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 |
- |
-/////////////////////////////////////////////////////////////////////////////// |