; ++i) { |
441 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul | 558 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul |
442 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, | 559 norm1.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, |
443 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, | 560 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, |
444 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); | 561 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); |
445 norm.normalize(); | 562 norm1.normalize(); |
| 563 |
| 564 #if 1 |
| 565 blah[0] = norm1.fX; |
| 566 blah[1] = norm1.fY; |
| 567 blah[2] = norm1.fZ; |
| 568 blah[3] = 1.0f; |
| 569 |
| 570 inv.mapScalars(blah, xformedBlah); |
| 571 |
| 572 xformedNorm.fX = xformedBlah[0]; |
| 573 xformedNorm.fY = xformedBlah[1]; |
| 574 xformedNorm.fZ = xformedBlah[2]; |
| 575 #endif |
446 | 576 |
447 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); | 577 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); |
448 NdotL = norm.dot(lightShader.fLight.fDirection); | |
449 | 578 |
450 // This is all done in linear unpremul color space | 579 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
451 r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), Ndot
L, | 580 // This is all done in linear unpremul color space (each component 0
..255.0f though) |
452 lightShader.fAmbientColor.fX); | 581 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
453 g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), Ndot
L, | 582 const SkLight& light = lightShader.fLights->light(l); |
454 lightShader.fAmbientColor.fY); | |
455 b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), Ndot
L, | |
456 lightShader.fAmbientColor.fZ); | |
457 | 583 |
458 result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); | 584 if (SkLight::kAmbient_LightType == light.type()) { |
| 585 accum += light.color().makeScale(255.0f); |
| 586 } else { |
| 587 SkScalar NdotL = xformedNorm.dot(light.dir()); |
| 588 |
| 589 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot
L; |
| 590 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot
L; |
| 591 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot
L; |
| 592 } |
| 593 } |
| 594 |
| 595 result[i] = convert(accum, SkColorGetA(diffColor)); |
459 } | 596 } |
460 | 597 |
461 result += n; | 598 result += n; |
462 x += n; | 599 x += n; |
463 count -= n; | 600 count -= n; |
464 } while (count > 0); | 601 } while (count > 0); |
465 } | 602 } |
466 | 603 |
467 //////////////////////////////////////////////////////////////////////////// | 604 //////////////////////////////////////////////////////////////////////////// |
468 | 605 |
469 #ifndef SK_IGNORE_TO_STRING | 606 #ifndef SK_IGNORE_TO_STRING |
470 void SkLightingShaderImpl::toString(SkString* str) const { | 607 void SkLightingShaderImpl::toString(SkString* str) const { |
471 str->appendf("LightingShader: ()"); | 608 str->appendf("LightingShader: ()"); |
472 } | 609 } |
473 #endif | 610 #endif |
474 | 611 |
475 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { | 612 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { |
476 SkMatrix localMatrix; | 613 SkMatrix diffLocalM; |
477 buf.readMatrix(&localMatrix); | 614 bool hasDiffLocalM = buf.readBool(); |
| 615 if (hasDiffLocalM) { |
| 616 buf.readMatrix(&diffLocalM); |
| 617 } else { |
| 618 diffLocalM.reset(); |
| 619 } |
| 620 |
| 621 SkMatrix normLocalM; |
| 622 bool hasNormLocalM = buf.readBool(); |
| 623 if (hasNormLocalM) { |
| 624 buf.readMatrix(&normLocalM); |
| 625 } else { |
| 626 normLocalM.reset(); |
| 627 } |
478 | 628 |
479 SkBitmap diffuse; | 629 SkBitmap diffuse; |
480 if (!buf.readBitmap(&diffuse)) { | 630 if (!buf.readBitmap(&diffuse)) { |
481 return NULL; | 631 return NULL; |
482 } | 632 } |
483 diffuse.setImmutable(); | 633 diffuse.setImmutable(); |
484 | 634 |
485 SkBitmap normal; | 635 SkBitmap normal; |
486 if (!buf.readBitmap(&normal)) { | 636 if (!buf.readBitmap(&normal)) { |
487 return NULL; | 637 return NULL; |
488 } | 638 } |
489 normal.setImmutable(); | 639 normal.setImmutable(); |
490 | 640 |
491 SkLightingShader::Light light; | 641 int numLights = buf.readInt(); |
492 if (!buf.readScalarArray(&light.fDirection.fX, 3)) { | 642 |
493 return NULL; | 643 SkLightingShader::Lights::Builder builder; |
494 } | 644 |
495 if (!buf.readScalarArray(&light.fColor.fX, 3)) { | 645 for (int l = 0; l < numLights; ++l) { |
496 return NULL; | 646 |
| 647 bool isAmbient = buf.readBool(); |
| 648 |
| 649 SkColor3f color; |
| 650 if (!buf.readScalarArray(&color.fX, 3)) { |
| 651 return NULL; |
| 652 } |
| 653 |
| 654 if (isAmbient) { |
| 655 builder.add(SkLight::SkLight(color)); |
| 656 } else { |
| 657 SkVector3 dir; |
| 658 if (!buf.readScalarArray(&dir.fX, 3)) { |
| 659 return NULL; |
| 660 } |
| 661 builder.add(SkLight::SkLight(color, dir)); |
| 662 } |
497 } | 663 } |
498 | 664 |
499 SkColor3f ambient; | 665 SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish()); |
500 if (!buf.readScalarArray(&ambient.fX, 3)) { | |
501 return NULL; | |
502 } | |
503 | 666 |
504 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &l
ocalMatrix)); | 667 SkRSXform xform; |
| 668 //xform.reset(); |
| 669 |
| 670 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, |
| 671 xform, &diffLocalM, &normLocalM)); |
505 } | 672 } |
506 | 673 |
507 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { | 674 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
508 buf.writeMatrix(this->getLocalMatrix()); | 675 this->INHERITED::flatten(buf); |
| 676 |
| 677 bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); |
| 678 buf.writeBool(hasNormLocalM); |
| 679 if (hasNormLocalM) { |
| 680 buf.writeMatrix(fNormLocalMatrix); |
| 681 } |
509 | 682 |
510 buf.writeBitmap(fDiffuseMap); | 683 buf.writeBitmap(fDiffuseMap); |
511 buf.writeBitmap(fNormalMap); | 684 buf.writeBitmap(fNormalMap); |
512 buf.writeScalarArray(&fLight.fDirection.fX, 3); | 685 |
513 buf.writeScalarArray(&fLight.fColor.fX, 3); | 686 buf.writeInt(fLights->numLights()); |
514 buf.writeScalarArray(&fAmbientColor.fX, 3); | 687 for (int l = 0; l < fLights->numLights(); ++l) { |
| 688 const SkLight& light = fLights->light(l); |
| 689 |
| 690 bool isAmbient = SkLight::kAmbient_LightType == light.type(); |
| 691 |
| 692 buf.writeBool(isAmbient); |
| 693 buf.writeScalarArray(&light.color().fX, 3); |
| 694 if (!isAmbient) { |
| 695 buf.writeScalarArray(&light.dir().fX, 3); |
| 696 } |
| 697 } |
| 698 } |
| 699 |
| 700 bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec, |
| 701 SkMatrix* normTotalInverse) c
onst { |
| 702 SkMatrix total; |
| 703 total.setConcat(*rec.fMatrix, fNormLocalMatrix); |
| 704 |
| 705 const SkMatrix* m = &total; |
| 706 if (rec.fLocalMatrix) { |
| 707 total.setConcat(*m, *rec.fLocalMatrix); |
| 708 m = &total; |
| 709 } |
| 710 return m->invert(normTotalInverse); |
515 } | 711 } |
516 | 712 |
517 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, | 713 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
518 void* storage) const { | 714 void* storage) const { |
519 | 715 |
520 SkMatrix totalInverse; | 716 SkMatrix diffTotalInv; |
521 // Do this first, so we know the matrix can be inverted. | 717 // computeTotalInverse was called in SkShader::createContext so we know it w
ill succeed |
522 if (!this->computeTotalInverse(rec, &totalInverse)) { | 718 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv)); |
| 719 |
| 720 SkMatrix normTotalInv; |
| 721 if (!this->computeNormTotalInverse(rec, &normTotalInv)) { |
523 return NULL; | 722 return NULL; |
524 } | 723 } |
525 | 724 |
526 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); | 725 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); |
527 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit
mapProcState); | 726 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit
mapProcState); |
528 SkASSERT(diffuseState); | 727 SkASSERT(diffuseState); |
529 | 728 |
530 diffuseState->fTileModeX = SkShader::kClamp_TileMode; | 729 diffuseState->fTileModeX = SkShader::kClamp_TileMode; |
531 diffuseState->fTileModeY = SkShader::kClamp_TileMode; | 730 diffuseState->fTileModeY = SkShader::kClamp_TileMode; |
532 diffuseState->fOrigBitmap = fDiffuseMap; | 731 diffuseState->fOrigBitmap = fDiffuseMap; |
533 if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { | 732 if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) { |
534 diffuseState->~SkBitmapProcState(); | 733 diffuseState->~SkBitmapProcState(); |
535 return NULL; | 734 return NULL; |
536 } | 735 } |
537 | 736 |
538 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) +
sizeof(SkBitmapProcState); | 737 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) +
sizeof(SkBitmapProcState); |
539 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma
pProcState); | 738 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma
pProcState); |
540 SkASSERT(normalState); | 739 SkASSERT(normalState); |
541 | 740 |
542 normalState->fTileModeX = SkShader::kClamp_TileMode; | 741 normalState->fTileModeX = SkShader::kClamp_TileMode; |
543 normalState->fTileModeY = SkShader::kClamp_TileMode; | 742 normalState->fTileModeY = SkShader::kClamp_TileMode; |
544 normalState->fOrigBitmap = fNormalMap; | 743 normalState->fOrigBitmap = fNormalMap; |
545 if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { | 744 if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) { |
546 diffuseState->~SkBitmapProcState(); | 745 diffuseState->~SkBitmapProcState(); |
547 normalState->~SkBitmapProcState(); | 746 normalState->~SkBitmapProcState(); |
548 return NULL; | 747 return NULL; |
549 } | 748 } |
550 | 749 |
551 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, | 750 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, |
552 diffuseState, n
ormalState)); | 751 diffuseState, n
ormalState)); |
553 } | 752 } |
554 | 753 |
555 /////////////////////////////////////////////////////////////////////////////// | 754 /////////////////////////////////////////////////////////////////////////////// |
556 | 755 |
557 static bool bitmap_is_too_big(const SkBitmap& bm) { | 756 static bool bitmap_is_too_big(const SkBitmap& bm) { |
558 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it | 757 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it |
559 // communicates between its matrix-proc and its sampler-proc. Until we can | 758 // communicates between its matrix-proc and its sampler-proc. Until we can |
560 // widen that, we have to reject bitmaps that are larger. | 759 // widen that, we have to reject bitmaps that are larger. |
561 // | 760 // |
562 static const int kMaxSize = 65535; | 761 static const int kMaxSize = 65535; |
563 | 762 |
564 return bm.width() > kMaxSize || bm.height() > kMaxSize; | 763 return bm.width() > kMaxSize || bm.height() > kMaxSize; |
565 } | 764 } |
566 | 765 |
567 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm
al, | 766 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm
al, |
568 const SkLightingShader::Light& light, | 767 const Lights* lights, |
569 const SkColor3f& ambient, | 768 const SkRSXform& xform, |
570 const SkMatrix* localMatrix) { | 769 const SkMatrix* diffLocalM, const SkMatrix* n
ormLocalM) { |
571 if (diffuse.isNull() || bitmap_is_too_big(diffuse) || | 770 if (diffuse.isNull() || bitmap_is_too_big(diffuse) || |
572 normal.isNull() || bitmap_is_too_big(normal) || | 771 normal.isNull() || bitmap_is_too_big(normal) || |
573 diffuse.width() != normal.width() || | 772 diffuse.width() != normal.width() || |
574 diffuse.height() != normal.height()) { | 773 diffuse.height() != normal.height()) { |
575 return nullptr; | 774 return nullptr; |
576 } | 775 } |
577 | 776 |
578 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, lo
calMatrix)); | 777 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, |
| 778 xform, diffLocalM, normLocalM)); |
579 } | 779 } |
580 | 780 |
581 /////////////////////////////////////////////////////////////////////////////// | 781 /////////////////////////////////////////////////////////////////////////////// |
582 | 782 |
583 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 783 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
584 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 784 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
585 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 785 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
586 | 786 |
587 /////////////////////////////////////////////////////////////////////////////// | 787 /////////////////////////////////////////////////////////////////////////////// |
OLD | NEW |