| |
| /* |
| * 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; |
| |
| #if SK_SUPPORT_GPU |
| const GrFragmentProcessor* asFragmentProcessor(GrContext*, |
| const SkMatrix& viewM, |
| const SkMatrix* localMatrix, |
| SkFilterQuality) const override; |
| #endif |
| |
| 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 "GrInvariantOutput.h" |
| #include "GrTextureAccess.h" |
| #include "glsl/GrGLSLFragmentProcessor.h" |
| #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| #include "glsl/GrGLSLProgramDataManager.h" |
| #include "glsl/GrGLSLUniformHandler.h" |
| #include "SkGr.h" |
| #include "SkGrPriv.h" |
| |
| class LightingFP : public GrFragmentProcessor { |
| public: |
| LightingFP(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 GrGLSLFragmentProcessor { |
| public: |
| LightingGLFP() { |
| fLightDir.fX = 10000.0f; |
| fLightColor.fX = 0.0f; |
| fAmbientColor.fX = 0.0f; |
| fInvNormRotation.set(0.0f, 0.0f); |
| } |
| |
| void emitCode(EmitArgs& args) override { |
| |
| GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| |
| // add uniforms |
| const char* lightDirUniName = nullptr; |
| fLightDirUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "LightDir", &lightDirUniName); |
| |
| const char* lightColorUniName = nullptr; |
| fLightColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "LightColor", &lightColorUniName); |
| |
| const char* ambientColorUniName = nullptr; |
| fAmbientColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "AmbientColor", &ambientColorUniName); |
| |
| const char* xformUniName = nullptr; |
| fXformUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragment_Visibility, |
| kVec2f_GrSLType, kDefault_GrSLPrecision, |
| "Xform", &xformUniName); |
| |
| fragBuilder->codeAppend("vec4 diffuseColor = "); |
| fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], |
| args.fCoords[0].c_str(), |
| args.fCoords[0].getType()); |
| fragBuilder->codeAppend(";"); |
| |
| fragBuilder->codeAppend("vec4 normalColor = "); |
| fragBuilder->appendTextureLookup(args.fSamplers[1], |
| args.fCoords[1].c_str(), |
| args.fCoords[1].getType()); |
| fragBuilder->codeAppend(";"); |
| |
| fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); |
| |
| fragBuilder->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! |
| fragBuilder->codeAppend("normal = normalize(m*normal);"); |
| |
| fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", |
| lightDirUniName); |
| // diffuse light |
| fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); |
| // ambient light |
| fragBuilder->codeAppendf("result += %s;", ambientColorUniName); |
| fragBuilder->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 GrGLSLProgramDataManager& 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; |
| GrGLSLProgramDataManager::UniformHandle fLightDirUni; |
| |
| SkColor3f fLightColor; |
| GrGLSLProgramDataManager::UniformHandle fLightColorUni; |
| |
| SkColor3f fAmbientColor; |
| GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
| |
| SkVector fInvNormRotation; |
| GrGLSLProgramDataManager::UniformHandle fXformUni; |
| }; |
| |
| void onGetGLSLProcessorKey(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: |
| GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new 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; |
| } |
| |
| const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor( |
| GrContext* context, |
| const SkMatrix& viewM, |
| const SkMatrix* localMatrix, |
| SkFilterQuality filterQuality) 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 nullptr; |
| } |
| |
| if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { |
| return nullptr; |
| } |
| |
| bool doBicubic; |
| GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode( |
| SkTMin(filterQuality, kMedium_SkFilterQuality), |
| viewM, |
| this->getLocalMatrix(), |
| &doBicubic); |
| SkASSERT(!doBicubic); |
| |
| GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode( |
| SkTMin(filterQuality, 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 nullptr; |
| } |
| |
| 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 nullptr; |
| } |
| |
| SkAutoTUnref<const GrFragmentProcessor> inner ( |
| new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights, |
| fInvNormRotation)); |
| return GrFragmentProcessor::MulOutputByInputAlpha(inner); |
| } |
| |
| #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 nullptr; |
| } |
| diffuse.setImmutable(); |
| |
| SkBitmap normal; |
| if (!buf.readBitmap(&normal)) { |
| return nullptr; |
| } |
| 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 nullptr; |
| } |
| |
| if (isAmbient) { |
| builder.add(SkLight(color)); |
| } else { |
| SkVector3 dir; |
| if (!buf.readScalarArray(&dir.fX, 3)) { |
| return nullptr; |
| } |
| builder.add(SkLight(color, dir)); |
| } |
| } |
| |
| SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish()); |
| |
| return new 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 nullptr; |
| } |
| |
| void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); |
| SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcState(fDiffuseMap, |
| SkShader::kClamp_TileMode, SkShader::kClamp_TileMode); |
| SkASSERT(diffuseState); |
| if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) { |
| diffuseState->~SkBitmapProcState(); |
| return nullptr; |
| } |
| |
| void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); |
| SkBitmapProcState* normalState = new (normalStateStorage) SkBitmapProcState(fNormalMap, |
| SkShader::kClamp_TileMode, SkShader::kClamp_TileMode); |
| SkASSERT(normalState); |
| if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) { |
| diffuseState->~SkBitmapProcState(); |
| normalState->~SkBitmapProcState(); |
| return nullptr; |
| } |
| |
| return new (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 new 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 |
| |
| /////////////////////////////////////////////////////////////////////////////// |