| Index: src/effects/SkLightingShader.cpp
|
| diff --git a/src/effects/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp
|
| deleted file mode 100644
|
| index d441d9ba9fd298c6b6a44503e591e0939f47e91c..0000000000000000000000000000000000000000
|
| --- a/src/effects/SkLightingShader.cpp
|
| +++ /dev/null
|
| @@ -1,588 +0,0 @@
|
| -
|
| -/*
|
| - * Copyright 2015 Google Inc.
|
| - *
|
| - * Use of this source code is governed by a BSD-style license that can be
|
| - * found in the LICENSE file.
|
| - */
|
| -
|
| -#include "SkBitmapProcState.h"
|
| -#include "SkColor.h"
|
| -#include "SkEmptyShader.h"
|
| -#include "SkErrorInternals.h"
|
| -#include "SkLightingShader.h"
|
| -#include "SkMathPriv.h"
|
| -#include "SkReadBuffer.h"
|
| -#include "SkWriteBuffer.h"
|
| -
|
| -////////////////////////////////////////////////////////////////////////////
|
| -
|
| -/*
|
| - SkLightingShader TODOs:
|
| - support other than clamp mode
|
| - allow 'diffuse' & 'normal' to be of different dimensions?
|
| - support different light types
|
| - support multiple lights
|
| - enforce normal map is 4 channel
|
| - use SkImages instead if SkBitmaps
|
| -
|
| - To Test:
|
| - non-opaque diffuse textures
|
| - A8 diffuse textures
|
| - down & upsampled draws
|
| -*/
|
| -
|
| -
|
| -
|
| -/** \class SkLightingShaderImpl
|
| - This subclass of shader applies lighting.
|
| -*/
|
| -class SK_API SkLightingShaderImpl : public SkShader {
|
| -public:
|
| -
|
| - /** Create a new lighting shader that use the provided normal map, light
|
| - and ambient color to light the diffuse bitmap.
|
| - @param diffuse the diffuse bitmap
|
| - @param normal the normal map
|
| - @param light the light applied to the normal map
|
| - @param ambient the linear (unpremul) ambient light color
|
| - */
|
| - SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
|
| - const SkLightingShader::Light& light,
|
| - const SkColor3f& ambient, const SkMatrix* localMatrix)
|
| - : INHERITED(localMatrix)
|
| - , fDiffuseMap(diffuse)
|
| - , fNormalMap(normal)
|
| - , fLight(light)
|
| - , fAmbientColor(ambient) {
|
| - if (!fLight.fDirection.normalize()) {
|
| - fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
|
| - }
|
| - }
|
| -
|
| - bool isOpaque() const override;
|
| -
|
| - bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
|
| - const SkMatrix* localMatrix, GrColor* color,
|
| - GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
|
| -
|
| - size_t contextSize() const override;
|
| -
|
| - class LightingShaderContext : public SkShader::Context {
|
| - public:
|
| - // The context takes ownership of the states. It will call their destructors
|
| - // but will NOT free the memory.
|
| - LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
|
| - SkBitmapProcState* diffuseState, SkBitmapProcState* normalState);
|
| - ~LightingShaderContext() override;
|
| -
|
| - void shadeSpan(int x, int y, SkPMColor[], int count) override;
|
| -
|
| - uint32_t getFlags() const override { return fFlags; }
|
| -
|
| - private:
|
| - SkBitmapProcState* fDiffuseState;
|
| - SkBitmapProcState* fNormalState;
|
| - uint32_t fFlags;
|
| -
|
| - typedef SkShader::Context INHERITED;
|
| - };
|
| -
|
| - SK_TO_STRING_OVERRIDE()
|
| - SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
|
| -
|
| -protected:
|
| - void flatten(SkWriteBuffer&) const override;
|
| - Context* onCreateContext(const ContextRec&, void*) const override;
|
| -
|
| -private:
|
| - SkBitmap fDiffuseMap;
|
| - SkBitmap fNormalMap;
|
| - SkLightingShader::Light fLight;
|
| - SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel.
|
| -
|
| - friend class SkLightingShader;
|
| -
|
| - typedef SkShader INHERITED;
|
| -};
|
| -
|
| -////////////////////////////////////////////////////////////////////////////
|
| -
|
| -#if SK_SUPPORT_GPU
|
| -
|
| -#include "GrCoordTransform.h"
|
| -#include "GrFragmentProcessor.h"
|
| -#include "GrTextureAccess.h"
|
| -#include "gl/GrGLProcessor.h"
|
| -#include "gl/builders/GrGLProgramBuilder.h"
|
| -#include "SkGr.h"
|
| -
|
| -class LightingFP : public GrFragmentProcessor {
|
| -public:
|
| - LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
|
| - const SkVector3& lightDir, const SkColor3f& lightColor,
|
| - const SkColor3f& ambientColor)
|
| - : fDeviceTransform(kDevice_GrCoordSet, matrix)
|
| - , fDiffuseTextureAccess(diffuse)
|
| - , fNormalTextureAccess(normal)
|
| - , fLightDir(lightDir)
|
| - , fLightColor(lightColor)
|
| - , fAmbientColor(ambientColor) {
|
| - this->addCoordTransform(&fDeviceTransform);
|
| - this->addTextureAccess(&fDiffuseTextureAccess);
|
| - this->addTextureAccess(&fNormalTextureAccess);
|
| -
|
| - this->initClassID<LightingFP>();
|
| - }
|
| -
|
| - class LightingGLFP : public GrGLFragmentProcessor {
|
| - public:
|
| - LightingGLFP() {
|
| - fLightDir.fX = 10000.0f;
|
| - fLightColor.fX = 0.0f;
|
| - fAmbientColor.fX = 0.0f;
|
| - }
|
| -
|
| - void emitCode(EmitArgs& args) override {
|
| -
|
| - GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder();
|
| -
|
| - // add uniforms
|
| - const char* lightDirUniName = NULL;
|
| - fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| - kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| - "LightDir", &lightDirUniName);
|
| -
|
| - const char* lightColorUniName = NULL;
|
| - fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| - kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| - "LightColor", &lightColorUniName);
|
| -
|
| - const char* ambientColorUniName = NULL;
|
| - fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
|
| - kVec3f_GrSLType, kDefault_GrSLPrecision,
|
| - "AmbientColor", &ambientColorUniName);
|
| -
|
| - fpb->codeAppend("vec4 diffuseColor = ");
|
| - fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
|
| - args.fCoords[0].c_str(),
|
| - args.fCoords[0].getType());
|
| - fpb->codeAppend(";");
|
| -
|
| - fpb->codeAppend("vec4 normalColor = ");
|
| - fpb->appendTextureLookup(args.fSamplers[1],
|
| - args.fCoords[0].c_str(),
|
| - args.fCoords[0].getType());
|
| - fpb->codeAppend(";");
|
| -
|
| - fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5));");
|
| - fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
|
| - fpb->codeAppend("float NdotL = dot(normal, lightDir);");
|
| - // diffuse light
|
| - fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
|
| - // ambient light
|
| - fpb->codeAppendf("result += %s;", ambientColorUniName);
|
| - fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
|
| - }
|
| -
|
| - static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
|
| - GrProcessorKeyBuilder* b) {
|
| -// const LightingFP& lightingFP = proc.cast<LightingFP>();
|
| - // only one shader generated currently
|
| - b->add32(0x0);
|
| - }
|
| -
|
| - protected:
|
| - void onSetData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
|
| - const LightingFP& lightingFP = proc.cast<LightingFP>();
|
| -
|
| - const SkVector3& lightDir = lightingFP.lightDir();
|
| - if (lightDir != fLightDir) {
|
| - pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
|
| - fLightDir = lightDir;
|
| - }
|
| -
|
| - const SkColor3f& lightColor = lightingFP.lightColor();
|
| - if (lightColor != fLightColor) {
|
| - pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
|
| - fLightColor = lightColor;
|
| - }
|
| -
|
| - const SkColor3f& ambientColor = lightingFP.ambientColor();
|
| - if (ambientColor != fAmbientColor) {
|
| - pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
|
| - fAmbientColor = ambientColor;
|
| - }
|
| - }
|
| -
|
| - private:
|
| - SkVector3 fLightDir;
|
| - GrGLProgramDataManager::UniformHandle fLightDirUni;
|
| -
|
| - SkColor3f fLightColor;
|
| - GrGLProgramDataManager::UniformHandle fLightColorUni;
|
| -
|
| - SkColor3f fAmbientColor;
|
| - GrGLProgramDataManager::UniformHandle fAmbientColorUni;
|
| - };
|
| -
|
| - void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
|
| - LightingGLFP::GenKey(*this, caps, b);
|
| - }
|
| -
|
| - const char* name() const override { return "LightingFP"; }
|
| -
|
| - void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
|
| - inout->mulByUnknownFourComponents();
|
| - }
|
| -
|
| - const SkVector3& lightDir() const { return fLightDir; }
|
| - const SkColor3f& lightColor() const { return fLightColor; }
|
| - const SkColor3f& ambientColor() const { return fAmbientColor; }
|
| -
|
| -private:
|
| - GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(LightingGLFP); }
|
| -
|
| - bool onIsEqual(const GrFragmentProcessor& proc) const override {
|
| - const LightingFP& lightingFP = proc.cast<LightingFP>();
|
| - return fDeviceTransform == lightingFP.fDeviceTransform &&
|
| - fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
|
| - fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
|
| - fLightDir == lightingFP.fLightDir &&
|
| - fLightColor == lightingFP.fLightColor &&
|
| - fAmbientColor == lightingFP.fAmbientColor;
|
| - }
|
| -
|
| - GrCoordTransform fDeviceTransform;
|
| - GrTextureAccess fDiffuseTextureAccess;
|
| - GrTextureAccess fNormalTextureAccess;
|
| - SkVector3 fLightDir;
|
| - SkColor3f fLightColor;
|
| - SkColor3f fAmbientColor;
|
| -};
|
| -
|
| -////////////////////////////////////////////////////////////////////////////
|
| -
|
| -bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
|
| - const SkMatrix& viewM, const SkMatrix* localMatrix,
|
| - GrColor* color, GrProcessorDataManager*,
|
| - GrFragmentProcessor** fp) const {
|
| - // we assume diffuse and normal maps have same width and height
|
| - // TODO: support different sizes
|
| - SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
|
| - fDiffuseMap.height() == fNormalMap.height());
|
| - SkMatrix matrix;
|
| - matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
|
| -
|
| - SkMatrix lmInverse;
|
| - if (!this->getLocalMatrix().invert(&lmInverse)) {
|
| - return false;
|
| - }
|
| - if (localMatrix) {
|
| - SkMatrix inv;
|
| - if (!localMatrix->invert(&inv)) {
|
| - return false;
|
| - }
|
| - lmInverse.postConcat(inv);
|
| - }
|
| - matrix.preConcat(lmInverse);
|
| -
|
| - // Must set wrap and filter on the sampler before requesting a texture. In two places below
|
| - // we check the matrix scale factors to determine how to interpret the filter quality setting.
|
| - // This completely ignores the complexity of the drawVertices case where explicit local coords
|
| - // are provided by the caller.
|
| - GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| - switch (paint.getFilterQuality()) {
|
| - case kNone_SkFilterQuality:
|
| - textureFilterMode = GrTextureParams::kNone_FilterMode;
|
| - break;
|
| - case kLow_SkFilterQuality:
|
| - textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| - break;
|
| - case kMedium_SkFilterQuality:{
|
| - SkMatrix matrix;
|
| - matrix.setConcat(viewM, this->getLocalMatrix());
|
| - if (matrix.getMinScale() < SK_Scalar1) {
|
| - textureFilterMode = GrTextureParams::kMipMap_FilterMode;
|
| - } else {
|
| - // Don't trigger MIP level generation unnecessarily.
|
| - textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| - }
|
| - break;
|
| - }
|
| - case kHigh_SkFilterQuality:
|
| - default:
|
| - SkErrorInternals::SetError(kInvalidPaint_SkError,
|
| - "Sorry, I don't understand the filtering "
|
| - "mode you asked for. Falling back to "
|
| - "MIPMaps.");
|
| - textureFilterMode = GrTextureParams::kMipMap_FilterMode;
|
| - break;
|
| -
|
| - }
|
| -
|
| - // TODO: support other tile modes
|
| - GrTextureParams params(kClamp_TileMode, textureFilterMode);
|
| - SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, ¶ms));
|
| - if (!diffuseTexture) {
|
| - SkErrorInternals::SetError(kInternalError_SkError,
|
| - "Couldn't convert bitmap to texture.");
|
| - return false;
|
| - }
|
| -
|
| - SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms));
|
| - if (!normalTexture) {
|
| - SkErrorInternals::SetError(kInternalError_SkError,
|
| - "Couldn't convert bitmap to texture.");
|
| - return false;
|
| - }
|
| -
|
| - *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
|
| - fLight.fDirection, fLight.fColor, fAmbientColor));
|
| - *color = GrColorPackA4(paint.getAlpha());
|
| - return true;
|
| -}
|
| -#else
|
| -
|
| -bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
|
| - const SkMatrix& viewM, const SkMatrix* localMatrix,
|
| - GrColor* color, GrProcessorDataManager*,
|
| - GrFragmentProcessor** fp) const {
|
| - SkDEBUGFAIL("Should not call in GPU-less build");
|
| - return false;
|
| -}
|
| -
|
| -#endif
|
| -
|
| -////////////////////////////////////////////////////////////////////////////
|
| -
|
| -bool SkLightingShaderImpl::isOpaque() const {
|
| - return fDiffuseMap.isOpaque();
|
| -}
|
| -
|
| -size_t SkLightingShaderImpl::contextSize() const {
|
| - return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
|
| -}
|
| -
|
| -SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
|
| - const ContextRec& rec,
|
| - SkBitmapProcState* diffuseState,
|
| - SkBitmapProcState* normalState)
|
| - : INHERITED(shader, rec)
|
| - , fDiffuseState(diffuseState)
|
| - , fNormalState(normalState)
|
| -{
|
| - const SkPixmap& pixmap = fDiffuseState->fPixmap;
|
| - bool isOpaque = pixmap.isOpaque();
|
| -
|
| - // update fFlags
|
| - uint32_t flags = 0;
|
| - if (isOpaque && (255 == this->getPaintAlpha())) {
|
| - flags |= kOpaqueAlpha_Flag;
|
| - }
|
| -
|
| - fFlags = flags;
|
| -}
|
| -
|
| -SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
|
| - // The bitmap proc states have been created outside of the context on memory that will be freed
|
| - // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
|
| - fDiffuseState->~SkBitmapProcState();
|
| - fNormalState->~SkBitmapProcState();
|
| -}
|
| -
|
| -static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambient) {
|
| - SkScalar color = light * diff * NdotL + 255 * ambient;
|
| - if (color <= 0.0f) {
|
| - return 0;
|
| - } else if (color >= 255.0f) {
|
| - return 255;
|
| - } else {
|
| - return (int) color;
|
| - }
|
| -}
|
| -
|
| -// larger is better (fewer times we have to loop), but we shouldn't
|
| -// take up too much stack-space (each could here costs 16 bytes)
|
| -#define TMP_COUNT 16
|
| -
|
| -void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
|
| - SkPMColor result[], int count) {
|
| - const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
|
| -
|
| - SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT];
|
| - SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT];
|
| -
|
| - SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
|
| - SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
|
| -
|
| - SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
|
| - SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32();
|
| -
|
| - SkASSERT(fDiffuseState->fPixmap.addr());
|
| - SkASSERT(fNormalState->fPixmap.addr());
|
| -
|
| - SkPoint3 norm;
|
| - SkScalar NdotL;
|
| - int r, g, b;
|
| -
|
| - do {
|
| - int n = count;
|
| - if (n > TMP_COUNT) {
|
| - n = TMP_COUNT;
|
| - }
|
| -
|
| - diffMProc(*fDiffuseState, tmpColor, n, x, y);
|
| - diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
|
| -
|
| - normalMProc(*fNormalState, tmpNormal, n, x, y);
|
| - normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
|
| -
|
| - for (int i = 0; i < n; ++i) {
|
| - SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
|
| - norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
|
| - SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
|
| - SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
|
| - norm.normalize();
|
| -
|
| - SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
|
| - NdotL = norm.dot(lightShader.fLight.fDirection);
|
| -
|
| - // This is all done in linear unpremul color space
|
| - r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), NdotL,
|
| - lightShader.fAmbientColor.fX);
|
| - g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), NdotL,
|
| - lightShader.fAmbientColor.fY);
|
| - b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), NdotL,
|
| - lightShader.fAmbientColor.fZ);
|
| -
|
| - result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b);
|
| - }
|
| -
|
| - result += n;
|
| - x += n;
|
| - count -= n;
|
| - } while (count > 0);
|
| -}
|
| -
|
| -////////////////////////////////////////////////////////////////////////////
|
| -
|
| -#ifndef SK_IGNORE_TO_STRING
|
| -void SkLightingShaderImpl::toString(SkString* str) const {
|
| - str->appendf("LightingShader: ()");
|
| -}
|
| -#endif
|
| -
|
| -SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
|
| - SkMatrix localMatrix;
|
| - buf.readMatrix(&localMatrix);
|
| -
|
| - SkBitmap diffuse;
|
| - if (!buf.readBitmap(&diffuse)) {
|
| - return NULL;
|
| - }
|
| - diffuse.setImmutable();
|
| -
|
| - SkBitmap normal;
|
| - if (!buf.readBitmap(&normal)) {
|
| - return NULL;
|
| - }
|
| - normal.setImmutable();
|
| -
|
| - SkLightingShader::Light light;
|
| - if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
|
| - return NULL;
|
| - }
|
| - if (!buf.readScalarArray(&light.fColor.fX, 3)) {
|
| - return NULL;
|
| - }
|
| -
|
| - SkColor3f ambient;
|
| - if (!buf.readScalarArray(&ambient.fX, 3)) {
|
| - return NULL;
|
| - }
|
| -
|
| - return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &localMatrix));
|
| -}
|
| -
|
| -void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
|
| - buf.writeMatrix(this->getLocalMatrix());
|
| -
|
| - buf.writeBitmap(fDiffuseMap);
|
| - buf.writeBitmap(fNormalMap);
|
| - buf.writeScalarArray(&fLight.fDirection.fX, 3);
|
| - buf.writeScalarArray(&fLight.fColor.fX, 3);
|
| - buf.writeScalarArray(&fAmbientColor.fX, 3);
|
| -}
|
| -
|
| -SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
|
| - void* storage) const {
|
| -
|
| - SkMatrix totalInverse;
|
| - // Do this first, so we know the matrix can be inverted.
|
| - if (!this->computeTotalInverse(rec, &totalInverse)) {
|
| - return NULL;
|
| - }
|
| -
|
| - void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
|
| - SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState);
|
| - SkASSERT(diffuseState);
|
| -
|
| - diffuseState->fTileModeX = SkShader::kClamp_TileMode;
|
| - diffuseState->fTileModeY = SkShader::kClamp_TileMode;
|
| - diffuseState->fOrigBitmap = fDiffuseMap;
|
| - if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) {
|
| - diffuseState->~SkBitmapProcState();
|
| - return NULL;
|
| - }
|
| -
|
| - void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
|
| - SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState);
|
| - SkASSERT(normalState);
|
| -
|
| - normalState->fTileModeX = SkShader::kClamp_TileMode;
|
| - normalState->fTileModeY = SkShader::kClamp_TileMode;
|
| - normalState->fOrigBitmap = fNormalMap;
|
| - if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) {
|
| - diffuseState->~SkBitmapProcState();
|
| - normalState->~SkBitmapProcState();
|
| - return NULL;
|
| - }
|
| -
|
| - return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
|
| - diffuseState, normalState));
|
| -}
|
| -
|
| -///////////////////////////////////////////////////////////////////////////////
|
| -
|
| -static bool bitmap_is_too_big(const SkBitmap& bm) {
|
| - // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
|
| - // communicates between its matrix-proc and its sampler-proc. Until we can
|
| - // widen that, we have to reject bitmaps that are larger.
|
| - //
|
| - static const int kMaxSize = 65535;
|
| -
|
| - return bm.width() > kMaxSize || bm.height() > kMaxSize;
|
| -}
|
| -
|
| -SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
|
| - const SkLightingShader::Light& light,
|
| - const SkColor3f& ambient,
|
| - const SkMatrix* localMatrix) {
|
| - if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
|
| - normal.isNull() || bitmap_is_too_big(normal) ||
|
| - diffuse.width() != normal.width() ||
|
| - diffuse.height() != normal.height()) {
|
| - return nullptr;
|
| - }
|
| -
|
| - return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, localMatrix));
|
| -}
|
| -
|
| -///////////////////////////////////////////////////////////////////////////////
|
| -
|
| -SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
|
| - SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
|
| -SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
|
| -
|
| -///////////////////////////////////////////////////////////////////////////////
|
|
|