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Unified Diff: src/core/SkLightingShader.cpp

Issue 1304673002: Revert "Update SkLightingShader to support rotation" (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 4 months ago
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Index: src/core/SkLightingShader.cpp
diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
deleted file mode 100644
index ce5c0ddb25d06f502c94e063bfefaafb76aa46d8..0000000000000000000000000000000000000000
--- a/src/core/SkLightingShader.cpp
+++ /dev/null
@@ -1,738 +0,0 @@
-
-/*
- * Copyright 2015 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkBitmapProcState.h"
-#include "SkColor.h"
-#include "SkEmptyShader.h"
-#include "SkErrorInternals.h"
-#include "SkLightingShader.h"
-#include "SkMathPriv.h"
-#include "SkPoint3.h"
-#include "SkReadBuffer.h"
-#include "SkWriteBuffer.h"
-
-////////////////////////////////////////////////////////////////////////////
-
-/*
- SkLightingShader TODOs:
- support other than clamp mode
- allow 'diffuse' & 'normal' to be of different dimensions?
- support different light types
- support multiple lights
- enforce normal map is 4 channel
- use SkImages instead if SkBitmaps
-
- To Test:
- non-opaque diffuse textures
- A8 diffuse textures
- down & upsampled draws
-*/
-
-
-
-/** \class SkLightingShaderImpl
- This subclass of shader applies lighting.
-*/
-class SK_API SkLightingShaderImpl : public SkShader {
-public:
-
- /** Create a new lighting shader that 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::Lights* lights,
- const SkVector& invNormRotation,
- const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
- : INHERITED(diffLocalM)
- , fDiffuseMap(diffuse)
- , fNormalMap(normal)
- , 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;
-
- bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
- const SkMatrix* localMatrix, GrColor* color,
- GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
-
- size_t contextSize() const override;
-
- class LightingShaderContext : public SkShader::Context {
- public:
- // The context takes ownership of the states. It will call their destructors
- // but will NOT free the memory.
- LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
- SkBitmapProcState* diffuseState, SkBitmapProcState* normalState);
- ~LightingShaderContext() override;
-
- void shadeSpan(int x, int y, SkPMColor[], int count) override;
-
- uint32_t getFlags() const override { return fFlags; }
-
- private:
- SkBitmapProcState* fDiffuseState;
- SkBitmapProcState* fNormalState;
- uint32_t fFlags;
-
- typedef SkShader::Context INHERITED;
- };
-
- SK_TO_STRING_OVERRIDE()
- SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
-
-protected:
- void flatten(SkWriteBuffer&) const override;
- Context* onCreateContext(const ContextRec&, void*) const override;
- bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const;
-
-private:
- SkBitmap fDiffuseMap;
- SkBitmap fNormalMap;
-
- SkAutoTUnref<const SkLightingShader::Lights> fLights;
-
- SkMatrix fNormLocalMatrix;
- SkVector fInvNormRotation;
-
- friend class SkLightingShader;
-
- typedef SkShader INHERITED;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-#if SK_SUPPORT_GPU
-
-#include "GrCoordTransform.h"
-#include "GrFragmentProcessor.h"
-#include "GrTextureAccess.h"
-#include "gl/GrGLProcessor.h"
-#include "gl/builders/GrGLProgramBuilder.h"
-#include "SkGr.h"
-
-class LightingFP : public GrFragmentProcessor {
-public:
- LightingFP(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>();
- }
-
- class LightingGLFP : public GrGLFragmentProcessor {
- public:
- LightingGLFP() {
- fLightDir.fX = 10000.0f;
- fLightColor.fX = 0.0f;
- fAmbientColor.fX = 0.0f;
- fInvNormRotation.fX = 0.0f;
- }
-
- void emitCode(EmitArgs& args) override {
-
- GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder();
-
- // add uniforms
- const char* lightDirUniName = NULL;
- fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightDir", &lightDirUniName);
-
- const char* lightColorUniName = NULL;
- fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightColor", &lightColorUniName);
-
- const char* ambientColorUniName = NULL;
- fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "AmbientColor", &ambientColorUniName);
-
- 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(),
- args.fCoords[0].getType());
- fpb->codeAppend(";");
-
- fpb->codeAppend("vec4 normalColor = ");
- fpb->appendTextureLookup(args.fSamplers[1],
- args.fCoords[1].c_str(),
- args.fCoords[1].getType());
- fpb->codeAppend(";");
-
- 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
- fpb->codeAppendf("result += %s;", ambientColorUniName);
- fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
- }
-
- static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
- GrProcessorKeyBuilder* b) {
-// const LightingFP& lightingFP = proc.cast<LightingFP>();
- // only one shader generated currently
- b->add32(0x0);
- }
-
- protected:
- void onSetData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
- const LightingFP& lightingFP = proc.cast<LightingFP>();
-
- const SkVector3& lightDir = lightingFP.lightDir();
- if (lightDir != fLightDir) {
- pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
- fLightDir = lightDir;
- }
-
- const SkColor3f& lightColor = lightingFP.lightColor();
- if (lightColor != fLightColor) {
- pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
- fLightColor = lightColor;
- }
-
- const SkColor3f& ambientColor = lightingFP.ambientColor();
- if (ambientColor != fAmbientColor) {
- pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
- fAmbientColor = ambientColor;
- }
-
- const SkVector& invNormRotation = lightingFP.invNormRotation();
- if (invNormRotation != fInvNormRotation) {
- pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
- fInvNormRotation = invNormRotation;
- }
- }
-
- private:
- SkVector3 fLightDir;
- GrGLProgramDataManager::UniformHandle fLightDirUni;
-
- SkColor3f fLightColor;
- GrGLProgramDataManager::UniformHandle fLightColorUni;
-
- SkColor3f fAmbientColor;
- GrGLProgramDataManager::UniformHandle fAmbientColorUni;
-
- SkVector fInvNormRotation;
- GrGLProgramDataManager::UniformHandle fXformUni;
- };
-
- void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
- LightingGLFP::GenKey(*this, caps, b);
- }
-
- const char* name() const override { return "LightingFP"; }
-
- void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
- inout->mulByUnknownFourComponents();
- }
-
- const SkVector3& lightDir() const { return fLightDir; }
- const SkColor3f& lightColor() const { return fLightColor; }
- const SkColor3f& ambientColor() const { return fAmbientColor; }
- 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 fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
- fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
- fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
- fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
- fLightDir == lightingFP.fLightDir &&
- fLightColor == lightingFP.fLightColor &&
- fAmbientColor == lightingFP.fAmbientColor &&
- fInvNormRotation == lightingFP.fInvNormRotation;
- }
-
- GrCoordTransform fDiffDeviceTransform;
- GrCoordTransform fNormDeviceTransform;
- GrTextureAccess fDiffuseTextureAccess;
- GrTextureAccess fNormalTextureAccess;
- SkVector3 fLightDir;
- SkColor3f fLightColor;
- SkColor3f fAmbientColor;
-
- SkVector fInvNormRotation;
-};
-
-////////////////////////////////////////////////////////////////////////////
-
-static bool make_mat(const SkBitmap& bm,
- const SkMatrix& localMatrix1,
- const SkMatrix* localMatrix2,
- SkMatrix* result) {
-
- result->setIDiv(bm.width(), bm.height());
-
- SkMatrix lmInverse;
- if (!localMatrix1.invert(&lmInverse)) {
- return false;
- }
- if (localMatrix2) {
- SkMatrix inv;
- if (!localMatrix2->invert(&inv)) {
- return false;
- }
- lmInverse.postConcat(inv);
- }
- 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;
- }
-
- 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 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;
- }
-
- 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, (pdm, diffuseTexture, normalTexture,
- diffM, normM, diffParams, normParams, fLights,
- fInvNormRotation));
-
- *color = GrColorPackA4(paint.getAlpha());
- return true;
-}
-#else
-
-bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
- const SkMatrix& viewM, const SkMatrix* localMatrix,
- GrColor* color, GrProcessorDataManager*,
- GrFragmentProcessor** fp) const {
- SkDEBUGFAIL("Should not call in GPU-less build");
- return false;
-}
-
-#endif
-
-////////////////////////////////////////////////////////////////////////////
-
-bool SkLightingShaderImpl::isOpaque() const {
- return fDiffuseMap.isOpaque();
-}
-
-size_t SkLightingShaderImpl::contextSize() const {
- return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
-}
-
-SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
- const ContextRec& rec,
- SkBitmapProcState* diffuseState,
- SkBitmapProcState* normalState)
- : INHERITED(shader, rec)
- , fDiffuseState(diffuseState)
- , fNormalState(normalState)
-{
- const SkPixmap& pixmap = fDiffuseState->fPixmap;
- bool isOpaque = pixmap.isOpaque();
-
- // update fFlags
- uint32_t flags = 0;
- if (isOpaque && (255 == this->getPaintAlpha())) {
- flags |= kOpaqueAlpha_Flag;
- }
-
- fFlags = flags;
-}
-
-SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
- // The bitmap proc states have been created outside of the context on memory that will be freed
- // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
- fDiffuseState->~SkBitmapProcState();
- fNormalState->~SkBitmapProcState();
-}
-
-static inline 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 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);
-
- 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();
-
- 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, xformedNorm;
-
- do {
- int n = count;
- if (n > max) {
- n = max;
- }
-
- diffMProc(*fDiffuseState, tmpColor, n, x, y);
- diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
-
- normalMProc(*fNormalState, tmpNormal, n, x, y);
- normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
-
- for (int i = 0; i < n; ++i) {
- SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
- norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
- SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
- SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
- norm.normalize();
-
- 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]);
-
- 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] = convert(accum, SkColorGetA(diffColor));
- }
-
- result += n;
- x += n;
- count -= n;
- } while (count > 0);
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-#ifndef SK_IGNORE_TO_STRING
-void SkLightingShaderImpl::toString(SkString* str) const {
- str->appendf("LightingShader: ()");
-}
-#endif
-
-SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
- SkMatrix 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)) {
- return NULL;
- }
- diffuse.setImmutable();
-
- SkBitmap normal;
- if (!buf.readBitmap(&normal)) {
- return NULL;
- }
- normal.setImmutable();
-
- int numLights = buf.readInt();
-
- 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));
- }
- }
-
- 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 {
- this->INHERITED::flatten(buf);
-
- bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
- buf.writeBool(hasNormLocalM);
- if (hasNormLocalM) {
- buf.writeMatrix(fNormLocalMatrix);
- }
-
- buf.writeBitmap(fDiffuseMap);
- buf.writeBitmap(fNormalMap);
-
- 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 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;
- }
-
- void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
- SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState);
- SkASSERT(diffuseState);
-
- diffuseState->fTileModeX = SkShader::kClamp_TileMode;
- diffuseState->fTileModeY = SkShader::kClamp_TileMode;
- diffuseState->fOrigBitmap = fDiffuseMap;
- if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) {
- diffuseState->~SkBitmapProcState();
- return NULL;
- }
-
- void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
- SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState);
- SkASSERT(normalState);
-
- normalState->fTileModeX = SkShader::kClamp_TileMode;
- normalState->fTileModeY = SkShader::kClamp_TileMode;
- normalState->fOrigBitmap = fNormalMap;
- if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) {
- diffuseState->~SkBitmapProcState();
- normalState->~SkBitmapProcState();
- return NULL;
- }
-
- return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
- diffuseState, normalState));
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-static bool bitmap_is_too_big(const SkBitmap& bm) {
- // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
- // communicates between its matrix-proc and its sampler-proc. Until we can
- // widen that, we have to reject bitmaps that are larger.
- //
- static const int kMaxSize = 65535;
-
- return bm.width() > kMaxSize || bm.height() > kMaxSize;
-}
-
-SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
- const 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() ||
- diffuse.height() != normal.height()) {
- return nullptr;
- }
-
- SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
-
- return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights,
- invNormRotation, diffLocalM, normLocalM));
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
- SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////
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