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1 /* | 1 /* |
2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkBitmapProcShader.h" | 8 #include "SkBitmapProcShader.h" |
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 "SkNormalSource.h" | 15 #include "SkNormalSource.h" |
16 #include "SkPoint3.h" | 16 #include "SkPoint3.h" |
17 #include "SkReadBuffer.h" | 17 #include "SkReadBuffer.h" |
18 #include "SkWriteBuffer.h" | 18 #include "SkWriteBuffer.h" |
19 | 19 |
20 //////////////////////////////////////////////////////////////////////////// | 20 //////////////////////////////////////////////////////////////////////////// |
21 | 21 |
22 /* | 22 /* |
23 SkLightingShader TODOs: | 23 SkLightingShader TODOs: |
24 support other than clamp mode | |
25 allow 'diffuse' & 'normal' to be of different dimensions? | |
26 support different light types | 24 support different light types |
27 support multiple lights | 25 support multiple lights |
28 enforce normal map is 4 channel | 26 fix non-opaque diffuse textures |
29 use SkImages instead if SkBitmaps | |
30 | 27 |
31 To Test: | 28 To Test: |
32 non-opaque diffuse textures | |
33 A8 diffuse textures | 29 A8 diffuse textures |
34 down & upsampled draws | 30 down & upsampled draws |
35 */ | 31 */ |
36 | 32 |
37 | 33 |
38 | 34 |
39 /** \class SkLightingShaderImpl | 35 /** \class SkLightingShaderImpl |
40 This subclass of shader applies lighting. | 36 This subclass of shader applies lighting. |
41 */ | 37 */ |
42 class SkLightingShaderImpl : public SkShader { | 38 class SkLightingShaderImpl : public SkShader { |
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74 | 70 |
75 ~LightingShaderContext() override; | 71 ~LightingShaderContext() override; |
76 | 72 |
77 void shadeSpan(int x, int y, SkPMColor[], int count) override; | 73 void shadeSpan(int x, int y, SkPMColor[], int count) override; |
78 | 74 |
79 uint32_t getFlags() const override { return fFlags; } | 75 uint32_t getFlags() const override { return fFlags; } |
80 | 76 |
81 private: | 77 private: |
82 SkShader::Context* fDiffuseContext; | 78 SkShader::Context* fDiffuseContext; |
83 SkNormalSource::Provider* fNormalProvider; | 79 SkNormalSource::Provider* fNormalProvider; |
| 80 SkColor fPaintColor; |
84 uint32_t fFlags; | 81 uint32_t fFlags; |
85 | 82 |
86 void* fHeapAllocated; | 83 void* fHeapAllocated; |
87 | 84 |
88 typedef SkShader::Context INHERITED; | 85 typedef SkShader::Context INHERITED; |
89 }; | 86 }; |
90 | 87 |
91 SK_TO_STRING_OVERRIDE() | 88 SK_TO_STRING_OVERRIDE() |
92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) | 89 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) |
93 | 90 |
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114 #include "GrFragmentProcessor.h" | 111 #include "GrFragmentProcessor.h" |
115 #include "GrInvariantOutput.h" | 112 #include "GrInvariantOutput.h" |
116 #include "GrTextureAccess.h" | 113 #include "GrTextureAccess.h" |
117 #include "glsl/GrGLSLFragmentProcessor.h" | 114 #include "glsl/GrGLSLFragmentProcessor.h" |
118 #include "glsl/GrGLSLFragmentShaderBuilder.h" | 115 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
119 #include "glsl/GrGLSLProgramDataManager.h" | 116 #include "glsl/GrGLSLProgramDataManager.h" |
120 #include "glsl/GrGLSLUniformHandler.h" | 117 #include "glsl/GrGLSLUniformHandler.h" |
121 #include "SkGr.h" | 118 #include "SkGr.h" |
122 #include "SkGrPriv.h" | 119 #include "SkGrPriv.h" |
123 | 120 |
| 121 // This FP expects a premul'd color input for its diffuse color. Premul'ing of t
he paint's color is |
| 122 // handled by the asFragmentProcessor() factory, but shaders providing diffuse c
olor must output it |
| 123 // premul'd. |
124 class LightingFP : public GrFragmentProcessor { | 124 class LightingFP : public GrFragmentProcessor { |
125 public: | 125 public: |
126 LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) { | 126 LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) { |
127 | 127 |
128 // fuse all ambient lights into a single one | 128 // fuse all ambient lights into a single one |
129 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 129 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
130 for (int i = 0; i < lights->numLights(); ++i) { | 130 for (int i = 0; i < lights->numLights(); ++i) { |
131 if (SkLights::Light::kAmbient_LightType == lights->light(i).type())
{ | 131 if (SkLights::Light::kAmbient_LightType == lights->light(i).type())
{ |
132 fAmbientColor += lights->light(i).color(); | 132 fAmbientColor += lights->light(i).color(); |
133 } else { | 133 } else { |
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173 fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor
); | 173 fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor
); |
174 | 174 |
175 SkString dstNormalName("dstNormal"); | 175 SkString dstNormalName("dstNormal"); |
176 this->emitChild(0, nullptr, &dstNormalName, args); | 176 this->emitChild(0, nullptr, &dstNormalName, args); |
177 | 177 |
178 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st
r()); | 178 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st
r()); |
179 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0,
1.0);", | 179 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0,
1.0);", |
180 lightDirUniName); | 180 lightDirUniName); |
181 // diffuse light | 181 // diffuse light |
182 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;",
lightColorUniName); | 182 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;",
lightColorUniName); |
183 // ambient light | 183 // ambient light (multiplied by input color's alpha because we're wo
rking in premul'd |
184 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); | 184 // space) |
185 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a
rgs.fOutputColor); | 185 fragBuilder->codeAppendf("result += diffuseColor.a * %s;", ambientCo
lorUniName); |
| 186 |
| 187 // Clamping to alpha (equivalent to an unpremul'd clamp to 1.0) |
| 188 fragBuilder->codeAppendf("%s = vec4(clamp(result.rgb, 0.0, diffuseCo
lor.a), " |
| 189 "diffuseColor.a);", args.fOutputC
olor); |
186 } | 190 } |
187 | 191 |
188 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 192 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
189 GrProcessorKeyBuilder* b) { | 193 GrProcessorKeyBuilder* b) { |
190 // const LightingFP& lightingFP = proc.cast<LightingFP>(); | 194 // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
191 // only one shader generated currently | 195 // only one shader generated currently |
192 b->add32(0x0); | 196 b->add32(0x0); |
193 } | 197 } |
194 | 198 |
195 protected: | 199 protected: |
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263 const SkMatrix* localMatrix
, | 267 const SkMatrix* localMatrix
, |
264 SkFilterQuality filterQuali
ty, | 268 SkFilterQuality filterQuali
ty, |
265 SkSourceGammaTreatment gamm
aTreatment) const { | 269 SkSourceGammaTreatment gamm
aTreatment) const { |
266 sk_sp<GrFragmentProcessor> normalFP( | 270 sk_sp<GrFragmentProcessor> normalFP( |
267 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt
erQuality, | 271 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt
erQuality, |
268 gammaTreatment)); | 272 gammaTreatment)); |
269 if (!normalFP) { | 273 if (!normalFP) { |
270 return nullptr; | 274 return nullptr; |
271 } | 275 } |
272 | 276 |
273 sk_sp<GrFragmentProcessor> fpPipeline[] = { | 277 if (fDiffuseShader) { |
| 278 sk_sp<GrFragmentProcessor> fpPipeline[] = { |
274 fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, fil
terQuality, | 279 fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, fil
terQuality, |
275 gammaTreatment), | 280 gammaTreatment), |
276 sk_make_sp<LightingFP>(std::move(normalFP), fLights) | 281 sk_make_sp<LightingFP>(std::move(normalFP), fLights) |
277 }; | 282 }; |
278 if(!fpPipeline[0]) { | 283 if(!fpPipeline[0]) { |
279 return nullptr; | 284 return nullptr; |
| 285 } |
| 286 |
| 287 sk_sp<GrFragmentProcessor> innerLightFP = GrFragmentProcessor::RunInSeri
es(fpPipeline, 2); |
| 288 // FP is wrapped because paint's alpha needs to be applied to output |
| 289 return GrFragmentProcessor::MulOutputByInputAlpha(std::move(innerLightFP
)); |
| 290 } else { |
| 291 // FP is wrapped because paint comes in unpremul'd to fragment shader, b
ut LightingFP |
| 292 // expects premul'd color. |
| 293 return GrFragmentProcessor::PremulInput(sk_make_sp<LightingFP>(std::move
(normalFP), |
| 294 fLights))
; |
280 } | 295 } |
281 | |
282 sk_sp<GrFragmentProcessor> inner(GrFragmentProcessor::RunInSeries(fpPipeline
, 2)); | |
283 | |
284 return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); | |
285 } | 296 } |
286 | 297 |
287 #endif | 298 #endif |
288 | 299 |
289 //////////////////////////////////////////////////////////////////////////// | 300 //////////////////////////////////////////////////////////////////////////// |
290 | 301 |
291 bool SkLightingShaderImpl::isOpaque() const { | 302 bool SkLightingShaderImpl::isOpaque() const { |
292 return fDiffuseShader->isOpaque(); | 303 return (fDiffuseShader ? fDiffuseShader->isOpaque() : false); |
293 } | 304 } |
294 | 305 |
295 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( | 306 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( |
296 const SkLightingShaderImpl& shader, const ContextRec& rec, | 307 const SkLightingShaderImpl& shader, const ContextRec& rec, |
297 SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvi
der, | 308 SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvi
der, |
298 void* heapAllocated) | 309 void* heapAllocated) |
299 : INHERITED(shader, rec) | 310 : INHERITED(shader, rec) |
300 , fDiffuseContext(diffuseContext) | 311 , fDiffuseContext(diffuseContext) |
301 , fNormalProvider(normalProvider) | 312 , fNormalProvider(normalProvider) |
302 , fHeapAllocated(heapAllocated) { | 313 , fHeapAllocated(heapAllocated) { |
303 bool isOpaque = shader.isOpaque(); | 314 bool isOpaque = shader.isOpaque(); |
304 | 315 |
305 // update fFlags | 316 // update fFlags |
306 uint32_t flags = 0; | 317 uint32_t flags = 0; |
307 if (isOpaque && (255 == this->getPaintAlpha())) { | 318 if (isOpaque && (255 == this->getPaintAlpha())) { |
308 flags |= kOpaqueAlpha_Flag; | 319 flags |= kOpaqueAlpha_Flag; |
309 } | 320 } |
310 | 321 |
| 322 fPaintColor = rec.fPaint->getColor(); |
311 fFlags = flags; | 323 fFlags = flags; |
312 } | 324 } |
313 | 325 |
314 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { | 326 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { |
315 // The dependencies have been created outside of the context on memory that
was allocated by | 327 // The dependencies have been created outside of the context on memory that
was allocated by |
316 // the onCreateContext() method. Call the destructors and free the memory. | 328 // the onCreateContext() method. Call the destructors and free the memory. |
317 fDiffuseContext->~Context(); | 329 if (fDiffuseContext) { |
| 330 fDiffuseContext->~Context(); |
| 331 } |
318 fNormalProvider->~Provider(); | 332 fNormalProvider->~Provider(); |
319 | 333 |
320 sk_free(fHeapAllocated); | 334 sk_free(fHeapAllocated); |
321 } | 335 } |
322 | 336 |
323 static inline SkPMColor convert(SkColor3f color, U8CPU a) { | 337 static inline SkPMColor convert(SkColor3f color, U8CPU a) { |
324 if (color.fX <= 0.0f) { | 338 if (color.fX <= 0.0f) { |
325 color.fX = 0.0f; | 339 color.fX = 0.0f; |
326 } else if (color.fX >= 255.0f) { | 340 } else if (color.fX >= 255.0f) { |
327 color.fX = 255.0f; | 341 color.fX = 255.0f; |
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345 // larger is better (fewer times we have to loop), but we shouldn't | 359 // larger is better (fewer times we have to loop), but we shouldn't |
346 // take up too much stack-space (each one here costs 16 bytes) | 360 // take up too much stack-space (each one here costs 16 bytes) |
347 #define BUFFER_MAX 16 | 361 #define BUFFER_MAX 16 |
348 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, | 362 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
349 SkPMColor result[],
int count) { | 363 SkPMColor result[],
int count) { |
350 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader
Impl&>(fShader); | 364 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader
Impl&>(fShader); |
351 | 365 |
352 SkPMColor diffuse[BUFFER_MAX]; | 366 SkPMColor diffuse[BUFFER_MAX]; |
353 SkPoint3 normals[BUFFER_MAX]; | 367 SkPoint3 normals[BUFFER_MAX]; |
354 | 368 |
| 369 SkColor diffColor = fPaintColor; |
| 370 |
355 do { | 371 do { |
356 int n = SkTMin(count, BUFFER_MAX); | 372 int n = SkTMin(count, BUFFER_MAX); |
357 | 373 |
358 fDiffuseContext->shadeSpan(x, y, diffuse, n); | |
359 fNormalProvider->fillScanLine(x, y, normals, n); | 374 fNormalProvider->fillScanLine(x, y, normals, n); |
360 | 375 |
| 376 if (fDiffuseContext) { |
| 377 fDiffuseContext->shadeSpan(x, y, diffuse, n); |
| 378 } |
| 379 |
361 for (int i = 0; i < n; ++i) { | 380 for (int i = 0; i < n; ++i) { |
362 | 381 if (fDiffuseContext) { |
363 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | 382 diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); |
| 383 } |
364 | 384 |
365 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | 385 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); |
366 // This is all done in linear unpremul color space (each component 0
..255.0f though) | 386 // This is all done in linear unpremul color space (each component 0
..255.0f though) |
367 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | 387 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { |
368 const SkLights::Light& light = lightShader.fLights->light(l); | 388 const SkLights::Light& light = lightShader.fLights->light(l); |
369 | 389 |
370 if (SkLights::Light::kAmbient_LightType == light.type()) { | 390 if (SkLights::Light::kAmbient_LightType == light.type()) { |
371 accum += light.color().makeScale(255.0f); | 391 accum += light.color().makeScale(255.0f); |
372 } else { | 392 } else { |
373 SkScalar NdotL = normals[i].dot(light.dir()); | 393 SkScalar NdotL = normals[i].dot(light.dir()); |
374 if (NdotL < 0.0f) { | 394 if (NdotL < 0.0f) { |
375 NdotL = 0.0f; | 395 NdotL = 0.0f; |
376 } | 396 } |
377 | 397 |
378 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot
L; | 398 accum.fX += light.color().fX * SkColorGetR(diffColor) * Ndot
L; |
379 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot
L; | 399 accum.fY += light.color().fY * SkColorGetG(diffColor) * Ndot
L; |
380 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot
L; | 400 accum.fZ += light.color().fZ * SkColorGetB(diffColor) * Ndot
L; |
381 } | 401 } |
382 } | 402 } |
383 | 403 |
| 404 // convert() premultiplies the accumulate color with alpha |
384 result[i] = convert(accum, SkColorGetA(diffColor)); | 405 result[i] = convert(accum, SkColorGetA(diffColor)); |
385 } | 406 } |
386 | 407 |
387 result += n; | 408 result += n; |
388 x += n; | 409 x += n; |
389 count -= n; | 410 count -= n; |
390 } while (count > 0); | 411 } while (count > 0); |
391 } | 412 } |
392 | 413 |
393 //////////////////////////////////////////////////////////////////////////// | 414 //////////////////////////////////////////////////////////////////////////// |
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423 if (!buf.readScalarArray(&dir.fX, 3)) { | 444 if (!buf.readScalarArray(&dir.fX, 3)) { |
424 return nullptr; | 445 return nullptr; |
425 } | 446 } |
426 builder.add(SkLights::Light(color, dir)); | 447 builder.add(SkLights::Light(color, dir)); |
427 } | 448 } |
428 } | 449 } |
429 | 450 |
430 sk_sp<SkLights> lights(builder.finish()); | 451 sk_sp<SkLights> lights(builder.finish()); |
431 | 452 |
432 sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>()); | 453 sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>()); |
433 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>()); | 454 |
| 455 bool hasDiffuse = buf.readBool(); |
| 456 sk_sp<SkShader> diffuseShader = nullptr; |
| 457 if (hasDiffuse) { |
| 458 diffuseShader = buf.readFlattenable<SkShader>(); |
| 459 } |
434 | 460 |
435 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(
normalSource), | 461 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(
normalSource), |
436 std::move(lights)); | 462 std::move(lights)); |
437 } | 463 } |
438 | 464 |
439 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { | 465 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
440 this->INHERITED::flatten(buf); | 466 this->INHERITED::flatten(buf); |
441 | 467 |
442 buf.writeInt(fLights->numLights()); | 468 buf.writeInt(fLights->numLights()); |
443 for (int l = 0; l < fLights->numLights(); ++l) { | 469 for (int l = 0; l < fLights->numLights(); ++l) { |
444 const SkLights::Light& light = fLights->light(l); | 470 const SkLights::Light& light = fLights->light(l); |
445 | 471 |
446 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); | 472 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); |
447 | 473 |
448 buf.writeBool(isAmbient); | 474 buf.writeBool(isAmbient); |
449 buf.writeScalarArray(&light.color().fX, 3); | 475 buf.writeScalarArray(&light.color().fX, 3); |
450 if (!isAmbient) { | 476 if (!isAmbient) { |
451 buf.writeScalarArray(&light.dir().fX, 3); | 477 buf.writeScalarArray(&light.dir().fX, 3); |
452 } | 478 } |
453 } | 479 } |
454 | 480 |
455 buf.writeFlattenable(fNormalSource.get()); | 481 buf.writeFlattenable(fNormalSource.get()); |
456 buf.writeFlattenable(fDiffuseShader.get()); | 482 buf.writeBool(fDiffuseShader); |
| 483 if (fDiffuseShader) { |
| 484 buf.writeFlattenable(fDiffuseShader.get()); |
| 485 } |
457 } | 486 } |
458 | 487 |
459 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const { | 488 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const { |
460 return sizeof(LightingShaderContext); | 489 return sizeof(LightingShaderContext); |
461 } | 490 } |
462 | 491 |
463 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, | 492 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
464 void* storage) const { | 493 void* storage) const { |
465 size_t heapRequired = fDiffuseShader->contextSize(rec) + | 494 size_t heapRequired = (fDiffuseShader ? fDiffuseShader->contextSize(rec) : 0
) + |
466 fNormalSource->providerSize(rec); | 495 fNormalSource->providerSize(rec); |
467 void* heapAllocated = sk_malloc_throw(heapRequired); | 496 void* heapAllocated = sk_malloc_throw(heapRequired); |
468 | 497 |
469 void* diffuseContextStorage = heapAllocated; | 498 void* diffuseContextStorage = heapAllocated; |
470 SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffu
seContextStorage); | 499 void* normalProviderStorage = (char*) diffuseContextStorage + |
471 if (!diffuseContext) { | 500 (fDiffuseShader ? fDiffuseShader->contextSize(
rec) : 0); |
472 sk_free(heapAllocated); | 501 |
473 return nullptr; | 502 SkShader::Context *diffuseContext = nullptr; |
| 503 if (fDiffuseShader) { |
| 504 diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorag
e); |
| 505 if (!diffuseContext) { |
| 506 sk_free(heapAllocated); |
| 507 return nullptr; |
| 508 } |
474 } | 509 } |
475 | 510 |
476 void* normalProviderStorage = (char*)heapAllocated + fDiffuseShader->context
Size(rec); | |
477 SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec, | 511 SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec, |
478 normalP
roviderStorage); | 512 normalP
roviderStorage); |
479 if (!normalProvider) { | 513 if (!normalProvider) { |
480 diffuseContext->~Context(); | 514 diffuseContext->~Context(); |
481 sk_free(heapAllocated); | 515 sk_free(heapAllocated); |
482 return nullptr; | 516 return nullptr; |
483 } | 517 } |
484 | 518 |
485 return new (storage) LightingShaderContext(*this, rec, diffuseContext, norma
lProvider, | 519 return new (storage) LightingShaderContext(*this, rec, diffuseContext, norma
lProvider, |
486 heapAllocated); | 520 heapAllocated); |
487 } | 521 } |
488 | 522 |
489 /////////////////////////////////////////////////////////////////////////////// | 523 /////////////////////////////////////////////////////////////////////////////// |
490 | 524 |
491 sk_sp<SkShader> SkLightingShader::Make(sk_sp<SkShader> diffuseShader, | 525 sk_sp<SkShader> SkLightingShader::Make(sk_sp<SkShader> diffuseShader, |
492 sk_sp<SkNormalSource> normalSource, | 526 sk_sp<SkNormalSource> normalSource, |
493 sk_sp<SkLights> lights) { | 527 sk_sp<SkLights> lights) { |
494 if (!diffuseShader || !normalSource) { | 528 if (!normalSource) { |
495 // TODO: Use paint's color in absence of a diffuseShader | 529 normalSource = SkNormalSource::MakeFlat(); |
496 // TODO: Use a default implementation of normalSource instead | |
497 return nullptr; | |
498 } | 530 } |
499 | 531 |
500 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(
normalSource), | 532 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(
normalSource), |
501 std::move(lights)); | 533 std::move(lights)); |
502 } | 534 } |
503 | 535 |
504 /////////////////////////////////////////////////////////////////////////////// | 536 /////////////////////////////////////////////////////////////////////////////// |
505 | 537 |
506 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 538 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
507 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 539 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
508 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 540 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
509 | 541 |
510 /////////////////////////////////////////////////////////////////////////////// | 542 /////////////////////////////////////////////////////////////////////////////// |
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