Chromium Code Reviews| Index: src/core/SkLightingShader.cpp |
| diff --git a/src/effects/SkLightingShader.cpp b/src/core/SkLightingShader.cpp |
| similarity index 59% |
| rename from src/effects/SkLightingShader.cpp |
| rename to src/core/SkLightingShader.cpp |
| index 6ed98746397cfcfb5d193d6281b9d543cb0a911c..5b0661a9df4ba5b34f2cd97da7d19ba1240a3d50 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 +204,18 @@ 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); |
| + |
| + 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.
|
| + |
| + 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 |
| @@ -205,6 +243,12 @@ 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; |
| + } |
| } |
| static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| @@ -223,6 +267,9 @@ public: |
| SkColor3f fAmbientColor; |
| GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
| + |
| + SkVector fInvNormRotation; |
| + GrGLProgramDataManager::UniformHandle fXformUni; |
| }; |
| GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); } |
| @@ -240,67 +287,75 @@ 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: |
| 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); |
| + result->preConcat(lmInverse); |
| + |
| + return true; |
| +} |
| +static GrTextureParams::FilterMode pick_filter_level(SkFilterQuality filterIn, |
| + const SkMatrix& viewM, |
| + const SkMatrix& localM) { |
| // 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()) { |
| + switch (filterIn) { |
| case kNone_SkFilterQuality: |
| textureFilterMode = GrTextureParams::kNone_FilterMode; |
| break; |
| case kLow_SkFilterQuality: |
| textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| break; |
| - case kMedium_SkFilterQuality:{ |
| + case kMedium_SkFilterQuality:{ |
| SkMatrix matrix; |
| - matrix.setConcat(viewM, this->getLocalMatrix()); |
| + matrix.setConcat(viewM, localM); |
| if (matrix.getMinScale() < SK_Scalar1) { |
| textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| } else { |
| @@ -320,24 +375,59 @@ bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint |
| } |
| + return textureFilterMode; |
| +} |
| + |
| +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; |
| + } |
| + |
| + if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { |
| + return false; |
| + } |
| + |
| + GrTextureParams::FilterMode diffFilterMode = pick_filter_level(paint.getFilterQuality(), |
| + viewM, |
| + this->getLocalMatrix()); |
| + |
| + GrTextureParams::FilterMode normFilterMode = pick_filter_level(paint.getFilterQuality(), |
| + viewM, |
| + fNormLocalMatrix); |
| + |
| // 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; |
| } |
| @@ -390,27 +480,38 @@ 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(); |
| @@ -418,17 +519,19 @@ 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); |
| @@ -444,18 +547,34 @@ 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; |
| @@ -473,8 +592,21 @@ 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)) { |
| @@ -488,38 +620,84 @@ 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::SkLight(color)); |
| + } else { |
| + SkVector3 dir; |
| + if (!buf.readScalarArray(&dir.fX, 3)) { |
| + return NULL; |
| + } |
| + builder.add(SkLight::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; |
| } |
| @@ -530,7 +708,7 @@ 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; |
| } |
| @@ -542,7 +720,7 @@ 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; |
| @@ -565,9 +743,9 @@ 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() || |
| @@ -575,7 +753,10 @@ 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)); |
| } |
| /////////////////////////////////////////////////////////////////////////////// |