| OLD | NEW |
| 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" | |
| 16 #include "SkReadBuffer.h" | 15 #include "SkReadBuffer.h" |
| 17 #include "SkWriteBuffer.h" | 16 #include "SkWriteBuffer.h" |
| 18 | 17 |
| 19 //////////////////////////////////////////////////////////////////////////// | 18 //////////////////////////////////////////////////////////////////////////// |
| 20 | 19 |
| 21 /* | 20 /* |
| 22 SkLightingShader TODOs: | 21 SkLightingShader TODOs: |
| 23 support other than clamp mode | 22 support other than clamp mode |
| 24 allow 'diffuse' & 'normal' to be of different dimensions? | 23 allow 'diffuse' & 'normal' to be of different dimensions? |
| 25 support different light types | 24 support different light types |
| 26 support multiple lights | 25 support multiple lights |
| 27 enforce normal map is 4 channel | 26 enforce normal map is 4 channel |
| 28 use SkImages instead if SkBitmaps | 27 use SkImages instead if SkBitmaps |
| 29 | 28 |
| 30 To Test: | 29 To Test: |
| 31 non-opaque diffuse textures | 30 non-opaque diffuse textures |
| 32 A8 diffuse textures | 31 A8 diffuse textures |
| 33 down & upsampled draws | 32 down & upsampled draws |
| 34 */ | 33 */ |
| 35 | 34 |
| 36 | 35 |
| 37 | 36 |
| 38 /** \class SkLightingShaderImpl | 37 /** \class SkLightingShaderImpl |
| 39 This subclass of shader applies lighting. | 38 This subclass of shader applies lighting. |
| 40 */ | 39 */ |
| 41 class SK_API SkLightingShaderImpl : public SkShader { | 40 class SK_API SkLightingShaderImpl : public SkShader { |
| 42 public: | 41 public: |
| 43 | 42 |
| 44 /** Create a new lighting shader that uses the provided normal map and | 43 /** Create a new lighting shader that use the provided normal map, light |
| 45 lights to light the diffuse bitmap. | 44 and ambient color to light the diffuse bitmap. |
| 46 @param diffuse the diffuse bitmap | 45 @param diffuse the diffuse bitmap |
| 47 @param normal the normal map | 46 @param normal the normal map |
| 48 @param lights the lights applied to the normal map | 47 @param light the light applied to the normal map |
| 49 @param invNormRotation rotation applied to the normal map's normals | 48 @param ambient the linear (unpremul) ambient light color |
| 50 @param diffLocalM the local matrix for the diffuse coordinates | |
| 51 @param normLocalM the local matrix for the normal coordinates | |
| 52 */ | 49 */ |
| 53 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, | 50 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, |
| 54 const SkLightingShader::Lights* lights, | 51 const SkLightingShader::Light& light, |
| 55 const SkVector& invNormRotation, | 52 const SkColor3f& ambient, const SkMatrix* localMatrix) |
| 56 const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
| 53 : INHERITED(localMatrix) |
| 57 : INHERITED(diffLocalM) | |
| 58 , fDiffuseMap(diffuse) | 54 , fDiffuseMap(diffuse) |
| 59 , fNormalMap(normal) | 55 , fNormalMap(normal) |
| 60 , fLights(SkRef(lights)) | 56 , fLight(light) |
| 61 , fInvNormRotation(invNormRotation) { | 57 , fAmbientColor(ambient) { |
| 62 | 58 if (!fLight.fDirection.normalize()) { |
| 63 if (normLocalM) { | 59 fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f); |
| 64 fNormLocalMatrix = *normLocalM; | |
| 65 } else { | |
| 66 fNormLocalMatrix.reset(); | |
| 67 } | 60 } |
| 68 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf
e. | |
| 69 (void)fNormLocalMatrix.getType(); | |
| 70 | |
| 71 } | 61 } |
| 72 | 62 |
| 73 bool isOpaque() const override; | 63 bool isOpaque() const override; |
| 74 | 64 |
| 75 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v
iewM, | 65 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v
iewM, |
| 76 const SkMatrix* localMatrix, GrColor* color, | 66 const SkMatrix* localMatrix, GrColor* color, |
| 77 GrProcessorDataManager*, GrFragmentProcessor** fp)
const override; | 67 GrProcessorDataManager*, GrFragmentProcessor** fp)
const override; |
| 78 | 68 |
| 79 size_t contextSize() const override; | 69 size_t contextSize() const override; |
| 80 | 70 |
| (...skipping 16 matching lines...) Expand all Loading... |
| 97 | 87 |
| 98 typedef SkShader::Context INHERITED; | 88 typedef SkShader::Context INHERITED; |
| 99 }; | 89 }; |
| 100 | 90 |
| 101 SK_TO_STRING_OVERRIDE() | 91 SK_TO_STRING_OVERRIDE() |
| 102 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) | 92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) |
| 103 | 93 |
| 104 protected: | 94 protected: |
| 105 void flatten(SkWriteBuffer&) const override; | 95 void flatten(SkWriteBuffer&) const override; |
| 106 Context* onCreateContext(const ContextRec&, void*) const override; | 96 Context* onCreateContext(const ContextRec&, void*) const override; |
| 107 bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInver
se) const; | |
| 108 | 97 |
| 109 private: | 98 private: |
| 110 SkBitmap fDiffuseMap; | 99 SkBitmap fDiffuseMap; |
| 111 SkBitmap fNormalMap; | 100 SkBitmap fNormalMap; |
| 112 | 101 SkLightingShader::Light fLight; |
| 113 SkAutoTUnref<const SkLightingShader::Lights> fLights; | 102 SkColor3f fAmbientColor; // linear (unpremul) color. Range is
0..1/channel. |
| 114 | |
| 115 SkMatrix fNormLocalMatrix; | |
| 116 SkVector fInvNormRotation; | |
| 117 | 103 |
| 118 friend class SkLightingShader; | 104 friend class SkLightingShader; |
| 119 | 105 |
| 120 typedef SkShader INHERITED; | 106 typedef SkShader INHERITED; |
| 121 }; | 107 }; |
| 122 | 108 |
| 123 //////////////////////////////////////////////////////////////////////////// | 109 //////////////////////////////////////////////////////////////////////////// |
| 124 | 110 |
| 125 #if SK_SUPPORT_GPU | 111 #if SK_SUPPORT_GPU |
| 126 | 112 |
| 127 #include "GrCoordTransform.h" | 113 #include "GrCoordTransform.h" |
| 128 #include "GrFragmentProcessor.h" | 114 #include "GrFragmentProcessor.h" |
| 129 #include "GrTextureAccess.h" | 115 #include "GrTextureAccess.h" |
| 130 #include "gl/GrGLProcessor.h" | 116 #include "gl/GrGLProcessor.h" |
| 131 #include "gl/builders/GrGLProgramBuilder.h" | 117 #include "gl/builders/GrGLProgramBuilder.h" |
| 132 #include "SkGr.h" | 118 #include "SkGr.h" |
| 133 | 119 |
| 134 class LightingFP : public GrFragmentProcessor { | 120 class LightingFP : public GrFragmentProcessor { |
| 135 public: | 121 public: |
| 136 LightingFP(GrProcessorDataManager* pdm, GrTexture* diffuse, GrTexture* norma
l, | 122 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, |
| 137 const SkMatrix& diffMatrix, const SkMatrix& normMatrix, | 123 const SkVector3& lightDir, const SkColor3f& lightColor, |
| 138 const GrTextureParams& diffParams, const GrTextureParams& normPar
ams, | 124 const SkColor3f& ambientColor) |
| 139 const SkLightingShader::Lights* lights, const SkVector& invNormRo
tation) | 125 : fDeviceTransform(kDevice_GrCoordSet, matrix) |
| 140 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam
s.filterMode()) | 126 , fDiffuseTextureAccess(diffuse) |
| 141 , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams
.filterMode()) | 127 , fNormalTextureAccess(normal) |
| 142 , fDiffuseTextureAccess(diffuse, diffParams) | 128 , fLightDir(lightDir) |
| 143 , fNormalTextureAccess(normal, normParams) | 129 , fLightColor(lightColor) |
| 144 , fInvNormRotation(invNormRotation) { | 130 , fAmbientColor(ambientColor) { |
| 145 this->addCoordTransform(&fDiffDeviceTransform); | 131 this->addCoordTransform(&fDeviceTransform); |
| 146 this->addCoordTransform(&fNormDeviceTransform); | |
| 147 this->addTextureAccess(&fDiffuseTextureAccess); | 132 this->addTextureAccess(&fDiffuseTextureAccess); |
| 148 this->addTextureAccess(&fNormalTextureAccess); | 133 this->addTextureAccess(&fNormalTextureAccess); |
| 149 | 134 |
| 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 | |
| 162 this->initClassID<LightingFP>(); | 135 this->initClassID<LightingFP>(); |
| 163 } | 136 } |
| 164 | 137 |
| 165 class LightingGLFP : public GrGLFragmentProcessor { | 138 class LightingGLFP : public GrGLFragmentProcessor { |
| 166 public: | 139 public: |
| 167 LightingGLFP() { | 140 LightingGLFP() { |
| 168 fLightDir.fX = 10000.0f; | 141 fLightDir.fX = 10000.0f; |
| 169 fLightColor.fX = 0.0f; | 142 fLightColor.fX = 0.0f; |
| 170 fAmbientColor.fX = 0.0f; | 143 fAmbientColor.fX = 0.0f; |
| 171 fInvNormRotation.fX = 0.0f; | |
| 172 } | 144 } |
| 173 | 145 |
| 174 void emitCode(EmitArgs& args) override { | 146 void emitCode(EmitArgs& args) override { |
| 175 | 147 |
| 176 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder()
; | 148 GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder()
; |
| 177 | 149 |
| 178 // add uniforms | 150 // add uniforms |
| 179 const char* lightDirUniName = NULL; | 151 const char* lightDirUniName = NULL; |
| 180 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme
nt_Visibility, | 152 fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragme
nt_Visibility, |
| 181 kVec3f_GrSLType, kDefault_G
rSLPrecision, | 153 kVec3f_GrSLType, kDefault_G
rSLPrecision, |
| 182 "LightDir", &lightDirUniNam
e); | 154 "LightDir", &lightDirUniNam
e); |
| 183 | 155 |
| 184 const char* lightColorUniName = NULL; | 156 const char* lightColorUniName = NULL; |
| 185 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag
ment_Visibility, | 157 fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFrag
ment_Visibility, |
| 186 kVec3f_GrSLType, kDefault
_GrSLPrecision, | 158 kVec3f_GrSLType, kDefault
_GrSLPrecision, |
| 187 "LightColor", &lightColor
UniName); | 159 "LightColor", &lightColor
UniName); |
| 188 | 160 |
| 189 const char* ambientColorUniName = NULL; | 161 const char* ambientColorUniName = NULL; |
| 190 fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFr
agment_Visibility, | 162 fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFr
agment_Visibility, |
| 191 kVec3f_GrSLType, kDefau
lt_GrSLPrecision, | 163 kVec3f_GrSLType, kDefau
lt_GrSLPrecision, |
| 192 "AmbientColor", &ambien
tColorUniName); | 164 "AmbientColor", &ambien
tColorUniName); |
| 193 | 165 |
| 194 const char* xformUniName = NULL; | |
| 195 fXformUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_
Visibility, | |
| 196 kVec2f_GrSLType, kDefault_GrSL
Precision, | |
| 197 "Xform", &xformUniName); | |
| 198 | |
| 199 fpb->codeAppend("vec4 diffuseColor = "); | 166 fpb->codeAppend("vec4 diffuseColor = "); |
| 200 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers
[0], | 167 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers
[0], |
| 201 args.fCoords[0].c_str(), | 168 args.fCoords[0].c_str(), |
| 202 args.fCoords[0].getType()); | 169 args.fCoords[0].getType()); |
| 203 fpb->codeAppend(";"); | 170 fpb->codeAppend(";"); |
| 204 | 171 |
| 205 fpb->codeAppend("vec4 normalColor = "); | 172 fpb->codeAppend("vec4 normalColor = "); |
| 206 fpb->appendTextureLookup(args.fSamplers[1], | 173 fpb->appendTextureLookup(args.fSamplers[1], |
| 207 args.fCoords[1].c_str(), | 174 args.fCoords[0].c_str(), |
| 208 args.fCoords[1].getType()); | 175 args.fCoords[0].getType()); |
| 209 fpb->codeAppend(";"); | 176 fpb->codeAppend(";"); |
| 210 | 177 |
| 211 fpb->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); | 178 fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5)
);"); |
| 212 | 179 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); |
| 213 fpb->codeAppendf("mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0
.0, 0.0, 1.0);", | 180 fpb->codeAppend("float NdotL = dot(normal, lightDir);"); |
| 214 xformUniName, xformUniName, xformUniName, xformUniN
ame); | |
| 215 | |
| 216 // TODO: inverse map the light direction vectors in the vertex shade
r rather than | |
| 217 // transforming all the normals here! | |
| 218 fpb->codeAppend("normal = normalize(m*normal);"); | |
| 219 | |
| 220 fpb->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
lightDirUniName); | |
| 221 // diffuse light | 181 // diffuse light |
| 222 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo
lorUniName); | 182 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo
lorUniName); |
| 223 // ambient light | 183 // ambient light |
| 224 fpb->codeAppendf("result += %s;", ambientColorUniName); | 184 fpb->codeAppendf("result += %s;", ambientColorUniName); |
| 225 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut
putColor); | 185 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut
putColor); |
| 226 } | 186 } |
| 227 | 187 |
| 228 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 188 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 229 GrProcessorKeyBuilder* b) { | 189 GrProcessorKeyBuilder* b) { |
| 230 // const LightingFP& lightingFP = proc.cast<LightingFP>(); | 190 // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| (...skipping 15 matching lines...) Expand all Loading... |
| 246 if (lightColor != fLightColor) { | 206 if (lightColor != fLightColor) { |
| 247 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); | 207 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); |
| 248 fLightColor = lightColor; | 208 fLightColor = lightColor; |
| 249 } | 209 } |
| 250 | 210 |
| 251 const SkColor3f& ambientColor = lightingFP.ambientColor(); | 211 const SkColor3f& ambientColor = lightingFP.ambientColor(); |
| 252 if (ambientColor != fAmbientColor) { | 212 if (ambientColor != fAmbientColor) { |
| 253 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 213 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| 254 fAmbientColor = ambientColor; | 214 fAmbientColor = ambientColor; |
| 255 } | 215 } |
| 256 | |
| 257 const SkVector& invNormRotation = lightingFP.invNormRotation(); | |
| 258 if (invNormRotation != fInvNormRotation) { | |
| 259 pdman.set2fv(fXformUni, 1, &invNormRotation.fX); | |
| 260 fInvNormRotation = invNormRotation; | |
| 261 } | |
| 262 } | 216 } |
| 263 | 217 |
| 264 private: | 218 private: |
| 265 SkVector3 fLightDir; | 219 SkVector3 fLightDir; |
| 266 GrGLProgramDataManager::UniformHandle fLightDirUni; | 220 GrGLProgramDataManager::UniformHandle fLightDirUni; |
| 267 | 221 |
| 268 SkColor3f fLightColor; | 222 SkColor3f fLightColor; |
| 269 GrGLProgramDataManager::UniformHandle fLightColorUni; | 223 GrGLProgramDataManager::UniformHandle fLightColorUni; |
| 270 | 224 |
| 271 SkColor3f fAmbientColor; | 225 SkColor3f fAmbientColor; |
| 272 GrGLProgramDataManager::UniformHandle fAmbientColorUni; | 226 GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
| 273 | |
| 274 SkVector fInvNormRotation; | |
| 275 GrGLProgramDataManager::UniformHandle fXformUni; | |
| 276 }; | 227 }; |
| 277 | 228 |
| 278 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c
onst override { | 229 void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) c
onst override { |
| 279 LightingGLFP::GenKey(*this, caps, b); | 230 LightingGLFP::GenKey(*this, caps, b); |
| 280 } | 231 } |
| 281 | 232 |
| 282 const char* name() const override { return "LightingFP"; } | 233 const char* name() const override { return "LightingFP"; } |
| 283 | 234 |
| 284 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 235 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 285 inout->mulByUnknownFourComponents(); | 236 inout->mulByUnknownFourComponents(); |
| 286 } | 237 } |
| 287 | 238 |
| 288 const SkVector3& lightDir() const { return fLightDir; } | 239 const SkVector3& lightDir() const { return fLightDir; } |
| 289 const SkColor3f& lightColor() const { return fLightColor; } | 240 const SkColor3f& lightColor() const { return fLightColor; } |
| 290 const SkColor3f& ambientColor() const { return fAmbientColor; } | 241 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 291 const SkVector& invNormRotation() const { return fInvNormRotation; } | |
| 292 | 242 |
| 293 private: | 243 private: |
| 294 GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(Li
ghtingGLFP); } | 244 GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(Li
ghtingGLFP); } |
| 295 | 245 |
| 296 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 246 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 297 const LightingFP& lightingFP = proc.cast<LightingFP>(); | 247 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 298 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && | 248 return fDeviceTransform == lightingFP.fDeviceTransform && |
| 299 fNormDeviceTransform == lightingFP.fNormDeviceTransform && | |
| 300 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && | 249 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
| 301 fNormalTextureAccess == lightingFP.fNormalTextureAccess && | 250 fNormalTextureAccess == lightingFP.fNormalTextureAccess && |
| 302 fLightDir == lightingFP.fLightDir && | 251 fLightDir == lightingFP.fLightDir && |
| 303 fLightColor == lightingFP.fLightColor && | 252 fLightColor == lightingFP.fLightColor && |
| 304 fAmbientColor == lightingFP.fAmbientColor && | 253 fAmbientColor == lightingFP.fAmbientColor; |
| 305 fInvNormRotation == lightingFP.fInvNormRotation; | |
| 306 } | 254 } |
| 307 | 255 |
| 308 GrCoordTransform fDiffDeviceTransform; | 256 GrCoordTransform fDeviceTransform; |
| 309 GrCoordTransform fNormDeviceTransform; | |
| 310 GrTextureAccess fDiffuseTextureAccess; | 257 GrTextureAccess fDiffuseTextureAccess; |
| 311 GrTextureAccess fNormalTextureAccess; | 258 GrTextureAccess fNormalTextureAccess; |
| 312 SkVector3 fLightDir; | 259 SkVector3 fLightDir; |
| 313 SkColor3f fLightColor; | 260 SkColor3f fLightColor; |
| 314 SkColor3f fAmbientColor; | 261 SkColor3f fAmbientColor; |
| 315 | |
| 316 SkVector fInvNormRotation; | |
| 317 }; | 262 }; |
| 318 | 263 |
| 319 //////////////////////////////////////////////////////////////////////////// | 264 //////////////////////////////////////////////////////////////////////////// |
| 320 | 265 |
| 321 static bool make_mat(const SkBitmap& bm, | |
| 322 const SkMatrix& localMatrix1, | |
| 323 const SkMatrix* localMatrix2, | |
| 324 SkMatrix* result) { | |
| 325 | |
| 326 result->setIDiv(bm.width(), bm.height()); | |
| 327 | |
| 328 SkMatrix lmInverse; | |
| 329 if (!localMatrix1.invert(&lmInverse)) { | |
| 330 return false; | |
| 331 } | |
| 332 if (localMatrix2) { | |
| 333 SkMatrix inv; | |
| 334 if (!localMatrix2->invert(&inv)) { | |
| 335 return false; | |
| 336 } | |
| 337 lmInverse.postConcat(inv); | |
| 338 } | |
| 339 result->preConcat(lmInverse); | |
| 340 | |
| 341 return true; | |
| 342 } | |
| 343 | |
| 344 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, | 266 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, |
| 345 const SkMatrix& viewM, const SkMa
trix* localMatrix, | 267 const SkMatrix& viewM, const SkMa
trix* localMatrix, |
| 346 GrColor* color, GrProcessorDataMa
nager* pdm, | 268 GrColor* color, GrProcessorDataMa
nager*, |
| 347 GrFragmentProcessor** fp) const { | 269 GrFragmentProcessor** fp) const { |
| 348 // we assume diffuse and normal maps have same width and height | 270 // we assume diffuse and normal maps have same width and height |
| 349 // TODO: support different sizes | 271 // TODO: support different sizes |
| 350 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && | 272 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
| 351 fDiffuseMap.height() == fNormalMap.height()); | 273 fDiffuseMap.height() == fNormalMap.height()); |
| 352 SkMatrix diffM, normM; | 274 SkMatrix matrix; |
| 353 | 275 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); |
| 354 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { | 276 |
| 355 return false; | 277 SkMatrix lmInverse; |
| 278 if (!this->getLocalMatrix().invert(&lmInverse)) { |
| 279 return false; |
| 280 } |
| 281 if (localMatrix) { |
| 282 SkMatrix inv; |
| 283 if (!localMatrix->invert(&inv)) { |
| 284 return false; |
| 285 } |
| 286 lmInverse.postConcat(inv); |
| 287 } |
| 288 matrix.preConcat(lmInverse); |
| 289 |
| 290 // Must set wrap and filter on the sampler before requesting a texture. In t
wo places below |
| 291 // we check the matrix scale factors to determine how to interpret the filte
r quality setting. |
| 292 // This completely ignores the complexity of the drawVertices case where exp
licit local coords |
| 293 // are provided by the caller. |
| 294 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil
terMode; |
| 295 switch (paint.getFilterQuality()) { |
| 296 case kNone_SkFilterQuality: |
| 297 textureFilterMode = GrTextureParams::kNone_FilterMode; |
| 298 break; |
| 299 case kLow_SkFilterQuality: |
| 300 textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| 301 break; |
| 302 case kMedium_SkFilterQuality:{ |
| 303 SkMatrix matrix; |
| 304 matrix.setConcat(viewM, this->getLocalMatrix()); |
| 305 if (matrix.getMinScale() < SK_Scalar1) { |
| 306 textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| 307 } else { |
| 308 // Don't trigger MIP level generation unnecessarily. |
| 309 textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| 310 } |
| 311 break; |
| 312 } |
| 313 case kHigh_SkFilterQuality: |
| 314 default: |
| 315 SkErrorInternals::SetError(kInvalidPaint_SkError, |
| 316 "Sorry, I don't understand the filtering " |
| 317 "mode you asked for. Falling back to " |
| 318 "MIPMaps."); |
| 319 textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| 320 break; |
| 321 |
| 356 } | 322 } |
| 357 | 323 |
| 358 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { | |
| 359 return false; | |
| 360 } | |
| 361 | |
| 362 bool doBicubic; | |
| 363 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode
( | |
| 364 SkTMin(paint.getFilterQuality(), kMedium
_SkFilterQuality), | |
| 365 viewM, | |
| 366 this->getLocalMatrix(), | |
| 367 &doBicubic); | |
| 368 SkASSERT(!doBicubic); | |
| 369 | |
| 370 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode
( | |
| 371 SkTMin(paint.getFilterQuality(), kMedium
_SkFilterQuality), | |
| 372 viewM, | |
| 373 fNormLocalMatrix, | |
| 374 &doBicubic); | |
| 375 SkASSERT(!doBicubic); | |
| 376 | |
| 377 // TODO: support other tile modes | 324 // TODO: support other tile modes |
| 378 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); | 325 GrTextureParams params(kClamp_TileMode, textureFilterMode); |
| 379 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, | 326 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi
ffuseMap, ¶ms)); |
| 380 fDiffuseMap,
&diffParams)); | |
| 381 if (!diffuseTexture) { | 327 if (!diffuseTexture) { |
| 382 SkErrorInternals::SetError(kInternalError_SkError, | 328 SkErrorInternals::SetError(kInternalError_SkError, |
| 383 "Couldn't convert bitmap to texture."); | 329 "Couldn't convert bitmap to texture."); |
| 384 return false; | 330 return false; |
| 385 } | 331 } |
| 386 | 332 |
| 387 GrTextureParams normParams(kClamp_TileMode, normFilterMode); | 333 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor
malMap, ¶ms)); |
| 388 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, | |
| 389 fNormalMap, &
normParams)); | |
| 390 if (!normalTexture) { | 334 if (!normalTexture) { |
| 391 SkErrorInternals::SetError(kInternalError_SkError, | 335 SkErrorInternals::SetError(kInternalError_SkError, |
| 392 "Couldn't convert bitmap to texture."); | 336 "Couldn't convert bitmap to texture."); |
| 393 return false; | 337 return false; |
| 394 } | 338 } |
| 395 | 339 |
| 396 | 340 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, |
| 397 *fp = SkNEW_ARGS(LightingFP, (pdm, diffuseTexture, normalTexture, | 341 fLight.fDirection, fLight.fColor, fAmbientColo
r)); |
| 398 diffM, normM, diffParams, normParams, fLights, | |
| 399 fInvNormRotation)); | |
| 400 | |
| 401 *color = GrColorPackA4(paint.getAlpha()); | 342 *color = GrColorPackA4(paint.getAlpha()); |
| 402 return true; | 343 return true; |
| 403 } | 344 } |
| 404 #else | 345 #else |
| 405 | 346 |
| 406 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, | 347 bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint
& paint, |
| 407 const SkMatrix& viewM, const SkMa
trix* localMatrix, | 348 const SkMatrix& viewM, const SkMa
trix* localMatrix, |
| 408 GrColor* color, GrProcessorDataMa
nager*, | 349 GrColor* color, GrProcessorDataMa
nager*, |
| 409 GrFragmentProcessor** fp) const { | 350 GrFragmentProcessor** fp) const { |
| 410 SkDEBUGFAIL("Should not call in GPU-less build"); | 351 SkDEBUGFAIL("Should not call in GPU-less build"); |
| (...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 443 fFlags = flags; | 384 fFlags = flags; |
| 444 } | 385 } |
| 445 | 386 |
| 446 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { | 387 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { |
| 447 // The bitmap proc states have been created outside of the context on memory
that will be freed | 388 // The bitmap proc states have been created outside of the context on memory
that will be freed |
| 448 // elsewhere. Call the destructors but leave the freeing of the memory to th
e caller. | 389 // elsewhere. Call the destructors but leave the freeing of the memory to th
e caller. |
| 449 fDiffuseState->~SkBitmapProcState(); | 390 fDiffuseState->~SkBitmapProcState(); |
| 450 fNormalState->~SkBitmapProcState(); | 391 fNormalState->~SkBitmapProcState(); |
| 451 } | 392 } |
| 452 | 393 |
| 453 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | 394 static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambie
nt) { |
| 454 if (color.fX <= 0.0f) { | 395 SkScalar color = light * diff * NdotL + 255 * ambient; |
| 455 color.fX = 0.0f; | 396 if (color <= 0.0f) { |
| 456 } else if (color.fX >= 255.0f) { | 397 return 0; |
| 457 color.fX = 255.0f; | 398 } else if (color >= 255.0f) { |
| 458 } | 399 return 255; |
| 459 | 400 } else { |
| 460 if (color.fY <= 0.0f) { | 401 return (int) color; |
| 461 color.fY = 0.0f; | 402 } |
| 462 } else if (color.fY >= 255.0f) { | |
| 463 color.fY = 255.0f; | |
| 464 } | |
| 465 | |
| 466 if (color.fZ <= 0.0f) { | |
| 467 color.fZ = 0.0f; | |
| 468 } else if (color.fZ >= 255.0f) { | |
| 469 color.fZ = 255.0f; | |
| 470 } | |
| 471 | |
| 472 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ)
; | |
| 473 } | 403 } |
| 474 | 404 |
| 475 // larger is better (fewer times we have to loop), but we shouldn't | 405 // larger is better (fewer times we have to loop), but we shouldn't |
| 476 // take up too much stack-space (each one here costs 16 bytes) | 406 // take up too much stack-space (each could here costs 16 bytes) |
| 477 #define TMP_COUNT 16 | 407 #define TMP_COUNT 16 |
| 478 | 408 |
| 479 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, | 409 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
| 480 SkPMColor result[],
int count) { | 410 SkPMColor result[],
int count) { |
| 481 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader
Impl&>(fShader); | 411 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader
Impl&>(fShader); |
| 482 | 412 |
| 483 uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT]; | 413 SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; |
| 484 SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT]; | 414 SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; |
| 485 | 415 |
| 486 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); | 416 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); |
| 487 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32()
; | 417 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32()
; |
| 488 | 418 |
| 489 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); | 419 SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); |
| 490 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(
); | 420 SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(
); |
| 491 | 421 |
| 492 int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP
_COUNT); | |
| 493 int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP
_COUNT); | |
| 494 int max = SkTMin(diffMax, normMax); | |
| 495 | |
| 496 SkASSERT(fDiffuseState->fPixmap.addr()); | 422 SkASSERT(fDiffuseState->fPixmap.addr()); |
| 497 SkASSERT(fNormalState->fPixmap.addr()); | 423 SkASSERT(fNormalState->fPixmap.addr()); |
| 498 | 424 |
| 499 SkPoint3 norm, xformedNorm; | 425 SkPoint3 norm; |
| 426 SkScalar NdotL; |
| 427 int r, g, b; |
| 500 | 428 |
| 501 do { | 429 do { |
| 502 int n = count; | 430 int n = count; |
| 503 if (n > max) { | 431 if (n > TMP_COUNT) { |
| 504 n = max; | 432 n = TMP_COUNT; |
| 505 } | 433 } |
| 506 | 434 |
| 507 diffMProc(*fDiffuseState, tmpColor, n, x, y); | 435 diffMProc(*fDiffuseState, tmpColor, n, x, y); |
| 508 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); | 436 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); |
| 509 | 437 |
| 510 normalMProc(*fNormalState, tmpNormal, n, x, y); | 438 normalMProc(*fNormalState, tmpNormal, n, x, y); |
| 511 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); | 439 normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); |
| 512 | 440 |
| 513 for (int i = 0; i < n; ++i) { | 441 for (int i = 0; i < n; ++i) { |
| 514 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul | 442 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul |
| 515 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, | 443 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, |
| 516 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, | 444 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, |
| 517 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); | 445 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); |
| 518 norm.normalize(); | 446 norm.normalize(); |
| 519 | 447 |
| 520 xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX + | 448 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); |
| 521 lightShader.fInvNormRotation.fY * norm.fY; | 449 NdotL = norm.dot(lightShader.fLight.fDirection); |
| 522 xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX - | |
| 523 lightShader.fInvNormRotation.fY * norm.fY; | |
| 524 xformedNorm.fZ = norm.fZ; | |
| 525 | 450 |
| 526 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); | 451 // This is all done in linear unpremul color space |
| 452 r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), Ndot
L, |
| 453 lightShader.fAmbientColor.fX); |
| 454 g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), Ndot
L, |
| 455 lightShader.fAmbientColor.fY); |
| 456 b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), Ndot
L, |
| 457 lightShader.fAmbientColor.fZ); |
| 527 | 458 |
| 528 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 459 result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); |
| 529 // This is all done in linear unpremul color space (each component 0
..255.0f though) | |
| 530 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | |
| 531 const SkLight& light = lightShader.fLights->light(l); | |
| 532 | |
| 533 if (SkLight::kAmbient_LightType == light.type()) { | |
| 534 accum += light.color().makeScale(255.0f); | |
| 535 } else { | |
| 536 SkScalar NdotL = xformedNorm.dot(light.dir()); | |
| 537 if (NdotL < 0.0f) { | |
| 538 NdotL = 0.0f; | |
| 539 } | |
| 540 | |
| 541 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot
L; | |
| 542 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot
L; | |
| 543 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot
L; | |
| 544 } | |
| 545 } | |
| 546 | |
| 547 result[i] = convert(accum, SkColorGetA(diffColor)); | |
| 548 } | 460 } |
| 549 | 461 |
| 550 result += n; | 462 result += n; |
| 551 x += n; | 463 x += n; |
| 552 count -= n; | 464 count -= n; |
| 553 } while (count > 0); | 465 } while (count > 0); |
| 554 } | 466 } |
| 555 | 467 |
| 556 //////////////////////////////////////////////////////////////////////////// | 468 //////////////////////////////////////////////////////////////////////////// |
| 557 | 469 |
| 558 #ifndef SK_IGNORE_TO_STRING | 470 #ifndef SK_IGNORE_TO_STRING |
| 559 void SkLightingShaderImpl::toString(SkString* str) const { | 471 void SkLightingShaderImpl::toString(SkString* str) const { |
| 560 str->appendf("LightingShader: ()"); | 472 str->appendf("LightingShader: ()"); |
| 561 } | 473 } |
| 562 #endif | 474 #endif |
| 563 | 475 |
| 564 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { | 476 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { |
| 565 SkMatrix diffLocalM; | 477 SkMatrix localMatrix; |
| 566 bool hasDiffLocalM = buf.readBool(); | 478 buf.readMatrix(&localMatrix); |
| 567 if (hasDiffLocalM) { | |
| 568 buf.readMatrix(&diffLocalM); | |
| 569 } else { | |
| 570 diffLocalM.reset(); | |
| 571 } | |
| 572 | |
| 573 SkMatrix normLocalM; | |
| 574 bool hasNormLocalM = buf.readBool(); | |
| 575 if (hasNormLocalM) { | |
| 576 buf.readMatrix(&normLocalM); | |
| 577 } else { | |
| 578 normLocalM.reset(); | |
| 579 } | |
| 580 | 479 |
| 581 SkBitmap diffuse; | 480 SkBitmap diffuse; |
| 582 if (!buf.readBitmap(&diffuse)) { | 481 if (!buf.readBitmap(&diffuse)) { |
| 583 return NULL; | 482 return NULL; |
| 584 } | 483 } |
| 585 diffuse.setImmutable(); | 484 diffuse.setImmutable(); |
| 586 | 485 |
| 587 SkBitmap normal; | 486 SkBitmap normal; |
| 588 if (!buf.readBitmap(&normal)) { | 487 if (!buf.readBitmap(&normal)) { |
| 589 return NULL; | 488 return NULL; |
| 590 } | 489 } |
| 591 normal.setImmutable(); | 490 normal.setImmutable(); |
| 592 | 491 |
| 593 int numLights = buf.readInt(); | 492 SkLightingShader::Light light; |
| 594 | 493 if (!buf.readScalarArray(&light.fDirection.fX, 3)) { |
| 595 SkLightingShader::Lights::Builder builder; | 494 return NULL; |
| 596 | 495 } |
| 597 for (int l = 0; l < numLights; ++l) { | 496 if (!buf.readScalarArray(&light.fColor.fX, 3)) { |
| 598 bool isAmbient = buf.readBool(); | 497 return NULL; |
| 599 | |
| 600 SkColor3f color; | |
| 601 if (!buf.readScalarArray(&color.fX, 3)) { | |
| 602 return NULL; | |
| 603 } | |
| 604 | |
| 605 if (isAmbient) { | |
| 606 builder.add(SkLight(color)); | |
| 607 } else { | |
| 608 SkVector3 dir; | |
| 609 if (!buf.readScalarArray(&dir.fX, 3)) { | |
| 610 return NULL; | |
| 611 } | |
| 612 builder.add(SkLight(color, dir)); | |
| 613 } | |
| 614 } | 498 } |
| 615 | 499 |
| 616 SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish()); | 500 SkColor3f ambient; |
| 501 if (!buf.readScalarArray(&ambient.fX, 3)) { |
| 502 return NULL; |
| 503 } |
| 617 | 504 |
| 618 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, | 505 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &l
ocalMatrix)); |
| 619 SkVector::Make(1.0f, 0.0f), | |
| 620 &diffLocalM, &normLocalM)); | |
| 621 } | 506 } |
| 622 | 507 |
| 623 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { | 508 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
| 624 this->INHERITED::flatten(buf); | 509 buf.writeMatrix(this->getLocalMatrix()); |
| 625 | |
| 626 bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); | |
| 627 buf.writeBool(hasNormLocalM); | |
| 628 if (hasNormLocalM) { | |
| 629 buf.writeMatrix(fNormLocalMatrix); | |
| 630 } | |
| 631 | 510 |
| 632 buf.writeBitmap(fDiffuseMap); | 511 buf.writeBitmap(fDiffuseMap); |
| 633 buf.writeBitmap(fNormalMap); | 512 buf.writeBitmap(fNormalMap); |
| 634 | 513 buf.writeScalarArray(&fLight.fDirection.fX, 3); |
| 635 buf.writeInt(fLights->numLights()); | 514 buf.writeScalarArray(&fLight.fColor.fX, 3); |
| 636 for (int l = 0; l < fLights->numLights(); ++l) { | 515 buf.writeScalarArray(&fAmbientColor.fX, 3); |
| 637 const SkLight& light = fLights->light(l); | |
| 638 | |
| 639 bool isAmbient = SkLight::kAmbient_LightType == light.type(); | |
| 640 | |
| 641 buf.writeBool(isAmbient); | |
| 642 buf.writeScalarArray(&light.color().fX, 3); | |
| 643 if (!isAmbient) { | |
| 644 buf.writeScalarArray(&light.dir().fX, 3); | |
| 645 } | |
| 646 } | |
| 647 } | |
| 648 | |
| 649 bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec, | |
| 650 SkMatrix* normTotalInverse) c
onst { | |
| 651 SkMatrix total; | |
| 652 total.setConcat(*rec.fMatrix, fNormLocalMatrix); | |
| 653 | |
| 654 const SkMatrix* m = &total; | |
| 655 if (rec.fLocalMatrix) { | |
| 656 total.setConcat(*m, *rec.fLocalMatrix); | |
| 657 m = &total; | |
| 658 } | |
| 659 return m->invert(normTotalInverse); | |
| 660 } | 516 } |
| 661 | 517 |
| 662 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, | 518 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
| 663 void* storage) const { | 519 void* storage) const { |
| 664 | 520 |
| 665 SkMatrix diffTotalInv; | 521 SkMatrix totalInverse; |
| 666 // computeTotalInverse was called in SkShader::createContext so we know it w
ill succeed | 522 // Do this first, so we know the matrix can be inverted. |
| 667 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv)); | 523 if (!this->computeTotalInverse(rec, &totalInverse)) { |
| 668 | |
| 669 SkMatrix normTotalInv; | |
| 670 if (!this->computeNormTotalInverse(rec, &normTotalInv)) { | |
| 671 return NULL; | 524 return NULL; |
| 672 } | 525 } |
| 673 | 526 |
| 674 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); | 527 void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); |
| 675 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit
mapProcState); | 528 SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBit
mapProcState); |
| 676 SkASSERT(diffuseState); | 529 SkASSERT(diffuseState); |
| 677 | 530 |
| 678 diffuseState->fTileModeX = SkShader::kClamp_TileMode; | 531 diffuseState->fTileModeX = SkShader::kClamp_TileMode; |
| 679 diffuseState->fTileModeY = SkShader::kClamp_TileMode; | 532 diffuseState->fTileModeY = SkShader::kClamp_TileMode; |
| 680 diffuseState->fOrigBitmap = fDiffuseMap; | 533 diffuseState->fOrigBitmap = fDiffuseMap; |
| 681 if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) { | 534 if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { |
| 682 diffuseState->~SkBitmapProcState(); | 535 diffuseState->~SkBitmapProcState(); |
| 683 return NULL; | 536 return NULL; |
| 684 } | 537 } |
| 685 | 538 |
| 686 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) +
sizeof(SkBitmapProcState); | 539 void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) +
sizeof(SkBitmapProcState); |
| 687 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma
pProcState); | 540 SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitma
pProcState); |
| 688 SkASSERT(normalState); | 541 SkASSERT(normalState); |
| 689 | 542 |
| 690 normalState->fTileModeX = SkShader::kClamp_TileMode; | 543 normalState->fTileModeX = SkShader::kClamp_TileMode; |
| 691 normalState->fTileModeY = SkShader::kClamp_TileMode; | 544 normalState->fTileModeY = SkShader::kClamp_TileMode; |
| 692 normalState->fOrigBitmap = fNormalMap; | 545 normalState->fOrigBitmap = fNormalMap; |
| 693 if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) { | 546 if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { |
| 694 diffuseState->~SkBitmapProcState(); | 547 diffuseState->~SkBitmapProcState(); |
| 695 normalState->~SkBitmapProcState(); | 548 normalState->~SkBitmapProcState(); |
| 696 return NULL; | 549 return NULL; |
| 697 } | 550 } |
| 698 | 551 |
| 699 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, | 552 return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, |
| 700 diffuseState, n
ormalState)); | 553 diffuseState, n
ormalState)); |
| 701 } | 554 } |
| 702 | 555 |
| 703 /////////////////////////////////////////////////////////////////////////////// | 556 /////////////////////////////////////////////////////////////////////////////// |
| 704 | 557 |
| 705 static bool bitmap_is_too_big(const SkBitmap& bm) { | 558 static bool bitmap_is_too_big(const SkBitmap& bm) { |
| 706 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it | 559 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it |
| 707 // communicates between its matrix-proc and its sampler-proc. Until we can | 560 // communicates between its matrix-proc and its sampler-proc. Until we can |
| 708 // widen that, we have to reject bitmaps that are larger. | 561 // widen that, we have to reject bitmaps that are larger. |
| 709 // | 562 // |
| 710 static const int kMaxSize = 65535; | 563 static const int kMaxSize = 65535; |
| 711 | 564 |
| 712 return bm.width() > kMaxSize || bm.height() > kMaxSize; | 565 return bm.width() > kMaxSize || bm.height() > kMaxSize; |
| 713 } | 566 } |
| 714 | 567 |
| 715 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm
al, | 568 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm
al, |
| 716 const Lights* lights, | 569 const SkLightingShader::Light& light, |
| 717 const SkVector& invNormRotation, | 570 const SkColor3f& ambient, |
| 718 const SkMatrix* diffLocalM, const SkMatrix* n
ormLocalM) { | 571 const SkMatrix* localMatrix) { |
| 719 if (diffuse.isNull() || bitmap_is_too_big(diffuse) || | 572 if (diffuse.isNull() || bitmap_is_too_big(diffuse) || |
| 720 normal.isNull() || bitmap_is_too_big(normal) || | 573 normal.isNull() || bitmap_is_too_big(normal) || |
| 721 diffuse.width() != normal.width() || | 574 diffuse.width() != normal.width() || |
| 722 diffuse.height() != normal.height()) { | 575 diffuse.height() != normal.height()) { |
| 723 return nullptr; | 576 return nullptr; |
| 724 } | 577 } |
| 725 | 578 |
| 726 SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); | 579 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, lo
calMatrix)); |
| 727 | |
| 728 return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, | |
| 729 invNormRotation, diffLocalM, normLo
calM)); | |
| 730 } | 580 } |
| 731 | 581 |
| 732 /////////////////////////////////////////////////////////////////////////////// | 582 /////////////////////////////////////////////////////////////////////////////// |
| 733 | 583 |
| 734 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 584 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
| 735 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 585 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
| 736 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 586 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 737 | 587 |
| 738 /////////////////////////////////////////////////////////////////////////////// | 588 /////////////////////////////////////////////////////////////////////////////// |
| OLD | NEW |