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Side by Side Diff: src/core/SkLightingShader.cpp

Issue 2137513002: Revert of Abstracted diffuse color map out of SkLightingShaderImpl into a generic SkShader (Closed) Base URL: https://skia.googlesource.com/skia@dvonbeck-normal-api-change
Patch Set: Created 4 years, 5 months ago
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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"
(...skipping 23 matching lines...) Expand all
34 down & upsampled draws 34 down & upsampled draws
35 */ 35 */
36 36
37 37
38 38
39 /** \class SkLightingShaderImpl 39 /** \class SkLightingShaderImpl
40 This subclass of shader applies lighting. 40 This subclass of shader applies lighting.
41 */ 41 */
42 class SkLightingShaderImpl : public SkShader { 42 class SkLightingShaderImpl : public SkShader {
43 public: 43 public:
44
44 /** Create a new lighting shader that uses the provided normal map and 45 /** Create a new lighting shader that uses the provided normal map and
45 lights to light the diffuse bitmap. 46 lights to light the diffuse bitmap.
46 @param diffuseShader the shader that provides the diffuse colors 47 @param diffuse the diffuse bitmap
48 @param lights the lights applied to the normal map
49 @param diffLocalM the local matrix for the diffuse coordinates
47 @param normalSource the source of normals for lighting computation 50 @param normalSource the source of normals for lighting computation
48 @param lights the lights applied to the geometry
49 */ 51 */
50 SkLightingShaderImpl(sk_sp<SkShader> diffuseShader, 52 SkLightingShaderImpl(const SkBitmap& diffuse,
51 sk_sp<SkNormalSource> normalSource, 53 const sk_sp<SkLights> lights,
52 const sk_sp<SkLights> lights) 54 const SkMatrix* diffLocalM,
53 : fDiffuseShader(std::move(diffuseShader)) 55 sk_sp<SkNormalSource> normalSource)
54 , fNormalSource(std::move(normalSource)) 56 : INHERITED(diffLocalM)
55 , fLights(std::move(lights)) {} 57 , fDiffuseMap(diffuse)
58 , fLights(std::move(lights))
59 , fNormalSource(std::move(normalSource)) {}
56 60
57 bool isOpaque() const override; 61 bool isOpaque() const override;
58 62
59 #if SK_SUPPORT_GPU 63 #if SK_SUPPORT_GPU
60 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, 64 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*,
61 const SkMatrix& viewM, 65 const SkMatrix& viewM,
62 const SkMatrix* localMatrix, 66 const SkMatrix* localMatrix,
63 SkFilterQuality, 67 SkFilterQuality,
64 SkSourceGammaTreatment) const override; 68 SkSourceGammaTreatment) const override;
65 #endif 69 #endif
66 70
67 class LightingShaderContext : public SkShader::Context { 71 class LightingShaderContext : public SkShader::Context {
68 public: 72 public:
69 // The context takes ownership of the states. It will call their destruc tors 73 // The context takes ownership of the states. It will call their destruc tors
70 // but will NOT free the memory. 74 // but will NOT free the memory.
71 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, 75 LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
72 SkShader::Context* diffuseContext, SkNormalSource: :Provider*, 76 SkBitmapProcState* diffuseState, SkNormalSource::P rovider*,
73 void* heapAllocated); 77 void* heapAllocated);
74
75 ~LightingShaderContext() override; 78 ~LightingShaderContext() override;
76 79
77 void shadeSpan(int x, int y, SkPMColor[], int count) override; 80 void shadeSpan(int x, int y, SkPMColor[], int count) override;
78 81
79 uint32_t getFlags() const override { return fFlags; } 82 uint32_t getFlags() const override { return fFlags; }
80 83
81 private: 84 private:
82 SkShader::Context* fDiffuseContext; 85 SkBitmapProcState* fDiffuseState;
83 SkNormalSource::Provider* fNormalProvider; 86 SkNormalSource::Provider* fNormalProvider;
84 uint32_t fFlags; 87 uint32_t fFlags;
85 88
86 void* fHeapAllocated; 89 void* fHeapAllocated;
87 90
88 typedef SkShader::Context INHERITED; 91 typedef SkShader::Context INHERITED;
89 }; 92 };
90 93
91 SK_TO_STRING_OVERRIDE() 94 SK_TO_STRING_OVERRIDE()
92 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) 95 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
93 96
94 protected: 97 protected:
95 void flatten(SkWriteBuffer&) const override; 98 void flatten(SkWriteBuffer&) const override;
96 size_t onContextSize(const ContextRec&) const override; 99 size_t onContextSize(const ContextRec&) const override;
97 Context* onCreateContext(const ContextRec&, void*) const override; 100 Context* onCreateContext(const ContextRec&, void*) const override;
98 101
99 private: 102 private:
100 sk_sp<SkShader> fDiffuseShader; 103 SkBitmap fDiffuseMap;
104 sk_sp<SkLights> fLights;
105
101 sk_sp<SkNormalSource> fNormalSource; 106 sk_sp<SkNormalSource> fNormalSource;
102 sk_sp<SkLights> fLights;
103 107
104 friend class SkLightingShader; 108 friend class SkLightingShader;
105 109
106 typedef SkShader INHERITED; 110 typedef SkShader INHERITED;
107 }; 111 };
108 112
109 //////////////////////////////////////////////////////////////////////////// 113 ////////////////////////////////////////////////////////////////////////////
110 114
111 #if SK_SUPPORT_GPU 115 #if SK_SUPPORT_GPU
112 116
113 #include "GrCoordTransform.h" 117 #include "GrCoordTransform.h"
114 #include "GrFragmentProcessor.h" 118 #include "GrFragmentProcessor.h"
115 #include "GrInvariantOutput.h" 119 #include "GrInvariantOutput.h"
116 #include "GrTextureAccess.h" 120 #include "GrTextureAccess.h"
117 #include "glsl/GrGLSLFragmentProcessor.h" 121 #include "glsl/GrGLSLFragmentProcessor.h"
118 #include "glsl/GrGLSLFragmentShaderBuilder.h" 122 #include "glsl/GrGLSLFragmentShaderBuilder.h"
119 #include "glsl/GrGLSLProgramDataManager.h" 123 #include "glsl/GrGLSLProgramDataManager.h"
120 #include "glsl/GrGLSLUniformHandler.h" 124 #include "glsl/GrGLSLUniformHandler.h"
121 #include "SkGr.h" 125 #include "SkGr.h"
122 #include "SkGrPriv.h" 126 #include "SkGrPriv.h"
123 127
124 class LightingFP : public GrFragmentProcessor { 128 class LightingFP : public GrFragmentProcessor {
125 public: 129 public:
126 LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) { 130 LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTexturePa rams& diffParams,
131 sk_sp<SkLights> lights, sk_sp<GrFragmentProcessor> normalFP)
132 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam s.filterMode())
133 , fDiffuseTextureAccess(diffuse, diffParams) {
134 this->addCoordTransform(&fDiffDeviceTransform);
135 this->addTextureAccess(&fDiffuseTextureAccess);
127 136
128 // fuse all ambient lights into a single one 137 // fuse all ambient lights into a single one
129 fAmbientColor.set(0.0f, 0.0f, 0.0f); 138 fAmbientColor.set(0.0f, 0.0f, 0.0f);
130 for (int i = 0; i < lights->numLights(); ++i) { 139 for (int i = 0; i < lights->numLights(); ++i) {
131 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { 140 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
132 fAmbientColor += lights->light(i).color(); 141 fAmbientColor += lights->light(i).color();
133 } else { 142 } else {
134 // TODO: handle more than one of these 143 // TODO: handle more than one of these
135 fLightColor = lights->light(i).color(); 144 fLightColor = lights->light(i).color();
136 fLightDir = lights->light(i).dir(); 145 fLightDir = lights->light(i).dir();
(...skipping 26 matching lines...) Expand all
163 const char* lightColorUniName = nullptr; 172 const char* lightColorUniName = nullptr;
164 fLightColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 173 fLightColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
165 kVec3f_GrSLType, kDefaul t_GrSLPrecision, 174 kVec3f_GrSLType, kDefaul t_GrSLPrecision,
166 "LightColor", &lightColo rUniName); 175 "LightColor", &lightColo rUniName);
167 176
168 const char* ambientColorUniName = nullptr; 177 const char* ambientColorUniName = nullptr;
169 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 178 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
170 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 179 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
171 "AmbientColor", &ambie ntColorUniName); 180 "AmbientColor", &ambie ntColorUniName);
172 181
173 fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor ); 182 fragBuilder->codeAppend("vec4 diffuseColor = ");
183 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f TexSamplers[0],
184 args.fCoords[0].c_str(),
185 args.fCoords[0].getType());
186 fragBuilder->codeAppend(";");
174 187
175 SkString dstNormalName("dstNormal"); 188 SkString dstNormalName("dstNormal");
176 this->emitChild(0, nullptr, &dstNormalName, args); 189 this->emitChild(0, nullptr, &dstNormalName, args);
177 190
178 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st r()); 191 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st r());
179 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", 192 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
180 lightDirUniName); 193 lightDirUniName);
181 // diffuse light 194 // diffuse light
182 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); 195 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
183 // ambient light 196 // ambient light
(...skipping 54 matching lines...) Expand 10 before | Expand all | Expand 10 after
238 251
239 const SkVector3& lightDir() const { return fLightDir; } 252 const SkVector3& lightDir() const { return fLightDir; }
240 const SkColor3f& lightColor() const { return fLightColor; } 253 const SkColor3f& lightColor() const { return fLightColor; }
241 const SkColor3f& ambientColor() const { return fAmbientColor; } 254 const SkColor3f& ambientColor() const { return fAmbientColor; }
242 255
243 private: 256 private:
244 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLLightingFP; } 257 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLLightingFP; }
245 258
246 bool onIsEqual(const GrFragmentProcessor& proc) const override { 259 bool onIsEqual(const GrFragmentProcessor& proc) const override {
247 const LightingFP& lightingFP = proc.cast<LightingFP>(); 260 const LightingFP& lightingFP = proc.cast<LightingFP>();
248 return fLightDir == lightingFP.fLightDir && 261 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
262 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
263 fLightDir == lightingFP.fLightDir &&
249 fLightColor == lightingFP.fLightColor && 264 fLightColor == lightingFP.fLightColor &&
250 fAmbientColor == lightingFP.fAmbientColor; 265 fAmbientColor == lightingFP.fAmbientColor;
251 } 266 }
252 267
268 GrCoordTransform fDiffDeviceTransform;
269 GrTextureAccess fDiffuseTextureAccess;
253 SkVector3 fLightDir; 270 SkVector3 fLightDir;
254 SkColor3f fLightColor; 271 SkColor3f fLightColor;
255 SkColor3f fAmbientColor; 272 SkColor3f fAmbientColor;
256 }; 273 };
257 274
258 //////////////////////////////////////////////////////////////////////////// 275 ////////////////////////////////////////////////////////////////////////////
259 276
277 static bool make_mat(const SkBitmap& bm,
278 const SkMatrix& localMatrix1,
279 const SkMatrix* localMatrix2,
280 SkMatrix* result) {
281
282 result->setIDiv(bm.width(), bm.height());
283
284 SkMatrix lmInverse;
285 if (!localMatrix1.invert(&lmInverse)) {
286 return false;
287 }
288 if (localMatrix2) {
289 SkMatrix inv;
290 if (!localMatrix2->invert(&inv)) {
291 return false;
292 }
293 lmInverse.postConcat(inv);
294 }
295 result->preConcat(lmInverse);
296
297 return true;
298 }
299
260 sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor( 300 sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(
261 GrContext* context, 301 GrContext* context,
262 const SkMatrix& viewM, 302 const SkMatrix& viewM,
263 const SkMatrix* localMatrix , 303 const SkMatrix* localMatrix ,
264 SkFilterQuality filterQuali ty, 304 SkFilterQuality filterQuali ty,
265 SkSourceGammaTreatment gamm aTreatment) const { 305 SkSourceGammaTreatment gamm aTreatment) const {
306 // we assume diffuse and normal maps have same width and height
307 // TODO: support different sizes, will be addressed when diffuse maps are fa ctored out of
308 // SkLightingShader in a future CL
309 SkMatrix diffM;
310
311 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
312 return nullptr;
313 }
314
315 bool doBicubic;
316 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode (
317 SkTMin(filterQuality, kMediu m_SkFilterQuality),
318 viewM,
319 this->getLocalMatrix(),
320 &doBicubic);
321 SkASSERT(!doBicubic);
322
323 // TODO: support other tile modes
324 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
325 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi ffuseMap,
326 diffParams, gammaTreatment));
327 if (!diffuseTexture) {
328 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit map to texture.");
329 return nullptr;
330 }
331
266 sk_sp<GrFragmentProcessor> normalFP( 332 sk_sp<GrFragmentProcessor> normalFP(
267 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt erQuality, 333 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt erQuality,
268 gammaTreatment)); 334 gammaTreatment));
269 sk_sp<GrFragmentProcessor> fpPipeline[] = { 335 sk_sp<GrFragmentProcessor> inner (
270 fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, fil terQuality, 336 new LightingFP(diffuseTexture, diffM, diffParams, fLights, std::move (normalFP)));
271 gammaTreatment),
272 sk_make_sp<LightingFP>(std::move(normalFP), fLights)
273 };
274 sk_sp<GrFragmentProcessor> inner(GrFragmentProcessor::RunInSeries(fpPipeline , 2));
275 337
276 return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); 338 return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
277 } 339 }
278 340
279 #endif 341 #endif
280 342
281 //////////////////////////////////////////////////////////////////////////// 343 ////////////////////////////////////////////////////////////////////////////
282 344
283 bool SkLightingShaderImpl::isOpaque() const { 345 bool SkLightingShaderImpl::isOpaque() const {
284 return fDiffuseShader->isOpaque(); 346 return fDiffuseMap.isOpaque();
285 } 347 }
286 348
287 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( 349 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
288 const SkLightingShaderImpl& shader, const ContextRec& rec, 350 const SkLightingShaderImpl& shader, const ContextRec& rec, SkBitmapProcS tate* diffuseState,
289 SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvi der, 351 SkNormalSource::Provider* normalProvider, void* heapAllocated)
290 void* heapAllocated)
291 : INHERITED(shader, rec) 352 : INHERITED(shader, rec)
292 , fDiffuseContext(diffuseContext) 353 , fDiffuseState(diffuseState)
293 , fNormalProvider(normalProvider) 354 , fNormalProvider(normalProvider)
294 , fHeapAllocated(heapAllocated) { 355 , fHeapAllocated(heapAllocated) {
295 bool isOpaque = shader.isOpaque(); 356 const SkPixmap& pixmap = fDiffuseState->fPixmap;
357 bool isOpaque = pixmap.isOpaque();
296 358
297 // update fFlags 359 // update fFlags
298 uint32_t flags = 0; 360 uint32_t flags = 0;
299 if (isOpaque && (255 == this->getPaintAlpha())) { 361 if (isOpaque && (255 == this->getPaintAlpha())) {
300 flags |= kOpaqueAlpha_Flag; 362 flags |= kOpaqueAlpha_Flag;
301 } 363 }
302 364
303 fFlags = flags; 365 fFlags = flags;
304 } 366 }
305 367
306 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { 368 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
307 // The dependencies have been created outside of the context on memory that was allocated by 369 // The bitmap proc states have been created outside of the context on memory that will be freed
308 // the onCreateContext() method. Call the destructors and free the memory. 370 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller.
309 fDiffuseContext->~Context(); 371 fDiffuseState->~SkBitmapProcState();
310 fNormalProvider->~Provider(); 372 fNormalProvider->~Provider();
311 373
312 sk_free(fHeapAllocated); 374 sk_free(fHeapAllocated);
313 } 375 }
314 376
315 static inline SkPMColor convert(SkColor3f color, U8CPU a) { 377 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
316 if (color.fX <= 0.0f) { 378 if (color.fX <= 0.0f) {
317 color.fX = 0.0f; 379 color.fX = 0.0f;
318 } else if (color.fX >= 255.0f) { 380 } else if (color.fX >= 255.0f) {
319 color.fX = 255.0f; 381 color.fX = 255.0f;
320 } 382 }
321 383
322 if (color.fY <= 0.0f) { 384 if (color.fY <= 0.0f) {
323 color.fY = 0.0f; 385 color.fY = 0.0f;
324 } else if (color.fY >= 255.0f) { 386 } else if (color.fY >= 255.0f) {
325 color.fY = 255.0f; 387 color.fY = 255.0f;
326 } 388 }
327 389
328 if (color.fZ <= 0.0f) { 390 if (color.fZ <= 0.0f) {
329 color.fZ = 0.0f; 391 color.fZ = 0.0f;
330 } else if (color.fZ >= 255.0f) { 392 } else if (color.fZ >= 255.0f) {
331 color.fZ = 255.0f; 393 color.fZ = 255.0f;
332 } 394 }
333 395
334 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; 396 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ;
335 } 397 }
336 398
337 // larger is better (fewer times we have to loop), but we shouldn't 399 // larger is better (fewer times we have to loop), but we shouldn't
338 // take up too much stack-space (each one here costs 16 bytes) 400 // take up too much stack-space (each one here costs 16 bytes)
339 #define BUFFER_MAX 16 401 #define TMP_COUNT 16
402 #define BUFFER_MAX ((int)(TMP_COUNT * sizeof(uint32_t)))
340 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, 403 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
341 SkPMColor result[], int count) { 404 SkPMColor result[], int count) {
342 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader); 405 const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShader Impl&>(fShader);
343 406
344 SkPMColor diffuse[BUFFER_MAX]; 407 uint32_t tmpColor[TMP_COUNT];
408 SkPMColor tmpColor2[2*TMP_COUNT];
409
410 SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
411 SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32() ;
412
413 int max = fDiffuseState->maxCountForBufferSize(BUFFER_MAX);
414
415 SkASSERT(fDiffuseState->fPixmap.addr());
416
417 SkASSERT(max <= BUFFER_MAX);
345 SkPoint3 normals[BUFFER_MAX]; 418 SkPoint3 normals[BUFFER_MAX];
346 419
347 do { 420 do {
348 int n = SkTMin(count, BUFFER_MAX); 421 int n = count;
422 if (n > max) {
423 n = max;
424 }
349 425
350 fDiffuseContext->shadeSpan(x, y, diffuse, n); 426 diffMProc(*fDiffuseState, tmpColor, n, x, y);
427 diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
428
351 fNormalProvider->fillScanLine(x, y, normals, n); 429 fNormalProvider->fillScanLine(x, y, normals, n);
352 430
353 for (int i = 0; i < n; ++i) { 431 for (int i = 0; i < n; ++i) {
354 432
355 SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); 433 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
356 434
357 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); 435 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
358 // This is all done in linear unpremul color space (each component 0 ..255.0f though) 436 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
359 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { 437 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
360 const SkLights::Light& light = lightShader.fLights->light(l); 438 const SkLights::Light& light = lightShader.fLights->light(l);
361 439
362 if (SkLights::Light::kAmbient_LightType == light.type()) { 440 if (SkLights::Light::kAmbient_LightType == light.type()) {
363 accum += light.color().makeScale(255.0f); 441 accum += light.color().makeScale(255.0f);
364 } else { 442 } else {
365 SkScalar NdotL = normals[i].dot(light.dir()); 443 SkScalar NdotL = normals[i].dot(light.dir());
(...skipping 18 matching lines...) Expand all
384 462
385 //////////////////////////////////////////////////////////////////////////// 463 ////////////////////////////////////////////////////////////////////////////
386 464
387 #ifndef SK_IGNORE_TO_STRING 465 #ifndef SK_IGNORE_TO_STRING
388 void SkLightingShaderImpl::toString(SkString* str) const { 466 void SkLightingShaderImpl::toString(SkString* str) const {
389 str->appendf("LightingShader: ()"); 467 str->appendf("LightingShader: ()");
390 } 468 }
391 #endif 469 #endif
392 470
393 sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { 471 sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
472 SkMatrix diffLocalM;
473 bool hasDiffLocalM = buf.readBool();
474 if (hasDiffLocalM) {
475 buf.readMatrix(&diffLocalM);
476 } else {
477 diffLocalM.reset();
478 }
394 479
395 // Discarding SkShader flattenable params 480 SkBitmap diffuse;
396 bool hasLocalMatrix = buf.readBool(); 481 if (!buf.readBitmap(&diffuse)) {
397 SkAssertResult(!hasLocalMatrix); 482 return nullptr;
483 }
484 diffuse.setImmutable();
398 485
399 int numLights = buf.readInt(); 486 int numLights = buf.readInt();
400 487
401 SkLights::Builder builder; 488 SkLights::Builder builder;
402 489
403 for (int l = 0; l < numLights; ++l) { 490 for (int l = 0; l < numLights; ++l) {
404 bool isAmbient = buf.readBool(); 491 bool isAmbient = buf.readBool();
405 492
406 SkColor3f color; 493 SkColor3f color;
407 if (!buf.readScalarArray(&color.fX, 3)) { 494 if (!buf.readScalarArray(&color.fX, 3)) {
408 return nullptr; 495 return nullptr;
409 } 496 }
410 497
411 if (isAmbient) { 498 if (isAmbient) {
412 builder.add(SkLights::Light(color)); 499 builder.add(SkLights::Light(color));
413 } else { 500 } else {
414 SkVector3 dir; 501 SkVector3 dir;
415 if (!buf.readScalarArray(&dir.fX, 3)) { 502 if (!buf.readScalarArray(&dir.fX, 3)) {
416 return nullptr; 503 return nullptr;
417 } 504 }
418 builder.add(SkLights::Light(color, dir)); 505 builder.add(SkLights::Light(color, dir));
419 } 506 }
420 } 507 }
421 508
422 sk_sp<SkLights> lights(builder.finish()); 509 sk_sp<SkLights> lights(builder.finish());
423 510
424 sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>()); 511 sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>());
425 sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
426 512
427 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move( normalSource), 513 return sk_make_sp<SkLightingShaderImpl>(diffuse, std::move(lights), &diffLoc alM,
428 std::move(lights)); 514 std::move(normalSource));
429 } 515 }
430 516
431 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { 517 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
432 this->INHERITED::flatten(buf); 518 this->INHERITED::flatten(buf);
433 519
520 buf.writeBitmap(fDiffuseMap);
521
434 buf.writeInt(fLights->numLights()); 522 buf.writeInt(fLights->numLights());
435 for (int l = 0; l < fLights->numLights(); ++l) { 523 for (int l = 0; l < fLights->numLights(); ++l) {
436 const SkLights::Light& light = fLights->light(l); 524 const SkLights::Light& light = fLights->light(l);
437 525
438 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type(); 526 bool isAmbient = SkLights::Light::kAmbient_LightType == light.type();
439 527
440 buf.writeBool(isAmbient); 528 buf.writeBool(isAmbient);
441 buf.writeScalarArray(&light.color().fX, 3); 529 buf.writeScalarArray(&light.color().fX, 3);
442 if (!isAmbient) { 530 if (!isAmbient) {
443 buf.writeScalarArray(&light.dir().fX, 3); 531 buf.writeScalarArray(&light.dir().fX, 3);
444 } 532 }
445 } 533 }
446 534
447 buf.writeFlattenable(fNormalSource.get()); 535 buf.writeFlattenable(fNormalSource.get());
448 buf.writeFlattenable(fDiffuseShader.get());
449 } 536 }
450 537
451 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const { 538 size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const {
452 return sizeof(LightingShaderContext); 539 return sizeof(LightingShaderContext);
453 } 540 }
454 541
455 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, 542 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
456 void* storage) const { 543 void* storage) const {
457 size_t heapRequired = fDiffuseShader->contextSize(rec) + 544
458 fNormalSource->providerSize(rec); 545 SkMatrix diffTotalInv;
546 // computeTotalInverse was called in SkShader::createContext so we know it w ill succeed
547 SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
548
549 size_t heapRequired = sizeof(SkBitmapProcState) + fNormalSource->providerSiz e(rec);
459 void* heapAllocated = sk_malloc_throw(heapRequired); 550 void* heapAllocated = sk_malloc_throw(heapRequired);
460 551
461 void* diffuseContextStorage = heapAllocated; 552 void* diffuseStateStorage = heapAllocated;
462 SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffu seContextStorage); 553 SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcStat e(fDiffuseMap,
463 if (!diffuseContext) { 554 SkShader::kClamp_TileMode, SkShade r::kClamp_TileMode,
555 SkMipMap::De duceTreatment(rec));
556 SkASSERT(diffuseState);
557 if (!diffuseState->setup(diffTotalInv, *rec.fPaint)) {
558 diffuseState->~SkBitmapProcState();
559 sk_free(heapAllocated);
560 return nullptr;
561 }
562 void* normalProviderStorage = (char*)heapAllocated + sizeof(SkBitmapProcStat e);
563
564 SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec,
565 normalP roviderStorage);
566 if (!normalProvider) {
567 diffuseState->~SkBitmapProcState();
464 sk_free(heapAllocated); 568 sk_free(heapAllocated);
465 return nullptr; 569 return nullptr;
466 } 570 }
467 571
468 void* normalProviderStorage = (char*)heapAllocated + fDiffuseShader->context Size(rec); 572 return new (storage) LightingShaderContext(*this, rec, diffuseState, normalP rovider,
469 SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec,
470 normalP roviderStorage);
471 if (!normalProvider) {
472 diffuseContext->~Context();
473 sk_free(heapAllocated);
474 return nullptr;
475 }
476
477 return new (storage) LightingShaderContext(*this, rec, diffuseContext, norma lProvider,
478 heapAllocated); 573 heapAllocated);
479 } 574 }
480 575
481 /////////////////////////////////////////////////////////////////////////////// 576 ///////////////////////////////////////////////////////////////////////////////
482 577
483 sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse, 578 sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse,
484 sk_sp<SkLights> lights, 579 sk_sp<SkLights> lights,
485 const SkMatrix* diffLocalM, 580 const SkMatrix* diffLocalM,
486 sk_sp<SkNormalSource> normalSource) { 581 sk_sp<SkNormalSource> normalSource) {
487 if (diffuse.isNull() || SkBitmapProcShader::BitmapIsTooBig(diffuse)) { 582 if (diffuse.isNull() || SkBitmapProcShader::BitmapIsTooBig(diffuse)) {
488 return nullptr; 583 return nullptr;
489 } 584 }
490 585
491 if (!normalSource) { 586 if (!normalSource) {
492 // TODO: Use a default implementation of normalSource instead 587 // TODO: Use a default implementation of normalSource instead
493 return nullptr; 588 return nullptr;
494 } 589 }
495 590
496 // TODO: support other tile modes 591 return sk_make_sp<SkLightingShaderImpl>(diffuse, std::move(lights), diffLoca lM,
497 sk_sp<SkShader> diffuseShader = SkBitmapProcShader::MakeBitmapShader(diffuse , 592 std::move(normalSource));
498 SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, diffLocalM);
499
500 return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move( normalSource),
501 std::move(lights));
502 } 593 }
503 594
504 /////////////////////////////////////////////////////////////////////////////// 595 ///////////////////////////////////////////////////////////////////////////////
505 596
506 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 597 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
507 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 598 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
508 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 599 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
509 600
510 /////////////////////////////////////////////////////////////////////////////// 601 ///////////////////////////////////////////////////////////////////////////////
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