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Unified 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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Index: src/core/SkLightingShader.cpp
diff --git a/src/effects/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
similarity index 57%
rename from src/effects/SkLightingShader.cpp
rename to src/core/SkLightingShader.cpp
index d441d9ba9fd298c6b6a44503e591e0939f47e91c..ce5c0ddb25d06f502c94e063bfefaafb76aa46d8 100644
--- a/src/effects/SkLightingShader.cpp
+++ b/src/core/SkLightingShader.cpp
@@ -12,6 +12,7 @@
#include "SkErrorInternals.h"
#include "SkLightingShader.h"
#include "SkMathPriv.h"
+#include "SkPoint3.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
@@ -40,24 +41,33 @@
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
+ /** Create a new lighting shader that uses the provided normal map and
+ lights to light the diffuse bitmap.
+ @param diffuse the diffuse bitmap
+ @param normal the normal map
+ @param lights the lights applied to the normal map
+ @param invNormRotation rotation applied to the normal map's normals
+ @param diffLocalM the local matrix for the diffuse coordinates
+ @param normLocalM the local matrix for the normal coordinates
*/
SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
- const SkLightingShader::Light& light,
- const SkColor3f& ambient, const SkMatrix* localMatrix)
- : INHERITED(localMatrix)
+ const SkLightingShader::Lights* lights,
+ const SkVector& invNormRotation,
+ const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
+ : INHERITED(diffLocalM)
, fDiffuseMap(diffuse)
, fNormalMap(normal)
- , fLight(light)
- , fAmbientColor(ambient) {
- if (!fLight.fDirection.normalize()) {
- fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
+ , fLights(SkRef(lights))
+ , fInvNormRotation(invNormRotation) {
+
+ if (normLocalM) {
+ fNormLocalMatrix = *normLocalM;
+ } else {
+ fNormLocalMatrix.reset();
}
+ // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
+ (void)fNormLocalMatrix.getType();
+
}
bool isOpaque() const override;
@@ -94,12 +104,16 @@ public:
protected:
void flatten(SkWriteBuffer&) const override;
Context* onCreateContext(const ContextRec&, void*) const override;
+ bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const;
private:
- SkBitmap fDiffuseMap;
- SkBitmap fNormalMap;
- SkLightingShader::Light fLight;
- SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel.
+ SkBitmap fDiffuseMap;
+ SkBitmap fNormalMap;
+
+ SkAutoTUnref<const SkLightingShader::Lights> fLights;
+
+ SkMatrix fNormLocalMatrix;
+ SkVector fInvNormRotation;
friend class SkLightingShader;
@@ -119,19 +133,32 @@ private:
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);
+ LightingFP(GrProcessorDataManager* pdm, GrTexture* diffuse, GrTexture* normal,
+ const SkMatrix& diffMatrix, const SkMatrix& normMatrix,
+ const GrTextureParams& diffParams, const GrTextureParams& normParams,
+ const SkLightingShader::Lights* lights, const SkVector& invNormRotation)
+ : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
+ , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
+ , fDiffuseTextureAccess(diffuse, diffParams)
+ , fNormalTextureAccess(normal, normParams)
+ , fInvNormRotation(invNormRotation) {
+ this->addCoordTransform(&fDiffDeviceTransform);
+ this->addCoordTransform(&fNormDeviceTransform);
this->addTextureAccess(&fDiffuseTextureAccess);
this->addTextureAccess(&fNormalTextureAccess);
+ // fuse all ambient lights into a single one
+ fAmbientColor.set(0.0f, 0.0f, 0.0f);
+ for (int i = 0; i < lights->numLights(); ++i) {
+ if (SkLight::kAmbient_LightType == lights->light(i).type()) {
+ fAmbientColor += lights->light(i).color();
+ } else {
+ // TODO: handle more than one of these
+ fLightColor = lights->light(i).color();
+ fLightDir = lights->light(i).dir();
+ }
+ }
+
this->initClassID<LightingFP>();
}
@@ -141,6 +168,7 @@ public:
fLightDir.fX = 10000.0f;
fLightColor.fX = 0.0f;
fAmbientColor.fX = 0.0f;
+ fInvNormRotation.fX = 0.0f;
}
void emitCode(EmitArgs& args) override {
@@ -163,6 +191,11 @@ public:
kVec3f_GrSLType, kDefault_GrSLPrecision,
"AmbientColor", &ambientColorUniName);
+ const char* xformUniName = NULL;
+ fXformUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Xform", &xformUniName);
+
fpb->codeAppend("vec4 diffuseColor = ");
fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
args.fCoords[0].c_str(),
@@ -171,13 +204,20 @@ public:
fpb->codeAppend("vec4 normalColor = ");
fpb->appendTextureLookup(args.fSamplers[1],
- args.fCoords[0].c_str(),
- args.fCoords[0].getType());
+ args.fCoords[1].c_str(),
+ args.fCoords[1].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);");
+ fpb->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
+
+ fpb->codeAppendf("mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0, 1.0);",
+ xformUniName, xformUniName, xformUniName, xformUniName);
+
+ // TODO: inverse map the light direction vectors in the vertex shader rather than
+ // transforming all the normals here!
+ fpb->codeAppend("normal = normalize(m*normal);");
+
+ fpb->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", lightDirUniName);
// diffuse light
fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
// ambient light
@@ -213,6 +253,12 @@ public:
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
fAmbientColor = ambientColor;
}
+
+ const SkVector& invNormRotation = lightingFP.invNormRotation();
+ if (invNormRotation != fInvNormRotation) {
+ pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
+ fInvNormRotation = invNormRotation;
+ }
}
private:
@@ -224,6 +270,9 @@ public:
SkColor3f fAmbientColor;
GrGLProgramDataManager::UniformHandle fAmbientColorUni;
+
+ SkVector fInvNormRotation;
+ GrGLProgramDataManager::UniformHandle fXformUni;
};
void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
@@ -239,106 +288,116 @@ public:
const SkVector3& lightDir() const { return fLightDir; }
const SkColor3f& lightColor() const { return fLightColor; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
+ const SkVector& invNormRotation() const { return fInvNormRotation; }
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 &&
+ return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
+ fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
fLightDir == lightingFP.fLightDir &&
fLightColor == lightingFP.fLightColor &&
- fAmbientColor == lightingFP.fAmbientColor;
+ fAmbientColor == lightingFP.fAmbientColor &&
+ fInvNormRotation == lightingFP.fInvNormRotation;
}
- GrCoordTransform fDeviceTransform;
+ GrCoordTransform fDiffDeviceTransform;
+ GrCoordTransform fNormDeviceTransform;
GrTextureAccess fDiffuseTextureAccess;
GrTextureAccess fNormalTextureAccess;
SkVector3 fLightDir;
SkColor3f fLightColor;
SkColor3f fAmbientColor;
+
+ SkVector fInvNormRotation;
};
////////////////////////////////////////////////////////////////////////////
-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());
+static bool make_mat(const SkBitmap& bm,
+ const SkMatrix& localMatrix1,
+ const SkMatrix* localMatrix2,
+ SkMatrix* result) {
+
+ result->setIDiv(bm.width(), bm.height());
SkMatrix lmInverse;
- if (!this->getLocalMatrix().invert(&lmInverse)) {
+ if (!localMatrix1.invert(&lmInverse)) {
return false;
}
- if (localMatrix) {
+ if (localMatrix2) {
SkMatrix inv;
- if (!localMatrix->invert(&inv)) {
+ if (!localMatrix2->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;
+ result->preConcat(lmInverse);
+
+ return true;
+}
+
+bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
+ const SkMatrix& viewM, const SkMatrix* localMatrix,
+ GrColor* color, GrProcessorDataManager* pdm,
+ 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 diffM, normM;
+
+ if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
+ return false;
}
- 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;
+ if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
+ return false;
}
+ bool doBicubic;
+ GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
+ SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality),
+ viewM,
+ this->getLocalMatrix(),
+ &doBicubic);
+ SkASSERT(!doBicubic);
+
+ GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode(
+ SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality),
+ viewM,
+ fNormLocalMatrix,
+ &doBicubic);
+ SkASSERT(!doBicubic);
+
// TODO: support other tile modes
- GrTextureParams params(kClamp_TileMode, textureFilterMode);
- SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, &params));
+ GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
+ SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
+ fDiffuseMap, &diffParams));
if (!diffuseTexture) {
SkErrorInternals::SetError(kInternalError_SkError,
"Couldn't convert bitmap to texture.");
return false;
}
- SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, &params));
+ GrTextureParams normParams(kClamp_TileMode, normFilterMode);
+ SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context,
+ fNormalMap, &normParams));
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));
+
+ *fp = SkNEW_ARGS(LightingFP, (pdm, diffuseTexture, normalTexture,
+ diffM, normM, diffParams, normParams, fLights,
+ fInvNormRotation));
+
*color = GrColorPackA4(paint.getAlpha());
return true;
}
@@ -391,27 +450,38 @@ SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
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;
- }
+static inline SkPMColor convert(SkColor3f color, U8CPU a) {
+ if (color.fX <= 0.0f) {
+ color.fX = 0.0f;
+ } else if (color.fX >= 255.0f) {
+ color.fX = 255.0f;
+ }
+
+ if (color.fY <= 0.0f) {
+ color.fY = 0.0f;
+ } else if (color.fY >= 255.0f) {
+ color.fY = 255.0f;
+ }
+
+ if (color.fZ <= 0.0f) {
+ color.fZ = 0.0f;
+ } else if (color.fZ >= 255.0f) {
+ color.fZ = 255.0f;
+ }
+
+ return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ);
}
// 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)
+// take up too much stack-space (each one 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];
+ uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT];
+ SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT];
SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
@@ -419,17 +489,19 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32();
+ int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP_COUNT);
+ int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP_COUNT);
+ int max = SkTMin(diffMax, normMax);
+
SkASSERT(fDiffuseState->fPixmap.addr());
SkASSERT(fNormalState->fPixmap.addr());
- SkPoint3 norm;
- SkScalar NdotL;
- int r, g, b;
+ SkPoint3 norm, xformedNorm;
do {
int n = count;
- if (n > TMP_COUNT) {
- n = TMP_COUNT;
+ if (n > max) {
+ n = max;
}
diffMProc(*fDiffuseState, tmpColor, n, x, y);
@@ -445,18 +517,34 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
norm.normalize();
+ xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX +
+ lightShader.fInvNormRotation.fY * norm.fY;
+ xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX -
+ lightShader.fInvNormRotation.fY * norm.fY;
+ xformedNorm.fZ = norm.fZ;
+
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);
+ SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
+ // This is all done in linear unpremul color space (each component 0..255.0f though)
+ for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
+ const SkLight& light = lightShader.fLights->light(l);
+
+ if (SkLight::kAmbient_LightType == light.type()) {
+ accum += light.color().makeScale(255.0f);
+ } else {
+ SkScalar NdotL = xformedNorm.dot(light.dir());
+ if (NdotL < 0.0f) {
+ NdotL = 0.0f;
+ }
+
+ accum.fX += light.color().fX * SkColorGetR(diffColor) * NdotL;
+ accum.fY += light.color().fY * SkColorGetG(diffColor) * NdotL;
+ accum.fZ += light.color().fZ * SkColorGetB(diffColor) * NdotL;
+ }
+ }
- result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b);
+ result[i] = convert(accum, SkColorGetA(diffColor));
}
result += n;
@@ -474,8 +562,21 @@ void SkLightingShaderImpl::toString(SkString* str) const {
#endif
SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
- SkMatrix localMatrix;
- buf.readMatrix(&localMatrix);
+ SkMatrix diffLocalM;
+ bool hasDiffLocalM = buf.readBool();
+ if (hasDiffLocalM) {
+ buf.readMatrix(&diffLocalM);
+ } else {
+ diffLocalM.reset();
+ }
+
+ SkMatrix normLocalM;
+ bool hasNormLocalM = buf.readBool();
+ if (hasNormLocalM) {
+ buf.readMatrix(&normLocalM);
+ } else {
+ normLocalM.reset();
+ }
SkBitmap diffuse;
if (!buf.readBitmap(&diffuse)) {
@@ -489,38 +590,84 @@ SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
}
normal.setImmutable();
- SkLightingShader::Light light;
- if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
- return NULL;
- }
- if (!buf.readScalarArray(&light.fColor.fX, 3)) {
- return NULL;
- }
+ int numLights = buf.readInt();
- SkColor3f ambient;
- if (!buf.readScalarArray(&ambient.fX, 3)) {
- return NULL;
+ SkLightingShader::Lights::Builder builder;
+
+ for (int l = 0; l < numLights; ++l) {
+ bool isAmbient = buf.readBool();
+
+ SkColor3f color;
+ if (!buf.readScalarArray(&color.fX, 3)) {
+ return NULL;
+ }
+
+ if (isAmbient) {
+ builder.add(SkLight(color));
+ } else {
+ SkVector3 dir;
+ if (!buf.readScalarArray(&dir.fX, 3)) {
+ return NULL;
+ }
+ builder.add(SkLight(color, dir));
+ }
}
- return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &localMatrix));
+ SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish());
+
+ return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
+ SkVector::Make(1.0f, 0.0f),
+ &diffLocalM, &normLocalM));
}
void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
- buf.writeMatrix(this->getLocalMatrix());
+ this->INHERITED::flatten(buf);
+
+ bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
+ buf.writeBool(hasNormLocalM);
+ if (hasNormLocalM) {
+ buf.writeMatrix(fNormLocalMatrix);
+ }
buf.writeBitmap(fDiffuseMap);
buf.writeBitmap(fNormalMap);
- buf.writeScalarArray(&fLight.fDirection.fX, 3);
- buf.writeScalarArray(&fLight.fColor.fX, 3);
- buf.writeScalarArray(&fAmbientColor.fX, 3);
+
+ buf.writeInt(fLights->numLights());
+ for (int l = 0; l < fLights->numLights(); ++l) {
+ const SkLight& light = fLights->light(l);
+
+ bool isAmbient = SkLight::kAmbient_LightType == light.type();
+
+ buf.writeBool(isAmbient);
+ buf.writeScalarArray(&light.color().fX, 3);
+ if (!isAmbient) {
+ buf.writeScalarArray(&light.dir().fX, 3);
+ }
+ }
+}
+
+bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec,
+ SkMatrix* normTotalInverse) const {
+ SkMatrix total;
+ total.setConcat(*rec.fMatrix, fNormLocalMatrix);
+
+ const SkMatrix* m = &total;
+ if (rec.fLocalMatrix) {
+ total.setConcat(*m, *rec.fLocalMatrix);
+ m = &total;
+ }
+ return m->invert(normTotalInverse);
}
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)) {
+ SkMatrix diffTotalInv;
+ // computeTotalInverse was called in SkShader::createContext so we know it will succeed
+ SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
+
+ SkMatrix normTotalInv;
+ if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
return NULL;
}
@@ -531,7 +678,7 @@ SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
diffuseState->fTileModeX = SkShader::kClamp_TileMode;
diffuseState->fTileModeY = SkShader::kClamp_TileMode;
diffuseState->fOrigBitmap = fDiffuseMap;
- if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) {
+ if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) {
diffuseState->~SkBitmapProcState();
return NULL;
}
@@ -543,7 +690,7 @@ SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
normalState->fTileModeX = SkShader::kClamp_TileMode;
normalState->fTileModeY = SkShader::kClamp_TileMode;
normalState->fOrigBitmap = fNormalMap;
- if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) {
+ if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) {
diffuseState->~SkBitmapProcState();
normalState->~SkBitmapProcState();
return NULL;
@@ -566,9 +713,9 @@ static bool bitmap_is_too_big(const SkBitmap& bm) {
}
SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
- const SkLightingShader::Light& light,
- const SkColor3f& ambient,
- const SkMatrix* localMatrix) {
+ const Lights* lights,
+ const SkVector& invNormRotation,
+ const SkMatrix* diffLocalM, const SkMatrix* normLocalM) {
if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
normal.isNull() || bitmap_is_too_big(normal) ||
diffuse.width() != normal.width() ||
@@ -576,7 +723,10 @@ SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm
return nullptr;
}
- return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, localMatrix));
+ SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
+
+ return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
+ invNormRotation, diffLocalM, normLocalM));
}
///////////////////////////////////////////////////////////////////////////////
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