Index: src/effects/SkLightingShader.cpp |
diff --git a/src/core/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp |
similarity index 57% |
rename from src/core/SkLightingShader.cpp |
rename to src/effects/SkLightingShader.cpp |
index ce5c0ddb25d06f502c94e063bfefaafb76aa46d8..d441d9ba9fd298c6b6a44503e591e0939f47e91c 100644 |
--- a/src/core/SkLightingShader.cpp |
+++ b/src/effects/SkLightingShader.cpp |
@@ -12,7 +12,6 @@ |
#include "SkErrorInternals.h" |
#include "SkLightingShader.h" |
#include "SkMathPriv.h" |
-#include "SkPoint3.h" |
#include "SkReadBuffer.h" |
#include "SkWriteBuffer.h" |
@@ -41,33 +40,24 @@ |
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 |
+ /** Create a new lighting shader that use the provided normal map, light |
+ and ambient color to light the diffuse bitmap. |
+ @param diffuse the diffuse bitmap |
+ @param normal the normal map |
+ @param light the light applied to the normal map |
+ @param ambient the linear (unpremul) ambient light color |
*/ |
SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, |
- const SkLightingShader::Lights* lights, |
- const SkVector& invNormRotation, |
- const SkMatrix* diffLocalM, const SkMatrix* normLocalM) |
- : INHERITED(diffLocalM) |
+ const SkLightingShader::Light& light, |
+ const SkColor3f& ambient, const SkMatrix* localMatrix) |
+ : INHERITED(localMatrix) |
, fDiffuseMap(diffuse) |
, fNormalMap(normal) |
- , fLights(SkRef(lights)) |
- , fInvNormRotation(invNormRotation) { |
- |
- if (normLocalM) { |
- fNormLocalMatrix = *normLocalM; |
- } else { |
- fNormLocalMatrix.reset(); |
+ , fLight(light) |
+ , fAmbientColor(ambient) { |
+ if (!fLight.fDirection.normalize()) { |
+ fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f); |
} |
- // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe. |
- (void)fNormLocalMatrix.getType(); |
- |
} |
bool isOpaque() const override; |
@@ -104,16 +94,12 @@ public: |
protected: |
void flatten(SkWriteBuffer&) const override; |
Context* onCreateContext(const ContextRec&, void*) const override; |
- bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const; |
private: |
- SkBitmap fDiffuseMap; |
- SkBitmap fNormalMap; |
- |
- SkAutoTUnref<const SkLightingShader::Lights> fLights; |
- |
- SkMatrix fNormLocalMatrix; |
- SkVector fInvNormRotation; |
+ SkBitmap fDiffuseMap; |
+ SkBitmap fNormalMap; |
+ SkLightingShader::Light fLight; |
+ SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel. |
friend class SkLightingShader; |
@@ -133,32 +119,19 @@ private: |
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); |
+ LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, |
+ const SkVector3& lightDir, const SkColor3f& lightColor, |
+ const SkColor3f& ambientColor) |
+ : fDeviceTransform(kDevice_GrCoordSet, matrix) |
+ , fDiffuseTextureAccess(diffuse) |
+ , fNormalTextureAccess(normal) |
+ , fLightDir(lightDir) |
+ , fLightColor(lightColor) |
+ , fAmbientColor(ambientColor) { |
+ this->addCoordTransform(&fDeviceTransform); |
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>(); |
} |
@@ -168,7 +141,6 @@ public: |
fLightDir.fX = 10000.0f; |
fLightColor.fX = 0.0f; |
fAmbientColor.fX = 0.0f; |
- fInvNormRotation.fX = 0.0f; |
} |
void emitCode(EmitArgs& args) override { |
@@ -191,11 +163,6 @@ public: |
kVec3f_GrSLType, kDefault_GrSLPrecision, |
"AmbientColor", &ambientColorUniName); |
- const char* xformUniName = NULL; |
- fXformUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
- kVec2f_GrSLType, kDefault_GrSLPrecision, |
- "Xform", &xformUniName); |
- |
fpb->codeAppend("vec4 diffuseColor = "); |
fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], |
args.fCoords[0].c_str(), |
@@ -204,20 +171,13 @@ public: |
fpb->codeAppend("vec4 normalColor = "); |
fpb->appendTextureLookup(args.fSamplers[1], |
- args.fCoords[1].c_str(), |
- args.fCoords[1].getType()); |
+ args.fCoords[0].c_str(), |
+ args.fCoords[0].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); |
+ fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5));"); |
+ fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); |
+ fpb->codeAppend("float NdotL = dot(normal, lightDir);"); |
// diffuse light |
fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); |
// ambient light |
@@ -253,12 +213,6 @@ public: |
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
fAmbientColor = ambientColor; |
} |
- |
- const SkVector& invNormRotation = lightingFP.invNormRotation(); |
- if (invNormRotation != fInvNormRotation) { |
- pdman.set2fv(fXformUni, 1, &invNormRotation.fX); |
- fInvNormRotation = invNormRotation; |
- } |
} |
private: |
@@ -270,9 +224,6 @@ public: |
SkColor3f fAmbientColor; |
GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
- |
- SkVector fInvNormRotation; |
- GrGLProgramDataManager::UniformHandle fXformUni; |
}; |
void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
@@ -288,116 +239,106 @@ public: |
const SkVector3& lightDir() const { return fLightDir; } |
const SkColor3f& lightColor() const { return fLightColor; } |
const SkColor3f& ambientColor() const { return fAmbientColor; } |
- const SkVector& invNormRotation() const { return fInvNormRotation; } |
private: |
GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(LightingGLFP); } |
bool onIsEqual(const GrFragmentProcessor& proc) const override { |
const LightingFP& lightingFP = proc.cast<LightingFP>(); |
- return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && |
- fNormDeviceTransform == lightingFP.fNormDeviceTransform && |
+ return fDeviceTransform == lightingFP.fDeviceTransform && |
fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
fNormalTextureAccess == lightingFP.fNormalTextureAccess && |
fLightDir == lightingFP.fLightDir && |
fLightColor == lightingFP.fLightColor && |
- fAmbientColor == lightingFP.fAmbientColor && |
- fInvNormRotation == lightingFP.fInvNormRotation; |
+ fAmbientColor == lightingFP.fAmbientColor; |
} |
- GrCoordTransform fDiffDeviceTransform; |
- GrCoordTransform fNormDeviceTransform; |
+ GrCoordTransform fDeviceTransform; |
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()); |
+bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, |
+ const SkMatrix& viewM, const SkMatrix* localMatrix, |
+ GrColor* color, GrProcessorDataManager*, |
+ GrFragmentProcessor** fp) const { |
+ // we assume diffuse and normal maps have same width and height |
+ // TODO: support different sizes |
+ SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
+ fDiffuseMap.height() == fNormalMap.height()); |
+ SkMatrix matrix; |
+ matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); |
SkMatrix lmInverse; |
- if (!localMatrix1.invert(&lmInverse)) { |
+ if (!this->getLocalMatrix().invert(&lmInverse)) { |
return false; |
} |
- if (localMatrix2) { |
+ if (localMatrix) { |
SkMatrix inv; |
- if (!localMatrix2->invert(&inv)) { |
+ if (!localMatrix->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; |
+ matrix.preConcat(lmInverse); |
+ |
+ // Must set wrap and filter on the sampler before requesting a texture. In two places below |
+ // we check the matrix scale factors to determine how to interpret the filter quality setting. |
+ // This completely ignores the complexity of the drawVertices case where explicit local coords |
+ // are provided by the caller. |
+ GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
+ switch (paint.getFilterQuality()) { |
+ case kNone_SkFilterQuality: |
+ textureFilterMode = GrTextureParams::kNone_FilterMode; |
+ break; |
+ case kLow_SkFilterQuality: |
+ textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
+ break; |
+ case kMedium_SkFilterQuality:{ |
+ SkMatrix matrix; |
+ matrix.setConcat(viewM, this->getLocalMatrix()); |
+ if (matrix.getMinScale() < SK_Scalar1) { |
+ textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
+ } else { |
+ // Don't trigger MIP level generation unnecessarily. |
+ textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
+ } |
+ break; |
} |
+ case kHigh_SkFilterQuality: |
+ default: |
+ SkErrorInternals::SetError(kInvalidPaint_SkError, |
+ "Sorry, I don't understand the filtering " |
+ "mode you asked for. Falling back to " |
+ "MIPMaps."); |
+ textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
+ break; |
- if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { |
- return false; |
} |
- bool doBicubic; |
- GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode( |
- SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality), |
- viewM, |
- this->getLocalMatrix(), |
- &doBicubic); |
- SkASSERT(!doBicubic); |
- |
- GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode( |
- SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality), |
- viewM, |
- fNormLocalMatrix, |
- &doBicubic); |
- SkASSERT(!doBicubic); |
- |
// TODO: support other tile modes |
- GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); |
- SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, |
- fDiffuseMap, &diffParams)); |
+ GrTextureParams params(kClamp_TileMode, textureFilterMode); |
+ SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, ¶ms)); |
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)); |
+ SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms)); |
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)); |
- |
+ *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, |
+ fLight.fDirection, fLight.fColor, fAmbientColor)); |
*color = GrColorPackA4(paint.getAlpha()); |
return true; |
} |
@@ -450,38 +391,27 @@ SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { |
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); |
+static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambient) { |
+ SkScalar color = light * diff * NdotL + 255 * ambient; |
+ if (color <= 0.0f) { |
+ return 0; |
+ } else if (color >= 255.0f) { |
+ return 255; |
+ } else { |
+ return (int) color; |
+ } |
} |
// 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) |
+// take up too much stack-space (each could 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]; |
+ SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; |
+ SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; |
SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); |
SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32(); |
@@ -489,19 +419,17 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); |
SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(); |
- int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP_COUNT); |
- int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP_COUNT); |
- int max = SkTMin(diffMax, normMax); |
- |
SkASSERT(fDiffuseState->fPixmap.addr()); |
SkASSERT(fNormalState->fPixmap.addr()); |
- SkPoint3 norm, xformedNorm; |
+ SkPoint3 norm; |
+ SkScalar NdotL; |
+ int r, g, b; |
do { |
int n = count; |
- if (n > max) { |
- n = max; |
+ if (n > TMP_COUNT) { |
+ n = TMP_COUNT; |
} |
diffMProc(*fDiffuseState, tmpColor, n, x, y); |
@@ -517,34 +445,18 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); |
norm.normalize(); |
- xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX + |
- lightShader.fInvNormRotation.fY * norm.fY; |
- xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX - |
- lightShader.fInvNormRotation.fY * norm.fY; |
- xformedNorm.fZ = norm.fZ; |
- |
SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); |
+ NdotL = norm.dot(lightShader.fLight.fDirection); |
- 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; |
- } |
- } |
+ // This is all done in linear unpremul color space |
+ r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), NdotL, |
+ lightShader.fAmbientColor.fX); |
+ g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), NdotL, |
+ lightShader.fAmbientColor.fY); |
+ b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), NdotL, |
+ lightShader.fAmbientColor.fZ); |
- result[i] = convert(accum, SkColorGetA(diffColor)); |
+ result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); |
} |
result += n; |
@@ -562,21 +474,8 @@ void SkLightingShaderImpl::toString(SkString* str) const { |
#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(); |
- } |
+ SkMatrix localMatrix; |
+ buf.readMatrix(&localMatrix); |
SkBitmap diffuse; |
if (!buf.readBitmap(&diffuse)) { |
@@ -590,84 +489,38 @@ SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { |
} |
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)); |
- } |
+ SkLightingShader::Light light; |
+ if (!buf.readScalarArray(&light.fDirection.fX, 3)) { |
+ return NULL; |
+ } |
+ if (!buf.readScalarArray(&light.fColor.fX, 3)) { |
+ return NULL; |
} |
- SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish()); |
+ SkColor3f ambient; |
+ if (!buf.readScalarArray(&ambient.fX, 3)) { |
+ return NULL; |
+ } |
- return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, |
- SkVector::Make(1.0f, 0.0f), |
- &diffLocalM, &normLocalM)); |
+ return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &localMatrix)); |
} |
void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
- this->INHERITED::flatten(buf); |
- |
- bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); |
- buf.writeBool(hasNormLocalM); |
- if (hasNormLocalM) { |
- buf.writeMatrix(fNormLocalMatrix); |
- } |
+ buf.writeMatrix(this->getLocalMatrix()); |
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); |
+ buf.writeScalarArray(&fLight.fDirection.fX, 3); |
+ buf.writeScalarArray(&fLight.fColor.fX, 3); |
+ buf.writeScalarArray(&fAmbientColor.fX, 3); |
} |
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)) { |
+ SkMatrix totalInverse; |
+ // Do this first, so we know the matrix can be inverted. |
+ if (!this->computeTotalInverse(rec, &totalInverse)) { |
return NULL; |
} |
@@ -678,7 +531,7 @@ SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
diffuseState->fTileModeX = SkShader::kClamp_TileMode; |
diffuseState->fTileModeY = SkShader::kClamp_TileMode; |
diffuseState->fOrigBitmap = fDiffuseMap; |
- if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) { |
+ if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { |
diffuseState->~SkBitmapProcState(); |
return NULL; |
} |
@@ -690,7 +543,7 @@ SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
normalState->fTileModeX = SkShader::kClamp_TileMode; |
normalState->fTileModeY = SkShader::kClamp_TileMode; |
normalState->fOrigBitmap = fNormalMap; |
- if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) { |
+ if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { |
diffuseState->~SkBitmapProcState(); |
normalState->~SkBitmapProcState(); |
return NULL; |
@@ -713,9 +566,9 @@ static bool bitmap_is_too_big(const SkBitmap& bm) { |
} |
SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal, |
- const Lights* lights, |
- const SkVector& invNormRotation, |
- const SkMatrix* diffLocalM, const SkMatrix* normLocalM) { |
+ const SkLightingShader::Light& light, |
+ const SkColor3f& ambient, |
+ const SkMatrix* localMatrix) { |
if (diffuse.isNull() || bitmap_is_too_big(diffuse) || |
normal.isNull() || bitmap_is_too_big(normal) || |
diffuse.width() != normal.width() || |
@@ -723,10 +576,7 @@ SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm |
return nullptr; |
} |
- SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); |
- |
- return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, |
- invNormRotation, diffLocalM, normLocalM)); |
+ return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, localMatrix)); |
} |
/////////////////////////////////////////////////////////////////////////////// |