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Side by Side Diff: src/core/SkLightingShader.cpp

Issue 1291783003: Update SkLightingShader to support rotation (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix gyp file Created 5 years, 4 months ago
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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"
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"
16 #include "SkWriteBuffer.h" 17 #include "SkWriteBuffer.h"
17 18
18 //////////////////////////////////////////////////////////////////////////// 19 ////////////////////////////////////////////////////////////////////////////
19 20
20 /* 21 /*
21 SkLightingShader TODOs: 22 SkLightingShader TODOs:
22 support other than clamp mode 23 support other than clamp mode
23 allow 'diffuse' & 'normal' to be of different dimensions? 24 allow 'diffuse' & 'normal' to be of different dimensions?
24 support different light types 25 support different light types
25 support multiple lights 26 support multiple lights
26 enforce normal map is 4 channel 27 enforce normal map is 4 channel
27 use SkImages instead if SkBitmaps 28 use SkImages instead if SkBitmaps
28 29
29 To Test: 30 To Test:
30 non-opaque diffuse textures 31 non-opaque diffuse textures
31 A8 diffuse textures 32 A8 diffuse textures
32 down & upsampled draws 33 down & upsampled draws
33 */ 34 */
34 35
35 36
36 37
37 /** \class SkLightingShaderImpl 38 /** \class SkLightingShaderImpl
38 This subclass of shader applies lighting. 39 This subclass of shader applies lighting.
39 */ 40 */
40 class SK_API SkLightingShaderImpl : public SkShader { 41 class SK_API SkLightingShaderImpl : public SkShader {
41 public: 42 public:
42 43
43 /** Create a new lighting shader that use the provided normal map, light 44 /** Create a new lighting shader that uses the provided normal map and
44 and ambient color to light the diffuse bitmap. 45 lights to light the diffuse bitmap.
45 @param diffuse the diffuse bitmap 46 @param diffuse the diffuse bitmap
46 @param normal the normal map 47 @param normal the normal map
47 @param light the light applied to the normal map 48 @param lights the lights applied to the normal map
48 @param ambient the linear (unpremul) ambient light color 49 @param invNormRotation rotation applied to the normal map's normals
50 @param diffLocalM the local matrix for the diffuse coordinates
51 @param normLocalM the local matrix for the normal coordinates
49 */ 52 */
50 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, 53 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
51 const SkLightingShader::Light& light, 54 const SkLightingShader::Lights* lights,
52 const SkColor3f& ambient, const SkMatrix* localMatrix) 55 const SkVector& invNormRotation,
53 : INHERITED(localMatrix) 56 const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
57 : INHERITED(diffLocalM)
54 , fDiffuseMap(diffuse) 58 , fDiffuseMap(diffuse)
55 , fNormalMap(normal) 59 , fNormalMap(normal)
56 , fLight(light) 60 , fLights(SkRef(lights))
57 , fAmbientColor(ambient) { 61 , fInvNormRotation(invNormRotation) {
58 if (!fLight.fDirection.normalize()) { 62
59 fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f); 63 if (normLocalM) {
64 fNormLocalMatrix = *normLocalM;
65 } else {
66 fNormLocalMatrix.reset();
60 } 67 }
68 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf e.
69 (void)fNormLocalMatrix.getType();
70
61 } 71 }
62 72
63 bool isOpaque() const override; 73 bool isOpaque() const override;
64 74
65 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v iewM, 75 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v iewM,
66 const SkMatrix* localMatrix, GrColor* color, 76 const SkMatrix* localMatrix, GrColor* color,
67 GrProcessorDataManager*, GrFragmentProcessor** fp) const override; 77 GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
68 78
69 size_t contextSize() const override; 79 size_t contextSize() const override;
70 80
(...skipping 16 matching lines...) Expand all
87 97
88 typedef SkShader::Context INHERITED; 98 typedef SkShader::Context INHERITED;
89 }; 99 };
90 100
91 SK_TO_STRING_OVERRIDE() 101 SK_TO_STRING_OVERRIDE()
92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) 102 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
93 103
94 protected: 104 protected:
95 void flatten(SkWriteBuffer&) const override; 105 void flatten(SkWriteBuffer&) const override;
96 Context* onCreateContext(const ContextRec&, void*) const override; 106 Context* onCreateContext(const ContextRec&, void*) const override;
107 bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInver se) const;
97 108
98 private: 109 private:
99 SkBitmap fDiffuseMap; 110 SkBitmap fDiffuseMap;
100 SkBitmap fNormalMap; 111 SkBitmap fNormalMap;
101 SkLightingShader::Light fLight; 112
102 SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel. 113 SkAutoTUnref<const SkLightingShader::Lights> fLights;
114
115 SkMatrix fNormLocalMatrix;
116 SkVector fInvNormRotation;
103 117
104 friend class SkLightingShader; 118 friend class SkLightingShader;
105 119
106 typedef SkShader INHERITED; 120 typedef SkShader INHERITED;
107 }; 121 };
108 122
109 //////////////////////////////////////////////////////////////////////////// 123 ////////////////////////////////////////////////////////////////////////////
110 124
111 #if SK_SUPPORT_GPU 125 #if SK_SUPPORT_GPU
112 126
113 #include "GrCoordTransform.h" 127 #include "GrCoordTransform.h"
114 #include "GrFragmentProcessor.h" 128 #include "GrFragmentProcessor.h"
115 #include "GrTextureAccess.h" 129 #include "GrTextureAccess.h"
116 #include "gl/GrGLProcessor.h" 130 #include "gl/GrGLProcessor.h"
117 #include "gl/builders/GrGLProgramBuilder.h" 131 #include "gl/builders/GrGLProgramBuilder.h"
118 #include "SkGr.h" 132 #include "SkGr.h"
119 133
120 class LightingFP : public GrFragmentProcessor { 134 class LightingFP : public GrFragmentProcessor {
121 public: 135 public:
122 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, 136 LightingFP(GrProcessorDataManager* pdm, GrTexture* diffuse, GrTexture* norma l,
123 const SkVector3& lightDir, const SkColor3f& lightColor, 137 const SkMatrix& diffMatrix, const SkMatrix& normMatrix,
124 const SkColor3f& ambientColor) 138 const GrTextureParams& diffParams, const GrTextureParams& normPar ams,
125 : fDeviceTransform(kDevice_GrCoordSet, matrix) 139 const SkLightingShader::Lights* lights, const SkVector& invNormRo tation)
126 , fDiffuseTextureAccess(diffuse) 140 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam s.filterMode())
127 , fNormalTextureAccess(normal) 141 , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams .filterMode())
128 , fLightDir(lightDir) 142 , fDiffuseTextureAccess(diffuse, diffParams)
129 , fLightColor(lightColor) 143 , fNormalTextureAccess(normal, normParams)
130 , fAmbientColor(ambientColor) { 144 , fInvNormRotation(invNormRotation) {
131 this->addCoordTransform(&fDeviceTransform); 145 this->addCoordTransform(&fDiffDeviceTransform);
146 this->addCoordTransform(&fNormDeviceTransform);
132 this->addTextureAccess(&fDiffuseTextureAccess); 147 this->addTextureAccess(&fDiffuseTextureAccess);
133 this->addTextureAccess(&fNormalTextureAccess); 148 this->addTextureAccess(&fNormalTextureAccess);
134 149
150 // fuse all ambient lights into a single one
151 fAmbientColor.set(0.0f, 0.0f, 0.0f);
152 for (int i = 0; i < lights->numLights(); ++i) {
153 if (SkLight::kAmbient_LightType == lights->light(i).type()) {
154 fAmbientColor += lights->light(i).color();
155 } else {
156 // TODO: handle more than one of these
157 fLightColor = lights->light(i).color();
158 fLightDir = lights->light(i).dir();
159 }
160 }
161
135 this->initClassID<LightingFP>(); 162 this->initClassID<LightingFP>();
136 } 163 }
137 164
138 class LightingGLFP : public GrGLFragmentProcessor { 165 class LightingGLFP : public GrGLFragmentProcessor {
139 public: 166 public:
140 LightingGLFP() { 167 LightingGLFP() {
141 fLightDir.fX = 10000.0f; 168 fLightDir.fX = 10000.0f;
142 fLightColor.fX = 0.0f; 169 fLightColor.fX = 0.0f;
143 fAmbientColor.fX = 0.0f; 170 fAmbientColor.fX = 0.0f;
171 fInvNormRotation.fX = 0.0f;
144 } 172 }
145 173
146 void emitCode(EmitArgs& args) override { 174 void emitCode(EmitArgs& args) override {
147 175
148 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder() ; 176 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder() ;
149 177
150 // add uniforms 178 // add uniforms
151 const char* lightDirUniName = NULL; 179 const char* lightDirUniName = NULL;
152 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme nt_Visibility, 180 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme nt_Visibility,
153 kVec3f_GrSLType, kDefault_G rSLPrecision, 181 kVec3f_GrSLType, kDefault_G rSLPrecision,
154 "LightDir", &lightDirUniNam e); 182 "LightDir", &lightDirUniNam e);
155 183
156 const char* lightColorUniName = NULL; 184 const char* lightColorUniName = NULL;
157 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag ment_Visibility, 185 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag ment_Visibility,
158 kVec3f_GrSLType, kDefault _GrSLPrecision, 186 kVec3f_GrSLType, kDefault _GrSLPrecision,
159 "LightColor", &lightColor UniName); 187 "LightColor", &lightColor UniName);
160 188
161 const char* ambientColorUniName = NULL; 189 const char* ambientColorUniName = NULL;
162 fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFr agment_Visibility, 190 fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFr agment_Visibility,
163 kVec3f_GrSLType, kDefau lt_GrSLPrecision, 191 kVec3f_GrSLType, kDefau lt_GrSLPrecision,
164 "AmbientColor", &ambien tColorUniName); 192 "AmbientColor", &ambien tColorUniName);
165 193
194 const char* xformUniName = NULL;
195 fXformUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_ Visibility,
196 kVec2f_GrSLType, kDefault_GrSL Precision,
197 "Xform", &xformUniName);
198
166 fpb->codeAppend("vec4 diffuseColor = "); 199 fpb->codeAppend("vec4 diffuseColor = ");
167 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers [0], 200 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers [0],
168 args.fCoords[0].c_str(), 201 args.fCoords[0].c_str(),
169 args.fCoords[0].getType()); 202 args.fCoords[0].getType());
170 fpb->codeAppend(";"); 203 fpb->codeAppend(";");
171 204
172 fpb->codeAppend("vec4 normalColor = "); 205 fpb->codeAppend("vec4 normalColor = ");
173 fpb->appendTextureLookup(args.fSamplers[1], 206 fpb->appendTextureLookup(args.fSamplers[1],
174 args.fCoords[0].c_str(), 207 args.fCoords[1].c_str(),
175 args.fCoords[0].getType()); 208 args.fCoords[1].getType());
176 fpb->codeAppend(";"); 209 fpb->codeAppend(";");
177 210
178 fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5) );"); 211 fpb->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
179 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); 212
180 fpb->codeAppend("float NdotL = dot(normal, lightDir);"); 213 fpb->codeAppendf("mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0 .0, 0.0, 1.0);",
214 xformUniName, xformUniName, xformUniName, xformUniN ame);
215
216 // TODO: inverse map the light direction vectors in the vertex shade r rather than
217 // transforming all the normals here!
218 fpb->codeAppend("normal = normalize(m*normal);");
219
220 fpb->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", lightDirUniName);
181 // diffuse light 221 // diffuse light
182 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo lorUniName); 222 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo lorUniName);
183 // ambient light 223 // ambient light
184 fpb->codeAppendf("result += %s;", ambientColorUniName); 224 fpb->codeAppendf("result += %s;", ambientColorUniName);
185 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut putColor); 225 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut putColor);
186 } 226 }
187 227
188 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 228 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
189 GrProcessorKeyBuilder* b) { 229 GrProcessorKeyBuilder* b) {
190 // const LightingFP& lightingFP = proc.cast<LightingFP>(); 230 // const LightingFP& lightingFP = proc.cast<LightingFP>();
(...skipping 15 matching lines...) Expand all
206 if (lightColor != fLightColor) { 246 if (lightColor != fLightColor) {
207 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); 247 pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
208 fLightColor = lightColor; 248 fLightColor = lightColor;
209 } 249 }
210 250
211 const SkColor3f& ambientColor = lightingFP.ambientColor(); 251 const SkColor3f& ambientColor = lightingFP.ambientColor();
212 if (ambientColor != fAmbientColor) { 252 if (ambientColor != fAmbientColor) {
213 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); 253 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
214 fAmbientColor = ambientColor; 254 fAmbientColor = ambientColor;
215 } 255 }
256
257 const SkVector& invNormRotation = lightingFP.invNormRotation();
258 if (invNormRotation != fInvNormRotation) {
259 pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
260 fInvNormRotation = invNormRotation;
261 }
216 } 262 }
217 263
218 private: 264 private:
219 SkVector3 fLightDir; 265 SkVector3 fLightDir;
220 GrGLProgramDataManager::UniformHandle fLightDirUni; 266 GrGLProgramDataManager::UniformHandle fLightDirUni;
221 267
222 SkColor3f fLightColor; 268 SkColor3f fLightColor;
223 GrGLProgramDataManager::UniformHandle fLightColorUni; 269 GrGLProgramDataManager::UniformHandle fLightColorUni;
224 270
225 SkColor3f fAmbientColor; 271 SkColor3f fAmbientColor;
226 GrGLProgramDataManager::UniformHandle fAmbientColorUni; 272 GrGLProgramDataManager::UniformHandle fAmbientColorUni;
273
274 SkVector fInvNormRotation;
275 GrGLProgramDataManager::UniformHandle fXformUni;
227 }; 276 };
228 277
229 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c onst override { 278 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c onst override {
230 LightingGLFP::GenKey(*this, caps, b); 279 LightingGLFP::GenKey(*this, caps, b);
231 } 280 }
232 281
233 const char* name() const override { return "LightingFP"; } 282 const char* name() const override { return "LightingFP"; }
234 283
235 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 284 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
236 inout->mulByUnknownFourComponents(); 285 inout->mulByUnknownFourComponents();
237 } 286 }
238 287
239 const SkVector3& lightDir() const { return fLightDir; } 288 const SkVector3& lightDir() const { return fLightDir; }
240 const SkColor3f& lightColor() const { return fLightColor; } 289 const SkColor3f& lightColor() const { return fLightColor; }
241 const SkColor3f& ambientColor() const { return fAmbientColor; } 290 const SkColor3f& ambientColor() const { return fAmbientColor; }
291 const SkVector& invNormRotation() const { return fInvNormRotation; }
242 292
243 private: 293 private:
244 GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(Li ghtingGLFP); } 294 GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(Li ghtingGLFP); }
245 295
246 bool onIsEqual(const GrFragmentProcessor& proc) const override { 296 bool onIsEqual(const GrFragmentProcessor& proc) const override {
247 const LightingFP& lightingFP = proc.cast<LightingFP>(); 297 const LightingFP& lightingFP = proc.cast<LightingFP>();
248 return fDeviceTransform == lightingFP.fDeviceTransform && 298 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
299 fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
249 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && 300 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
250 fNormalTextureAccess == lightingFP.fNormalTextureAccess && 301 fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
251 fLightDir == lightingFP.fLightDir && 302 fLightDir == lightingFP.fLightDir &&
252 fLightColor == lightingFP.fLightColor && 303 fLightColor == lightingFP.fLightColor &&
253 fAmbientColor == lightingFP.fAmbientColor; 304 fAmbientColor == lightingFP.fAmbientColor &&
305 fInvNormRotation == lightingFP.fInvNormRotation;
254 } 306 }
255 307
256 GrCoordTransform fDeviceTransform; 308 GrCoordTransform fDiffDeviceTransform;
309 GrCoordTransform fNormDeviceTransform;
257 GrTextureAccess fDiffuseTextureAccess; 310 GrTextureAccess fDiffuseTextureAccess;
258 GrTextureAccess fNormalTextureAccess; 311 GrTextureAccess fNormalTextureAccess;
259 SkVector3 fLightDir; 312 SkVector3 fLightDir;
260 SkColor3f fLightColor; 313 SkColor3f fLightColor;
261 SkColor3f fAmbientColor; 314 SkColor3f fAmbientColor;
315
316 SkVector fInvNormRotation;
262 }; 317 };
263 318
264 //////////////////////////////////////////////////////////////////////////// 319 ////////////////////////////////////////////////////////////////////////////
265 320
321 static bool make_mat(const SkBitmap& bm,
322 const SkMatrix& localMatrix1,
323 const SkMatrix* localMatrix2,
324 SkMatrix* result) {
325
326 result->setIDiv(bm.width(), bm.height());
327
328 SkMatrix lmInverse;
329 if (!localMatrix1.invert(&lmInverse)) {
330 return false;
331 }
332 if (localMatrix2) {
333 SkMatrix inv;
334 if (!localMatrix2->invert(&inv)) {
335 return false;
336 }
337 lmInverse.postConcat(inv);
338 }
339 result->preConcat(lmInverse);
340
341 return true;
342 }
343
266 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint, 344 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint,
267 const SkMatrix& viewM, const SkMa trix* localMatrix, 345 const SkMatrix& viewM, const SkMa trix* localMatrix,
268 GrColor* color, GrProcessorDataMa nager*, 346 GrColor* color, GrProcessorDataMa nager* pdm,
269 GrFragmentProcessor** fp) const { 347 GrFragmentProcessor** fp) const {
270 // we assume diffuse and normal maps have same width and height 348 // we assume diffuse and normal maps have same width and height
271 // TODO: support different sizes 349 // TODO: support different sizes
272 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && 350 SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
273 fDiffuseMap.height() == fNormalMap.height()); 351 fDiffuseMap.height() == fNormalMap.height());
274 SkMatrix matrix; 352 SkMatrix diffM, normM;
275 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); 353
354 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
355 return false;
356 }
276 357
277 SkMatrix lmInverse; 358 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
278 if (!this->getLocalMatrix().invert(&lmInverse)) {
279 return false; 359 return false;
280 } 360 }
281 if (localMatrix) {
282 SkMatrix inv;
283 if (!localMatrix->invert(&inv)) {
284 return false;
285 }
286 lmInverse.postConcat(inv);
287 }
288 matrix.preConcat(lmInverse);
289 361
290 // Must set wrap and filter on the sampler before requesting a texture. In t wo places below 362 bool doBicubic;
291 // we check the matrix scale factors to determine how to interpret the filte r quality setting. 363 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode (
292 // This completely ignores the complexity of the drawVertices case where exp licit local coords 364 SkTMin(paint.getFilterQuality(), kMedium _SkFilterQuality),
293 // are provided by the caller. 365 viewM,
294 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil terMode; 366 this->getLocalMatrix(),
295 switch (paint.getFilterQuality()) { 367 &doBicubic);
296 case kNone_SkFilterQuality: 368 SkASSERT(!doBicubic);
297 textureFilterMode = GrTextureParams::kNone_FilterMode;
298 break;
299 case kLow_SkFilterQuality:
300 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
301 break;
302 case kMedium_SkFilterQuality:{
303 SkMatrix matrix;
304 matrix.setConcat(viewM, this->getLocalMatrix());
305 if (matrix.getMinScale() < SK_Scalar1) {
306 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
307 } else {
308 // Don't trigger MIP level generation unnecessarily.
309 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
310 }
311 break;
312 }
313 case kHigh_SkFilterQuality:
314 default:
315 SkErrorInternals::SetError(kInvalidPaint_SkError,
316 "Sorry, I don't understand the filtering "
317 "mode you asked for. Falling back to "
318 "MIPMaps.");
319 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
320 break;
321 369
322 } 370 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode (
371 SkTMin(paint.getFilterQuality(), kMedium _SkFilterQuality),
372 viewM,
373 fNormLocalMatrix,
374 &doBicubic);
375 SkASSERT(!doBicubic);
323 376
324 // TODO: support other tile modes 377 // TODO: support other tile modes
325 GrTextureParams params(kClamp_TileMode, textureFilterMode); 378 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
326 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi ffuseMap, &params)); 379 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
380 fDiffuseMap, &diffParams));
327 if (!diffuseTexture) { 381 if (!diffuseTexture) {
328 SkErrorInternals::SetError(kInternalError_SkError, 382 SkErrorInternals::SetError(kInternalError_SkError,
329 "Couldn't convert bitmap to texture."); 383 "Couldn't convert bitmap to texture.");
330 return false; 384 return false;
331 } 385 }
332 386
333 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor malMap, &params)); 387 GrTextureParams normParams(kClamp_TileMode, normFilterMode);
388 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context,
389 fNormalMap, & normParams));
334 if (!normalTexture) { 390 if (!normalTexture) {
335 SkErrorInternals::SetError(kInternalError_SkError, 391 SkErrorInternals::SetError(kInternalError_SkError,
336 "Couldn't convert bitmap to texture."); 392 "Couldn't convert bitmap to texture.");
337 return false; 393 return false;
338 } 394 }
339 395
340 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, 396
341 fLight.fDirection, fLight.fColor, fAmbientColo r)); 397 *fp = SkNEW_ARGS(LightingFP, (pdm, diffuseTexture, normalTexture,
398 diffM, normM, diffParams, normParams, fLights,
399 fInvNormRotation));
400
342 *color = GrColorPackA4(paint.getAlpha()); 401 *color = GrColorPackA4(paint.getAlpha());
343 return true; 402 return true;
344 } 403 }
345 #else 404 #else
346 405
347 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint, 406 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint,
348 const SkMatrix& viewM, const SkMa trix* localMatrix, 407 const SkMatrix& viewM, const SkMa trix* localMatrix,
349 GrColor* color, GrProcessorDataMa nager*, 408 GrColor* color, GrProcessorDataMa nager*,
350 GrFragmentProcessor** fp) const { 409 GrFragmentProcessor** fp) const {
351 SkDEBUGFAIL("Should not call in GPU-less build"); 410 SkDEBUGFAIL("Should not call in GPU-less build");
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after
384 fFlags = flags; 443 fFlags = flags;
385 } 444 }
386 445
387 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { 446 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
388 // The bitmap proc states have been created outside of the context on memory that will be freed 447 // The bitmap proc states have been created outside of the context on memory that will be freed
389 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller. 448 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller.
390 fDiffuseState->~SkBitmapProcState(); 449 fDiffuseState->~SkBitmapProcState();
391 fNormalState->~SkBitmapProcState(); 450 fNormalState->~SkBitmapProcState();
392 } 451 }
393 452
394 static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambie nt) { 453 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
395 SkScalar color = light * diff * NdotL + 255 * ambient; 454 if (color.fX <= 0.0f) {
396 if (color <= 0.0f) { 455 color.fX = 0.0f;
397 return 0; 456 } else if (color.fX >= 255.0f) {
398 } else if (color >= 255.0f) { 457 color.fX = 255.0f;
399 return 255; 458 }
400 } else { 459
401 return (int) color; 460 if (color.fY <= 0.0f) {
402 } 461 color.fY = 0.0f;
462 } else if (color.fY >= 255.0f) {
463 color.fY = 255.0f;
464 }
465
466 if (color.fZ <= 0.0f) {
467 color.fZ = 0.0f;
468 } else if (color.fZ >= 255.0f) {
469 color.fZ = 255.0f;
470 }
471
472 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ;
403 } 473 }
404 474
405 // larger is better (fewer times we have to loop), but we shouldn't 475 // larger is better (fewer times we have to loop), but we shouldn't
406 // take up too much stack-space (each could here costs 16 bytes) 476 // take up too much stack-space (each one here costs 16 bytes)
407 #define TMP_COUNT 16 477 #define TMP_COUNT 16
408 478
409 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, 479 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
410 SkPMColor result[], int count) { 480 SkPMColor result[], int count) {
411 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader); 481 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader);
412 482
413 SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; 483 uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT];
414 SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; 484 SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT];
415 485
416 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); 486 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
417 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ; 487 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ;
418 488
419 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); 489 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
420 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32( ); 490 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32( );
421 491
492 int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP _COUNT);
493 int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP _COUNT);
494 int max = SkTMin(diffMax, normMax);
495
422 SkASSERT(fDiffuseState->fPixmap.addr()); 496 SkASSERT(fDiffuseState->fPixmap.addr());
423 SkASSERT(fNormalState->fPixmap.addr()); 497 SkASSERT(fNormalState->fPixmap.addr());
424 498
425 SkPoint3 norm; 499 SkPoint3 norm, xformedNorm;
426 SkScalar NdotL;
427 int r, g, b;
428 500
429 do { 501 do {
430 int n = count; 502 int n = count;
431 if (n > TMP_COUNT) { 503 if (n > max) {
432 n = TMP_COUNT; 504 n = max;
433 } 505 }
434 506
435 diffMProc(*fDiffuseState, tmpColor, n, x, y); 507 diffMProc(*fDiffuseState, tmpColor, n, x, y);
436 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); 508 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
437 509
438 normalMProc(*fNormalState, tmpNormal, n, x, y); 510 normalMProc(*fNormalState, tmpNormal, n, x, y);
439 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); 511 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
440 512
441 for (int i = 0; i < n; ++i) { 513 for (int i = 0; i < n; ++i) {
442 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul 514 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
443 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, 515 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
444 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, 516 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
445 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); 517 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
446 norm.normalize(); 518 norm.normalize();
447 519
520 xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX +
521 lightShader.fInvNormRotation.fY * norm.fY;
522 xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX -
523 lightShader.fInvNormRotation.fY * norm.fY;
524 xformedNorm.fZ = norm.fZ;
525
448 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); 526 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
449 NdotL = norm.dot(lightShader.fLight.fDirection);
450 527
451 // This is all done in linear unpremul color space 528 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
452 r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), Ndot L, 529 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
453 lightShader.fAmbientColor.fX); 530 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
454 g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), Ndot L, 531 const SkLight& light = lightShader.fLights->light(l);
455 lightShader.fAmbientColor.fY);
456 b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), Ndot L,
457 lightShader.fAmbientColor.fZ);
458 532
459 result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); 533 if (SkLight::kAmbient_LightType == light.type()) {
534 accum += light.color().makeScale(255.0f);
535 } else {
536 SkScalar NdotL = xformedNorm.dot(light.dir());
537 if (NdotL < 0.0f) {
538 NdotL = 0.0f;
539 }
540
541 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L;
542 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L;
543 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L;
544 }
545 }
546
547 result[i] = convert(accum, SkColorGetA(diffColor));
460 } 548 }
461 549
462 result += n; 550 result += n;
463 x += n; 551 x += n;
464 count -= n; 552 count -= n;
465 } while (count > 0); 553 } while (count > 0);
466 } 554 }
467 555
468 //////////////////////////////////////////////////////////////////////////// 556 ////////////////////////////////////////////////////////////////////////////
469 557
470 #ifndef SK_IGNORE_TO_STRING 558 #ifndef SK_IGNORE_TO_STRING
471 void SkLightingShaderImpl::toString(SkString* str) const { 559 void SkLightingShaderImpl::toString(SkString* str) const {
472 str->appendf("LightingShader: ()"); 560 str->appendf("LightingShader: ()");
473 } 561 }
474 #endif 562 #endif
475 563
476 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { 564 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
477 SkMatrix localMatrix; 565 SkMatrix diffLocalM;
478 buf.readMatrix(&localMatrix); 566 bool hasDiffLocalM = buf.readBool();
567 if (hasDiffLocalM) {
568 buf.readMatrix(&diffLocalM);
569 } else {
570 diffLocalM.reset();
571 }
572
573 SkMatrix normLocalM;
574 bool hasNormLocalM = buf.readBool();
575 if (hasNormLocalM) {
576 buf.readMatrix(&normLocalM);
577 } else {
578 normLocalM.reset();
579 }
479 580
480 SkBitmap diffuse; 581 SkBitmap diffuse;
481 if (!buf.readBitmap(&diffuse)) { 582 if (!buf.readBitmap(&diffuse)) {
482 return NULL; 583 return NULL;
483 } 584 }
484 diffuse.setImmutable(); 585 diffuse.setImmutable();
485 586
486 SkBitmap normal; 587 SkBitmap normal;
487 if (!buf.readBitmap(&normal)) { 588 if (!buf.readBitmap(&normal)) {
488 return NULL; 589 return NULL;
489 } 590 }
490 normal.setImmutable(); 591 normal.setImmutable();
491 592
492 SkLightingShader::Light light; 593 int numLights = buf.readInt();
493 if (!buf.readScalarArray(&light.fDirection.fX, 3)) { 594
494 return NULL; 595 SkLightingShader::Lights::Builder builder;
495 } 596
496 if (!buf.readScalarArray(&light.fColor.fX, 3)) { 597 for (int l = 0; l < numLights; ++l) {
497 return NULL; 598 bool isAmbient = buf.readBool();
599
600 SkColor3f color;
601 if (!buf.readScalarArray(&color.fX, 3)) {
602 return NULL;
603 }
604
605 if (isAmbient) {
606 builder.add(SkLight(color));
607 } else {
608 SkVector3 dir;
609 if (!buf.readScalarArray(&dir.fX, 3)) {
610 return NULL;
611 }
612 builder.add(SkLight(color, dir));
613 }
498 } 614 }
499 615
500 SkColor3f ambient; 616 SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish());
501 if (!buf.readScalarArray(&ambient.fX, 3)) {
502 return NULL;
503 }
504 617
505 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &l ocalMatrix)); 618 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
619 SkVector::Make(1.0f, 0.0f),
620 &diffLocalM, &normLocalM));
506 } 621 }
507 622
508 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { 623 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
509 buf.writeMatrix(this->getLocalMatrix()); 624 this->INHERITED::flatten(buf);
625
626 bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
627 buf.writeBool(hasNormLocalM);
628 if (hasNormLocalM) {
629 buf.writeMatrix(fNormLocalMatrix);
630 }
510 631
511 buf.writeBitmap(fDiffuseMap); 632 buf.writeBitmap(fDiffuseMap);
512 buf.writeBitmap(fNormalMap); 633 buf.writeBitmap(fNormalMap);
513 buf.writeScalarArray(&fLight.fDirection.fX, 3); 634
514 buf.writeScalarArray(&fLight.fColor.fX, 3); 635 buf.writeInt(fLights->numLights());
515 buf.writeScalarArray(&fAmbientColor.fX, 3); 636 for (int l = 0; l < fLights->numLights(); ++l) {
637 const SkLight& light = fLights->light(l);
638
639 bool isAmbient = SkLight::kAmbient_LightType == light.type();
640
641 buf.writeBool(isAmbient);
642 buf.writeScalarArray(&light.color().fX, 3);
643 if (!isAmbient) {
644 buf.writeScalarArray(&light.dir().fX, 3);
645 }
646 }
647 }
648
649 bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec,
650 SkMatrix* normTotalInverse) c onst {
651 SkMatrix total;
652 total.setConcat(*rec.fMatrix, fNormLocalMatrix);
653
654 const SkMatrix* m = &total;
655 if (rec.fLocalMatrix) {
656 total.setConcat(*m, *rec.fLocalMatrix);
657 m = &total;
658 }
659 return m->invert(normTotalInverse);
516 } 660 }
517 661
518 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, 662 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
519 void* storage) const { 663 void* storage) const {
520 664
521 SkMatrix totalInverse; 665 SkMatrix diffTotalInv;
522 // Do this first, so we know the matrix can be inverted. 666 // computeTotalInverse was called in SkShader::createContext so we know it w ill succeed
523 if (!this->computeTotalInverse(rec, &totalInverse)) { 667 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
668
669 SkMatrix normTotalInv;
670 if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
524 return NULL; 671 return NULL;
525 } 672 }
526 673
527 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); 674 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
528 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit mapProcState); 675 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit mapProcState);
529 SkASSERT(diffuseState); 676 SkASSERT(diffuseState);
530 677
531 diffuseState->fTileModeX = SkShader::kClamp_TileMode; 678 diffuseState->fTileModeX = SkShader::kClamp_TileMode;
532 diffuseState->fTileModeY = SkShader::kClamp_TileMode; 679 diffuseState->fTileModeY = SkShader::kClamp_TileMode;
533 diffuseState->fOrigBitmap = fDiffuseMap; 680 diffuseState->fOrigBitmap = fDiffuseMap;
534 if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { 681 if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) {
535 diffuseState->~SkBitmapProcState(); 682 diffuseState->~SkBitmapProcState();
536 return NULL; 683 return NULL;
537 } 684 }
538 685
539 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); 686 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
540 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma pProcState); 687 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma pProcState);
541 SkASSERT(normalState); 688 SkASSERT(normalState);
542 689
543 normalState->fTileModeX = SkShader::kClamp_TileMode; 690 normalState->fTileModeX = SkShader::kClamp_TileMode;
544 normalState->fTileModeY = SkShader::kClamp_TileMode; 691 normalState->fTileModeY = SkShader::kClamp_TileMode;
545 normalState->fOrigBitmap = fNormalMap; 692 normalState->fOrigBitmap = fNormalMap;
546 if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { 693 if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) {
547 diffuseState->~SkBitmapProcState(); 694 diffuseState->~SkBitmapProcState();
548 normalState->~SkBitmapProcState(); 695 normalState->~SkBitmapProcState();
549 return NULL; 696 return NULL;
550 } 697 }
551 698
552 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, 699 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
553 diffuseState, n ormalState)); 700 diffuseState, n ormalState));
554 } 701 }
555 702
556 /////////////////////////////////////////////////////////////////////////////// 703 ///////////////////////////////////////////////////////////////////////////////
557 704
558 static bool bitmap_is_too_big(const SkBitmap& bm) { 705 static bool bitmap_is_too_big(const SkBitmap& bm) {
559 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it 706 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
560 // communicates between its matrix-proc and its sampler-proc. Until we can 707 // communicates between its matrix-proc and its sampler-proc. Until we can
561 // widen that, we have to reject bitmaps that are larger. 708 // widen that, we have to reject bitmaps that are larger.
562 // 709 //
563 static const int kMaxSize = 65535; 710 static const int kMaxSize = 65535;
564 711
565 return bm.width() > kMaxSize || bm.height() > kMaxSize; 712 return bm.width() > kMaxSize || bm.height() > kMaxSize;
566 } 713 }
567 714
568 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm al, 715 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm al,
569 const SkLightingShader::Light& light, 716 const Lights* lights,
570 const SkColor3f& ambient, 717 const SkVector& invNormRotation,
571 const SkMatrix* localMatrix) { 718 const SkMatrix* diffLocalM, const SkMatrix* n ormLocalM) {
572 if (diffuse.isNull() || bitmap_is_too_big(diffuse) || 719 if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
573 normal.isNull() || bitmap_is_too_big(normal) || 720 normal.isNull() || bitmap_is_too_big(normal) ||
574 diffuse.width() != normal.width() || 721 diffuse.width() != normal.width() ||
575 diffuse.height() != normal.height()) { 722 diffuse.height() != normal.height()) {
576 return nullptr; 723 return nullptr;
577 } 724 }
578 725
579 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, lo calMatrix)); 726 SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
727
728 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
729 invNormRotation, diffLocalM, normLo calM));
580 } 730 }
581 731
582 /////////////////////////////////////////////////////////////////////////////// 732 ///////////////////////////////////////////////////////////////////////////////
583 733
584 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 734 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
585 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 735 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
586 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 736 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
587 737
588 /////////////////////////////////////////////////////////////////////////////// 738 ///////////////////////////////////////////////////////////////////////////////
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