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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: update 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 fpb->codeAppend("normal = normalize(m*normal);");
jvanverth1 2015/08/19 13:57:48 It's more efficient to multiply the light directio
robertphillips 2015/08/19 16:17:57 I've added a TODO.
217
218 fpb->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", lightDirUniName);
181 // diffuse light 219 // diffuse light
182 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo lorUniName); 220 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo lorUniName);
183 // ambient light 221 // ambient light
184 fpb->codeAppendf("result += %s;", ambientColorUniName); 222 fpb->codeAppendf("result += %s;", ambientColorUniName);
185 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut putColor); 223 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut putColor);
186 } 224 }
187 225
188 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro c) override { 226 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro c) override {
189 const LightingFP& lightingFP = proc.cast<LightingFP>(); 227 const LightingFP& lightingFP = proc.cast<LightingFP>();
190 228
191 const SkVector3& lightDir = lightingFP.lightDir(); 229 const SkVector3& lightDir = lightingFP.lightDir();
192 if (lightDir != fLightDir) { 230 if (lightDir != fLightDir) {
193 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); 231 pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
194 fLightDir = lightDir; 232 fLightDir = lightDir;
195 } 233 }
196 234
197 const SkColor3f& lightColor = lightingFP.lightColor(); 235 const SkColor3f& lightColor = lightingFP.lightColor();
198 if (lightColor != fLightColor) { 236 if (lightColor != fLightColor) {
199 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); 237 pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
200 fLightColor = lightColor; 238 fLightColor = lightColor;
201 } 239 }
202 240
203 const SkColor3f& ambientColor = lightingFP.ambientColor(); 241 const SkColor3f& ambientColor = lightingFP.ambientColor();
204 if (ambientColor != fAmbientColor) { 242 if (ambientColor != fAmbientColor) {
205 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); 243 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
206 fAmbientColor = ambientColor; 244 fAmbientColor = ambientColor;
207 } 245 }
246
247 const SkVector& invNormRotation = lightingFP.invNormRotation();
248 if (invNormRotation != fInvNormRotation) {
249 pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
250 fInvNormRotation = invNormRotation;
251 }
208 } 252 }
209 253
210 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 254 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
211 GrProcessorKeyBuilder* b) { 255 GrProcessorKeyBuilder* b) {
212 // const LightingFP& lightingFP = proc.cast<LightingFP>(); 256 // const LightingFP& lightingFP = proc.cast<LightingFP>();
213 // only one shader generated currently 257 // only one shader generated currently
214 b->add32(0x0); 258 b->add32(0x0);
215 } 259 }
216 260
217 private: 261 private:
218 SkVector3 fLightDir; 262 SkVector3 fLightDir;
219 GrGLProgramDataManager::UniformHandle fLightDirUni; 263 GrGLProgramDataManager::UniformHandle fLightDirUni;
220 264
221 SkColor3f fLightColor; 265 SkColor3f fLightColor;
222 GrGLProgramDataManager::UniformHandle fLightColorUni; 266 GrGLProgramDataManager::UniformHandle fLightColorUni;
223 267
224 SkColor3f fAmbientColor; 268 SkColor3f fAmbientColor;
225 GrGLProgramDataManager::UniformHandle fAmbientColorUni; 269 GrGLProgramDataManager::UniformHandle fAmbientColorUni;
270
271 SkVector fInvNormRotation;
272 GrGLProgramDataManager::UniformHandle fXformUni;
226 }; 273 };
227 274
228 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh tingGLFP); } 275 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh tingGLFP); }
229 276
230 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c onst override { 277 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c onst override {
231 LightingGLFP::GenKey(*this, caps, b); 278 LightingGLFP::GenKey(*this, caps, b);
232 } 279 }
233 280
234 const char* name() const override { return "LightingFP"; } 281 const char* name() const override { return "LightingFP"; }
235 282
236 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { 283 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
237 inout->mulByUnknownFourComponents(); 284 inout->mulByUnknownFourComponents();
238 } 285 }
239 286
240 const SkVector3& lightDir() const { return fLightDir; } 287 const SkVector3& lightDir() const { return fLightDir; }
241 const SkColor3f& lightColor() const { return fLightColor; } 288 const SkColor3f& lightColor() const { return fLightColor; }
242 const SkColor3f& ambientColor() const { return fAmbientColor; } 289 const SkColor3f& ambientColor() const { return fAmbientColor; }
290 const SkVector& invNormRotation() const { return fInvNormRotation; }
243 291
244 private: 292 private:
245 bool onIsEqual(const GrFragmentProcessor& proc) const override { 293 bool onIsEqual(const GrFragmentProcessor& proc) const override {
246 const LightingFP& lightingFP = proc.cast<LightingFP>(); 294 const LightingFP& lightingFP = proc.cast<LightingFP>();
247 return fDeviceTransform == lightingFP.fDeviceTransform && 295 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
296 fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
248 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && 297 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
249 fNormalTextureAccess == lightingFP.fNormalTextureAccess && 298 fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
250 fLightDir == lightingFP.fLightDir && 299 fLightDir == lightingFP.fLightDir &&
251 fLightColor == lightingFP.fLightColor && 300 fLightColor == lightingFP.fLightColor &&
252 fAmbientColor == lightingFP.fAmbientColor; 301 fAmbientColor == lightingFP.fAmbientColor &&
302 fInvNormRotation == lightingFP.fInvNormRotation;
253 } 303 }
254 304
255 GrCoordTransform fDeviceTransform; 305 GrCoordTransform fDiffDeviceTransform;
306 GrCoordTransform fNormDeviceTransform;
256 GrTextureAccess fDiffuseTextureAccess; 307 GrTextureAccess fDiffuseTextureAccess;
257 GrTextureAccess fNormalTextureAccess; 308 GrTextureAccess fNormalTextureAccess;
258 SkVector3 fLightDir; 309 SkVector3 fLightDir;
259 SkColor3f fLightColor; 310 SkColor3f fLightColor;
260 SkColor3f fAmbientColor; 311 SkColor3f fAmbientColor;
312
313 SkVector fInvNormRotation;
261 }; 314 };
262 315
263 //////////////////////////////////////////////////////////////////////////// 316 ////////////////////////////////////////////////////////////////////////////
264 317
265 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint, 318 static bool make_mat(const SkBitmap& bm,
266 const SkMatrix& viewM, const SkMa trix* localMatrix, 319 const SkMatrix& localMatrix1,
267 GrColor* color, GrProcessorDataMa nager*, 320 const SkMatrix* localMatrix2,
268 GrFragmentProcessor** fp) const { 321 SkMatrix* result) {
269 // we assume diffuse and normal maps have same width and height 322
270 // TODO: support different sizes 323 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());
275 324
276 SkMatrix lmInverse; 325 SkMatrix lmInverse;
277 if (!this->getLocalMatrix().invert(&lmInverse)) { 326 if (!localMatrix1.invert(&lmInverse)) {
278 return false; 327 return false;
279 } 328 }
280 if (localMatrix) { 329 if (localMatrix2) {
281 SkMatrix inv; 330 SkMatrix inv;
282 if (!localMatrix->invert(&inv)) { 331 if (!localMatrix2->invert(&inv)) {
283 return false; 332 return false;
284 } 333 }
285 lmInverse.postConcat(inv); 334 lmInverse.postConcat(inv);
286 } 335 }
287 matrix.preConcat(lmInverse); 336 result->preConcat(lmInverse);
288 337
338 return true;
339 }
340
341 static GrTextureParams::FilterMode pick_filter_level(SkFilterQuality filterIn,
342 const SkMatrix& viewM,
343 const SkMatrix& localM) {
289 // Must set wrap and filter on the sampler before requesting a texture. In t wo places below 344 // 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. 345 // 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 346 // This completely ignores the complexity of the drawVertices case where exp licit local coords
292 // are provided by the caller. 347 // are provided by the caller.
293 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil terMode; 348 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil terMode;
294 switch (paint.getFilterQuality()) { 349 switch (filterIn) {
295 case kNone_SkFilterQuality: 350 case kNone_SkFilterQuality:
296 textureFilterMode = GrTextureParams::kNone_FilterMode; 351 textureFilterMode = GrTextureParams::kNone_FilterMode;
297 break; 352 break;
298 case kLow_SkFilterQuality: 353 case kLow_SkFilterQuality:
299 textureFilterMode = GrTextureParams::kBilerp_FilterMode; 354 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
300 break; 355 break;
301 case kMedium_SkFilterQuality:{ 356 case kMedium_SkFilterQuality:{
302 SkMatrix matrix; 357 SkMatrix matrix;
303 matrix.setConcat(viewM, this->getLocalMatrix()); 358 matrix.setConcat(viewM, localM);
304 if (matrix.getMinScale() < SK_Scalar1) { 359 if (matrix.getMinScale() < SK_Scalar1) {
305 textureFilterMode = GrTextureParams::kMipMap_FilterMode; 360 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
306 } else { 361 } else {
307 // Don't trigger MIP level generation unnecessarily. 362 // Don't trigger MIP level generation unnecessarily.
308 textureFilterMode = GrTextureParams::kBilerp_FilterMode; 363 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
309 } 364 }
310 break; 365 break;
311 } 366 }
312 case kHigh_SkFilterQuality: 367 case kHigh_SkFilterQuality:
313 default: 368 default:
314 SkErrorInternals::SetError(kInvalidPaint_SkError, 369 SkErrorInternals::SetError(kInvalidPaint_SkError,
315 "Sorry, I don't understand the filtering " 370 "Sorry, I don't understand the filtering "
316 "mode you asked for. Falling back to " 371 "mode you asked for. Falling back to "
317 "MIPMaps."); 372 "MIPMaps.");
318 textureFilterMode = GrTextureParams::kMipMap_FilterMode; 373 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
319 break; 374 break;
320 375
321 } 376 }
322 377
378 return textureFilterMode;
379 }
380
381 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint,
382 const SkMatrix& viewM, const SkMa trix* localMatrix,
383 GrColor* color, GrProcessorDataMa nager* pdm,
384 GrFragmentProcessor** fp) const {
385 // we assume diffuse and normal maps have same width and height
386 // TODO: support different sizes
387 SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
388 fDiffuseMap.height() == fNormalMap.height());
389 SkMatrix diffM, normM;
390
391 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
392 return false;
393 }
394
395 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
396 return false;
397 }
398
399 GrTextureParams::FilterMode diffFilterMode = pick_filter_level(paint.getFilt erQuality(),
400 viewM,
401 this->getLoca lMatrix());
402
403 GrTextureParams::FilterMode normFilterMode = pick_filter_level(paint.getFilt erQuality(),
404 viewM,
405 fNormLocalMat rix);
406
323 // TODO: support other tile modes 407 // TODO: support other tile modes
324 GrTextureParams params(kClamp_TileMode, textureFilterMode); 408 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
325 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi ffuseMap, &params)); 409 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
410 fDiffuseMap, &diffParams));
326 if (!diffuseTexture) { 411 if (!diffuseTexture) {
327 SkErrorInternals::SetError(kInternalError_SkError, 412 SkErrorInternals::SetError(kInternalError_SkError,
328 "Couldn't convert bitmap to texture."); 413 "Couldn't convert bitmap to texture.");
329 return false; 414 return false;
330 } 415 }
331 416
332 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor malMap, &params)); 417 GrTextureParams normParams(kClamp_TileMode, normFilterMode);
418 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context,
419 fNormalMap, & normParams));
333 if (!normalTexture) { 420 if (!normalTexture) {
334 SkErrorInternals::SetError(kInternalError_SkError, 421 SkErrorInternals::SetError(kInternalError_SkError,
335 "Couldn't convert bitmap to texture."); 422 "Couldn't convert bitmap to texture.");
336 return false; 423 return false;
337 } 424 }
338 425
339 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, 426
340 fLight.fDirection, fLight.fColor, fAmbientColo r)); 427 *fp = SkNEW_ARGS(LightingFP, (pdm, diffuseTexture, normalTexture,
428 diffM, normM, diffParams, normParams, fLights,
429 fInvNormRotation));
430
341 *color = GrColorPackA4(paint.getAlpha()); 431 *color = GrColorPackA4(paint.getAlpha());
342 return true; 432 return true;
343 } 433 }
344 #else 434 #else
345 435
346 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint, 436 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint & paint,
347 const SkMatrix& viewM, const SkMa trix* localMatrix, 437 const SkMatrix& viewM, const SkMa trix* localMatrix,
348 GrColor* color, GrProcessorDataMa nager*, 438 GrColor* color, GrProcessorDataMa nager*,
349 GrFragmentProcessor** fp) const { 439 GrFragmentProcessor** fp) const {
350 SkDEBUGFAIL("Should not call in GPU-less build"); 440 SkDEBUGFAIL("Should not call in GPU-less build");
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after
383 fFlags = flags; 473 fFlags = flags;
384 } 474 }
385 475
386 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { 476 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
387 // The bitmap proc states have been created outside of the context on memory that will be freed 477 // 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. 478 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller.
389 fDiffuseState->~SkBitmapProcState(); 479 fDiffuseState->~SkBitmapProcState();
390 fNormalState->~SkBitmapProcState(); 480 fNormalState->~SkBitmapProcState();
391 } 481 }
392 482
393 static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambie nt) { 483 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
394 SkScalar color = light * diff * NdotL + 255 * ambient; 484 if (color.fX <= 0.0f) {
395 if (color <= 0.0f) { 485 color.fX = 0.0f;
396 return 0; 486 } else if (color.fX >= 255.0f) {
397 } else if (color >= 255.0f) { 487 color.fX = 255.0f;
398 return 255; 488 }
399 } else { 489
400 return (int) color; 490 if (color.fY <= 0.0f) {
401 } 491 color.fY = 0.0f;
492 } else if (color.fY >= 255.0f) {
493 color.fY = 255.0f;
494 }
495
496 if (color.fZ <= 0.0f) {
497 color.fZ = 0.0f;
498 } else if (color.fZ >= 255.0f) {
499 color.fZ = 255.0f;
500 }
501
502 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ;
402 } 503 }
403 504
404 // larger is better (fewer times we have to loop), but we shouldn't 505 // 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) 506 // take up too much stack-space (each one here costs 16 bytes)
406 #define TMP_COUNT 16 507 #define TMP_COUNT 16
407 508
408 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, 509 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
409 SkPMColor result[], int count) { 510 SkPMColor result[], int count) {
410 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader); 511 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader);
411 512
412 SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; 513 uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT];
413 SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; 514 SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT];
414 515
415 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); 516 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
416 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ; 517 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ;
417 518
418 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); 519 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
419 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32( ); 520 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32( );
420 521
522 int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP _COUNT);
523 int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP _COUNT);
524 int max = SkTMin(diffMax, normMax);
525
421 SkASSERT(fDiffuseState->fPixmap.addr()); 526 SkASSERT(fDiffuseState->fPixmap.addr());
422 SkASSERT(fNormalState->fPixmap.addr()); 527 SkASSERT(fNormalState->fPixmap.addr());
423 528
424 SkPoint3 norm; 529 SkPoint3 norm, xformedNorm;
425 SkScalar NdotL;
426 int r, g, b;
427 530
428 do { 531 do {
429 int n = count; 532 int n = count;
430 if (n > TMP_COUNT) { 533 if (n > max) {
431 n = TMP_COUNT; 534 n = max;
432 } 535 }
433 536
434 diffMProc(*fDiffuseState, tmpColor, n, x, y); 537 diffMProc(*fDiffuseState, tmpColor, n, x, y);
435 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); 538 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
436 539
437 normalMProc(*fNormalState, tmpNormal, n, x, y); 540 normalMProc(*fNormalState, tmpNormal, n, x, y);
438 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); 541 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
439 542
440 for (int i = 0; i < n; ++i) { 543 for (int i = 0; i < n; ++i) {
441 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul 544 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
442 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, 545 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
443 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, 546 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
444 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); 547 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
445 norm.normalize(); 548 norm.normalize();
446 549
550 xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX +
551 lightShader.fInvNormRotation.fY * norm.fY;
552 xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX -
553 lightShader.fInvNormRotation.fY * norm.fY;
554 xformedNorm.fZ = norm.fZ;
555
447 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); 556 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
448 NdotL = norm.dot(lightShader.fLight.fDirection);
449 557
450 // This is all done in linear unpremul color space 558 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
451 r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), Ndot L, 559 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
452 lightShader.fAmbientColor.fX); 560 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
453 g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), Ndot L, 561 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);
457 562
458 result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); 563 if (SkLight::kAmbient_LightType == light.type()) {
564 accum += light.color().makeScale(255.0f);
565 } else {
566 SkScalar NdotL = xformedNorm.dot(light.dir());
567 if (NdotL < 0.0f) {
568 NdotL = 0.0f;
569 }
570
571 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot L;
572 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot L;
573 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot L;
574 }
575 }
576
577 result[i] = convert(accum, SkColorGetA(diffColor));
459 } 578 }
460 579
461 result += n; 580 result += n;
462 x += n; 581 x += n;
463 count -= n; 582 count -= n;
464 } while (count > 0); 583 } while (count > 0);
465 } 584 }
466 585
467 //////////////////////////////////////////////////////////////////////////// 586 ////////////////////////////////////////////////////////////////////////////
468 587
469 #ifndef SK_IGNORE_TO_STRING 588 #ifndef SK_IGNORE_TO_STRING
470 void SkLightingShaderImpl::toString(SkString* str) const { 589 void SkLightingShaderImpl::toString(SkString* str) const {
471 str->appendf("LightingShader: ()"); 590 str->appendf("LightingShader: ()");
472 } 591 }
473 #endif 592 #endif
474 593
475 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { 594 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
476 SkMatrix localMatrix; 595 SkMatrix diffLocalM;
477 buf.readMatrix(&localMatrix); 596 bool hasDiffLocalM = buf.readBool();
597 if (hasDiffLocalM) {
598 buf.readMatrix(&diffLocalM);
599 } else {
600 diffLocalM.reset();
601 }
602
603 SkMatrix normLocalM;
604 bool hasNormLocalM = buf.readBool();
605 if (hasNormLocalM) {
606 buf.readMatrix(&normLocalM);
607 } else {
608 normLocalM.reset();
609 }
478 610
479 SkBitmap diffuse; 611 SkBitmap diffuse;
480 if (!buf.readBitmap(&diffuse)) { 612 if (!buf.readBitmap(&diffuse)) {
481 return NULL; 613 return NULL;
482 } 614 }
483 diffuse.setImmutable(); 615 diffuse.setImmutable();
484 616
485 SkBitmap normal; 617 SkBitmap normal;
486 if (!buf.readBitmap(&normal)) { 618 if (!buf.readBitmap(&normal)) {
487 return NULL; 619 return NULL;
488 } 620 }
489 normal.setImmutable(); 621 normal.setImmutable();
490 622
491 SkLightingShader::Light light; 623 int numLights = buf.readInt();
492 if (!buf.readScalarArray(&light.fDirection.fX, 3)) { 624
493 return NULL; 625 SkLightingShader::Lights::Builder builder;
494 } 626
495 if (!buf.readScalarArray(&light.fColor.fX, 3)) { 627 for (int l = 0; l < numLights; ++l) {
496 return NULL; 628 bool isAmbient = buf.readBool();
629
630 SkColor3f color;
631 if (!buf.readScalarArray(&color.fX, 3)) {
632 return NULL;
633 }
634
635 if (isAmbient) {
636 builder.add(SkLight::SkLight(color));
637 } else {
638 SkVector3 dir;
639 if (!buf.readScalarArray(&dir.fX, 3)) {
640 return NULL;
641 }
642 builder.add(SkLight::SkLight(color, dir));
643 }
497 } 644 }
498 645
499 SkColor3f ambient; 646 SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish());
500 if (!buf.readScalarArray(&ambient.fX, 3)) {
501 return NULL;
502 }
503 647
504 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &l ocalMatrix)); 648 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
649 SkVector::Make(1.0f, 0.0f),
650 &diffLocalM, &normLocalM));
505 } 651 }
506 652
507 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { 653 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
508 buf.writeMatrix(this->getLocalMatrix()); 654 this->INHERITED::flatten(buf);
655
656 bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
657 buf.writeBool(hasNormLocalM);
658 if (hasNormLocalM) {
659 buf.writeMatrix(fNormLocalMatrix);
660 }
509 661
510 buf.writeBitmap(fDiffuseMap); 662 buf.writeBitmap(fDiffuseMap);
511 buf.writeBitmap(fNormalMap); 663 buf.writeBitmap(fNormalMap);
512 buf.writeScalarArray(&fLight.fDirection.fX, 3); 664
513 buf.writeScalarArray(&fLight.fColor.fX, 3); 665 buf.writeInt(fLights->numLights());
514 buf.writeScalarArray(&fAmbientColor.fX, 3); 666 for (int l = 0; l < fLights->numLights(); ++l) {
667 const SkLight& light = fLights->light(l);
668
669 bool isAmbient = SkLight::kAmbient_LightType == light.type();
670
671 buf.writeBool(isAmbient);
672 buf.writeScalarArray(&light.color().fX, 3);
673 if (!isAmbient) {
674 buf.writeScalarArray(&light.dir().fX, 3);
675 }
676 }
677 }
678
679 bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec,
680 SkMatrix* normTotalInverse) c onst {
681 SkMatrix total;
682 total.setConcat(*rec.fMatrix, fNormLocalMatrix);
683
684 const SkMatrix* m = &total;
685 if (rec.fLocalMatrix) {
686 total.setConcat(*m, *rec.fLocalMatrix);
687 m = &total;
688 }
689 return m->invert(normTotalInverse);
515 } 690 }
516 691
517 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, 692 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
518 void* storage) const { 693 void* storage) const {
519 694
520 SkMatrix totalInverse; 695 SkMatrix diffTotalInv;
521 // Do this first, so we know the matrix can be inverted. 696 // computeTotalInverse was called in SkShader::createContext so we know it w ill succeed
522 if (!this->computeTotalInverse(rec, &totalInverse)) { 697 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
698
699 SkMatrix normTotalInv;
700 if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
523 return NULL; 701 return NULL;
524 } 702 }
525 703
526 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); 704 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
527 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit mapProcState); 705 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit mapProcState);
528 SkASSERT(diffuseState); 706 SkASSERT(diffuseState);
529 707
530 diffuseState->fTileModeX = SkShader::kClamp_TileMode; 708 diffuseState->fTileModeX = SkShader::kClamp_TileMode;
531 diffuseState->fTileModeY = SkShader::kClamp_TileMode; 709 diffuseState->fTileModeY = SkShader::kClamp_TileMode;
532 diffuseState->fOrigBitmap = fDiffuseMap; 710 diffuseState->fOrigBitmap = fDiffuseMap;
533 if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { 711 if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) {
534 diffuseState->~SkBitmapProcState(); 712 diffuseState->~SkBitmapProcState();
535 return NULL; 713 return NULL;
536 } 714 }
537 715
538 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); 716 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
539 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma pProcState); 717 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma pProcState);
540 SkASSERT(normalState); 718 SkASSERT(normalState);
541 719
542 normalState->fTileModeX = SkShader::kClamp_TileMode; 720 normalState->fTileModeX = SkShader::kClamp_TileMode;
543 normalState->fTileModeY = SkShader::kClamp_TileMode; 721 normalState->fTileModeY = SkShader::kClamp_TileMode;
544 normalState->fOrigBitmap = fNormalMap; 722 normalState->fOrigBitmap = fNormalMap;
545 if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { 723 if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) {
546 diffuseState->~SkBitmapProcState(); 724 diffuseState->~SkBitmapProcState();
547 normalState->~SkBitmapProcState(); 725 normalState->~SkBitmapProcState();
548 return NULL; 726 return NULL;
549 } 727 }
550 728
551 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, 729 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
552 diffuseState, n ormalState)); 730 diffuseState, n ormalState));
553 } 731 }
554 732
555 /////////////////////////////////////////////////////////////////////////////// 733 ///////////////////////////////////////////////////////////////////////////////
556 734
557 static bool bitmap_is_too_big(const SkBitmap& bm) { 735 static bool bitmap_is_too_big(const SkBitmap& bm) {
558 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it 736 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
559 // communicates between its matrix-proc and its sampler-proc. Until we can 737 // communicates between its matrix-proc and its sampler-proc. Until we can
560 // widen that, we have to reject bitmaps that are larger. 738 // widen that, we have to reject bitmaps that are larger.
561 // 739 //
562 static const int kMaxSize = 65535; 740 static const int kMaxSize = 65535;
563 741
564 return bm.width() > kMaxSize || bm.height() > kMaxSize; 742 return bm.width() > kMaxSize || bm.height() > kMaxSize;
565 } 743 }
566 744
567 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm al, 745 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm al,
568 const SkLightingShader::Light& light, 746 const Lights* lights,
569 const SkColor3f& ambient, 747 const SkVector& invNormRotation,
570 const SkMatrix* localMatrix) { 748 const SkMatrix* diffLocalM, const SkMatrix* n ormLocalM) {
571 if (diffuse.isNull() || bitmap_is_too_big(diffuse) || 749 if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
572 normal.isNull() || bitmap_is_too_big(normal) || 750 normal.isNull() || bitmap_is_too_big(normal) ||
573 diffuse.width() != normal.width() || 751 diffuse.width() != normal.width() ||
574 diffuse.height() != normal.height()) { 752 diffuse.height() != normal.height()) {
575 return nullptr; 753 return nullptr;
576 } 754 }
577 755
578 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, lo calMatrix)); 756 SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
757
758 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
759 invNormRotation, diffLocalM, normLo calM));
579 } 760 }
580 761
581 /////////////////////////////////////////////////////////////////////////////// 762 ///////////////////////////////////////////////////////////////////////////////
582 763
583 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 764 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
584 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 765 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
585 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 766 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
586 767
587 /////////////////////////////////////////////////////////////////////////////// 768 ///////////////////////////////////////////////////////////////////////////////
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