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, ¶ms)); |
+ 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, ¶ms)); |
+ 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)); |
} |
/////////////////////////////////////////////////////////////////////////////// |