Revert "Update SkLightingShader to support rotation"
This reverts commit 45b59ed6e4
.
TBR=herb@google.com
Review URL: https://codereview.chromium.org/1304673002
This commit is contained in:
parent
a060eba083
commit
f7d602a458
@ -19,7 +19,7 @@ static SkBitmap make_checkerboard(int texSize) {
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sk_tool_utils::draw_checkerboard(&canvas,
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sk_tool_utils::color_to_565(0x0),
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sk_tool_utils::color_to_565(0xFF804020),
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8);
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2);
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return bitmap;
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}
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@ -58,13 +58,10 @@ public:
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LightingShaderGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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SkLightingShader::Lights::Builder builder;
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fLight.fColor = SkColor3f::Make(1.0f, 1.0f, 1.0f);
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fLight.fDirection = SkVector3::Make(0.0f, 0.0f, 1.0f);
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builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, 1.0f),
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SkVector3::Make(1.0f, 0.0f, 0.0f)));
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builder.add(SkLight(SkColor3f::Make(0.2f, 0.2f, 0.2f)));
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fLights.reset(builder.finish());
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fAmbient = SkColor3f::Make(0.1f, 0.1f, 0.1f);
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}
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protected:
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@ -101,16 +98,11 @@ protected:
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SkMatrix matrix;
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matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit);
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const SkMatrix& ctm = canvas->getTotalMatrix();
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// TODO: correctly pull out the pure rotation
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SkVector invNormRotation = { ctm[SkMatrix::kMScaleX], ctm[SkMatrix::kMSkewY] };
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SkAutoTUnref<SkShader> fShader(SkLightingShader::Create(
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fDiffuse,
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fNormalMaps[mapType],
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fLights,
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invNormRotation, &matrix, &matrix));
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fLight, fAmbient,
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&matrix));
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SkPaint paint;
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paint.setShader(fShader);
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@ -119,56 +111,17 @@ protected:
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}
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void onDraw(SkCanvas* canvas) override {
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SkMatrix m;
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SkRect r;
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SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
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this->drawRect(canvas, r, kHemi_NormalMap);
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{
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r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
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this->drawRect(canvas, r, kHemi_NormalMap);
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r.offset(kGMSize - kTexSize, 0);
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this->drawRect(canvas, r, kFrustum_NormalMap);
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canvas->save();
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m.setRotate(45.0f, r.centerX(), r.centerY());
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m.postTranslate(kGMSize/2.0f - kTexSize/2.0f, 0.0f);
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canvas->setMatrix(m);
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this->drawRect(canvas, r, kHemi_NormalMap);
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canvas->restore();
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}
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r.offset(0, kGMSize - kTexSize);
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this->drawRect(canvas, r, kTetra_NormalMap);
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{
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r.offset(kGMSize - kTexSize, 0);
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this->drawRect(canvas, r, kFrustum_NormalMap);
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canvas->save();
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m.setRotate(45.0f, r.centerX(), r.centerY());
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m.postTranslate(0.0f, kGMSize/2.0f - kTexSize/2.0f);
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canvas->setMatrix(m);
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this->drawRect(canvas, r, kFrustum_NormalMap);
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canvas->restore();
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}
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{
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r.offset(0, kGMSize - kTexSize);
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this->drawRect(canvas, r, kTetra_NormalMap);
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canvas->save();
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m.setRotate(45.0f, r.centerX(), r.centerY());
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m.postTranslate(-kGMSize/2.0f + kTexSize/2.0f, 0.0f);
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canvas->setMatrix(m);
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this->drawRect(canvas, r, kTetra_NormalMap);
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canvas->restore();
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}
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{
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r.offset(kTexSize - kGMSize, 0);
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this->drawRect(canvas, r, kHemi_NormalMap);
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canvas->save();
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m.setRotate(45.0f, r.centerX(), r.centerY());
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m.postTranslate(0.0f, -kGMSize/2.0f + kTexSize/2.0f);
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canvas->setMatrix(m);
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this->drawRect(canvas, r, kHemi_NormalMap);
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canvas->restore();
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}
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r.offset(kTexSize - kGMSize, 0);
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this->drawRect(canvas, r, kHemi_NormalMap);
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}
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private:
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@ -178,7 +131,8 @@ private:
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SkBitmap fDiffuse;
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SkBitmap fNormalMaps[kNormalMapCount];
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SkAutoTUnref<const SkLightingShader::Lights> fLights;
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SkLightingShader::Light fLight;
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SkColor3f fAmbient;
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typedef GM INHERITED;
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};
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@ -84,7 +84,7 @@
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'../samplecode/SampleLayerMask.cpp',
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'../samplecode/SampleLayers.cpp',
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'../samplecode/SampleLCD.cpp',
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'../samplecode/SampleLighting.cpp',
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'../samplecode/SampleLighting.cpp',
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'../samplecode/SampleLines.cpp',
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'../samplecode/SampleLua.cpp',
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'../samplecode/SampleManyRects.cpp',
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@ -245,9 +245,9 @@
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'android_deps.gyp:Android_SampleApp',
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],
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}],
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[ 'skia_os == "chromeos"', {
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'sources!': [
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'../samplecode/SampleLighting.cpp', #doesn't compile due to gpu dependencies
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[ 'skia_os == "chromeos"', {
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'sources!': [
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'../samplecode/SampleLighting.cpp', #doesn't compile due to gpu dependencies
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],
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}],
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[ 'skia_gpu == 1', {
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@ -117,11 +117,8 @@
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'<(skia_src_path)/core/SkImageCacherator.cpp',
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'<(skia_src_path)/core/SkImageGenerator.cpp',
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'<(skia_src_path)/core/SkLayerInfo.h',
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'<(skia_src_path)/core/SkLight.h',
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'<(skia_src_path)/core/SkLightingShader.h',
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'<(skia_src_path)/core/SkLightingShader.cpp',
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'<(skia_src_path)/core/SkLineClipper.cpp',
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'<(skia_src_path)/core/SkLocalMatrixShader.cpp',
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'<(skia_src_path)/core/SkLineClipper.cpp',
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'<(skia_src_path)/core/SkMallocPixelRef.cpp',
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'<(skia_src_path)/core/SkMask.cpp',
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'<(skia_src_path)/core/SkMaskCache.cpp',
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@ -165,8 +162,6 @@
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'<(skia_src_path)/core/SkPixelRef.cpp',
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'<(skia_src_path)/core/SkPixmap.cpp',
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'<(skia_src_path)/core/SkPoint.cpp',
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'<(skia_src_path)/core/SkPoint3.cpp',
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'<(skia_src_path)/core/SkPoint3.h',
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'<(skia_src_path)/core/SkPtrRecorder.cpp',
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'<(skia_src_path)/core/SkQuadClipper.cpp',
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'<(skia_src_path)/core/SkQuadClipper.h',
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@ -45,6 +45,8 @@
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'<(skia_src_path)/effects/SkLayerRasterizer.cpp',
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'<(skia_src_path)/effects/SkLerpXfermode.cpp',
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'<(skia_src_path)/effects/SkLightingImageFilter.cpp',
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'<(skia_src_path)/effects/SkLightingShader.h',
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'<(skia_src_path)/effects/SkLightingShader.cpp',
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'<(skia_src_path)/effects/SkLumaColorFilter.cpp',
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'<(skia_src_path)/effects/SkMagnifierImageFilter.cpp',
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'<(skia_src_path)/effects/SkMatrixConvolutionImageFilter.cpp',
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@ -55,6 +57,7 @@
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'<(skia_src_path)/effects/SkPerlinNoiseShader.cpp',
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'<(skia_src_path)/effects/SkPictureImageFilter.cpp',
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'<(skia_src_path)/effects/SkPixelXorXfermode.cpp',
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'<(skia_src_path)/effects/SkPoint3.cpp',
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'<(skia_src_path)/effects/SkRectShaderImageFilter.cpp',
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'<(skia_src_path)/effects/SkTableColorFilter.cpp',
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'<(skia_src_path)/effects/SkTableMaskFilter.cpp',
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@ -111,6 +114,7 @@
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'<(skia_include_path)/effects/SkPaintFlagsDrawFilter.h',
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'<(skia_include_path)/effects/SkPerlinNoiseShader.h',
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'<(skia_include_path)/effects/SkPixelXorXfermode.h',
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'<(skia_include_path)/effects/SkPoint3.h',
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'<(skia_include_path)/effects/SkRectShaderImageFilter.h',
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'<(skia_include_path)/effects/SkTableColorFilter.h',
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'<(skia_include_path)/effects/SkTableMaskFilter.h',
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@ -101,7 +101,6 @@
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],
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'include_dirs': [
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'../src/fonts',
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'../src/core',
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],
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'dependencies': [
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'resources',
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@ -91,22 +91,6 @@ struct SK_API SkPoint3 {
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return v;
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}
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/** Add v's coordinates to the point's
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*/
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void operator+=(const SkPoint3& v) {
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fX += v.fX;
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fY += v.fY;
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fZ += v.fZ;
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}
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/** Subtract v's coordinates from the point's
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*/
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void operator-=(const SkPoint3& v) {
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fX -= v.fX;
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fY -= v.fY;
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fZ -= v.fZ;
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}
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/** Returns the dot product of a and b, treating them as 3D vectors
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*/
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static SkScalar DotProduct(const SkPoint3& a, const SkPoint3& b) {
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@ -11,21 +11,6 @@
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#include "SkCanvas.h"
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#include "SkImageDecoder.h"
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#include "SkLightingShader.h"
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#include "SkPoint3.h"
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static const SkLightingShader::Lights* create_lights(SkScalar angle, SkScalar blue) {
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const SkVector3 dir = SkVector3::Make(SkScalarSin(angle)*SkScalarSin(SK_ScalarPI*0.25f),
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SkScalarCos(angle)*SkScalarSin(SK_ScalarPI*0.25f),
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SkScalarCos(SK_ScalarPI*0.25f));
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SkLightingShader::Lights::Builder builder;
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builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, blue), dir));
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builder.add(SkLight(SkColor3f::Make(0.1f, 0.1f, 0.1f)));
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return builder.finish();
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}
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////////////////////////////////////////////////////////////////////////////
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@ -36,6 +21,7 @@ public:
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SkBitmap fNormalBitmap;
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SkScalar fLightAngle;
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SkScalar fColorFactor;
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SkColor3f fAmbientColor;
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LightingView() {
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SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
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@ -46,11 +32,16 @@ public:
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fLightAngle = 0.0f;
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fColorFactor = 0.0f;
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SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLightAngle, 1.0f));
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SkLightingShader::Light light;
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light.fColor = SkColor3f::Make(1.0f, 1.0f, 1.0f);
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light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
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fAmbientColor = SkColor3f::Make(0.1f, 0.1f, 0.1f);
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fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
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lights, SkVector::Make(1.0f, 0.0f),
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nullptr, nullptr));
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light, fAmbientColor, nullptr));
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}
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virtual ~LightingView() {}
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@ -72,12 +63,14 @@ protected:
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fColorFactor = 0.0f;
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}
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SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLightAngle,
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fColorFactor));
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SkLightingShader::Light light;
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light.fColor = SkColor3f::Make(1.0f, 1.0f, fColorFactor);
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light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
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fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
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lights, SkVector::Make(1.0f, 0.0f),
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nullptr, nullptr));
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light, fAmbientColor, nullptr));
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SkPaint paint;
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paint.setShader(fShader);
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@ -1,56 +0,0 @@
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkLight_DEFINED
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#define SkLight_DEFINED
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#include "SkPoint3.h"
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class SK_API SkLight {
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public:
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enum LightType {
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kAmbient_LightType, // only 'fColor' is used
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kDirectional_LightType
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};
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SkLight() : fType(kAmbient_LightType) {
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fColor.set(0.0f, 0.0f, 0.0f);
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fDirection.set(0.0f, 0.0f, 1.0f);
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}
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SkLight(const SkColor3f& color)
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: fType(kAmbient_LightType)
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, fColor(color) {
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fDirection.set(0.0f, 0.0f, 1.0f);
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}
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SkLight(const SkColor3f& color, const SkVector3& dir)
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: fType(kDirectional_LightType)
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, fColor(color)
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, fDirection(dir) {
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if (!fDirection.normalize()) {
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fDirection.set(0.0f, 0.0f, 1.0f);
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}
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}
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LightType type() const { return fType; }
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const SkColor3f& color() const { return fColor; }
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const SkVector3& dir() const {
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SkASSERT(kAmbient_LightType != fType);
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return fDirection;
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}
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private:
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LightType fType;
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SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
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SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
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// If degenerate, it will be replaced with (0, 0, 1).
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};
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#endif
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@ -12,7 +12,6 @@
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#include "SkErrorInternals.h"
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#include "SkLightingShader.h"
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#include "SkMathPriv.h"
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#include "SkPoint3.h"
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#include "SkReadBuffer.h"
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#include "SkWriteBuffer.h"
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@ -41,33 +40,24 @@
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class SK_API SkLightingShaderImpl : public SkShader {
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public:
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/** Create a new lighting shader that uses the provided normal map and
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lights to light the diffuse bitmap.
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@param diffuse the diffuse bitmap
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@param normal the normal map
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@param lights the lights applied to the normal map
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@param invNormRotation rotation applied to the normal map's normals
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@param diffLocalM the local matrix for the diffuse coordinates
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@param normLocalM the local matrix for the normal coordinates
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/** Create a new lighting shader that use the provided normal map, light
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and ambient color to light the diffuse bitmap.
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@param diffuse the diffuse bitmap
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@param normal the normal map
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@param light the light applied to the normal map
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@param ambient the linear (unpremul) ambient light color
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*/
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SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
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const SkLightingShader::Lights* lights,
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const SkVector& invNormRotation,
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const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
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: INHERITED(diffLocalM)
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const SkLightingShader::Light& light,
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const SkColor3f& ambient, const SkMatrix* localMatrix)
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: INHERITED(localMatrix)
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, fDiffuseMap(diffuse)
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, fNormalMap(normal)
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, fLights(SkRef(lights))
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, fInvNormRotation(invNormRotation) {
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if (normLocalM) {
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fNormLocalMatrix = *normLocalM;
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} else {
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fNormLocalMatrix.reset();
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, fLight(light)
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, fAmbientColor(ambient) {
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if (!fLight.fDirection.normalize()) {
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fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
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}
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// Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
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(void)fNormLocalMatrix.getType();
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}
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bool isOpaque() const override;
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@ -104,16 +94,12 @@ public:
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protected:
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void flatten(SkWriteBuffer&) const override;
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Context* onCreateContext(const ContextRec&, void*) const override;
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bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const;
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private:
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SkBitmap fDiffuseMap;
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SkBitmap fNormalMap;
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SkAutoTUnref<const SkLightingShader::Lights> fLights;
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SkMatrix fNormLocalMatrix;
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SkVector fInvNormRotation;
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SkBitmap fDiffuseMap;
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SkBitmap fNormalMap;
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SkLightingShader::Light fLight;
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SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel.
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friend class SkLightingShader;
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@ -133,32 +119,19 @@ private:
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class LightingFP : public GrFragmentProcessor {
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public:
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LightingFP(GrProcessorDataManager* pdm, GrTexture* diffuse, GrTexture* normal,
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const SkMatrix& diffMatrix, const SkMatrix& normMatrix,
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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());
|
||||
|
||||
SkMatrix lmInverse;
|
||||
if (!localMatrix1.invert(&lmInverse)) {
|
||||
return false;
|
||||
}
|
||||
if (localMatrix2) {
|
||||
SkMatrix inv;
|
||||
if (!localMatrix2->invert(&inv)) {
|
||||
return false;
|
||||
}
|
||||
lmInverse.postConcat(inv);
|
||||
}
|
||||
result->preConcat(lmInverse);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
|
||||
const SkMatrix& viewM, const SkMatrix* localMatrix,
|
||||
GrColor* color, GrProcessorDataManager* pdm,
|
||||
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 diffM, normM;
|
||||
|
||||
if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
|
||||
return false;
|
||||
}
|
||||
SkMatrix matrix;
|
||||
matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
|
||||
|
||||
if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
|
||||
SkMatrix lmInverse;
|
||||
if (!this->getLocalMatrix().invert(&lmInverse)) {
|
||||
return false;
|
||||
}
|
||||
if (localMatrix) {
|
||||
SkMatrix inv;
|
||||
if (!localMatrix->invert(&inv)) {
|
||||
return false;
|
||||
}
|
||||
lmInverse.postConcat(inv);
|
||||
}
|
||||
matrix.preConcat(lmInverse);
|
||||
|
||||
bool doBicubic;
|
||||
GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
|
||||
SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality),
|
||||
viewM,
|
||||
this->getLocalMatrix(),
|
||||
&doBicubic);
|
||||
SkASSERT(!doBicubic);
|
||||
// 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;
|
||||
|
||||
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);
|
||||
// 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);
|
||||
|
||||
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[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));
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
@ -10,57 +10,15 @@
|
||||
#ifndef SkLightingShader_DEFINED
|
||||
#define SkLightingShader_DEFINED
|
||||
|
||||
#include "SkFlattenable.h"
|
||||
#include "SkLight.h"
|
||||
#include "SkPoint3.h"
|
||||
#include "SkShader.h"
|
||||
#include "SkTDArray.h"
|
||||
|
||||
class SkBitmap;
|
||||
class SkMatrix;
|
||||
|
||||
class SK_API SkLightingShader {
|
||||
public:
|
||||
class Lights : public SkRefCnt {
|
||||
public:
|
||||
class Builder {
|
||||
public:
|
||||
Builder(const SkLight lights[], int numLights)
|
||||
: fLights(SkNEW_ARGS(Lights, (lights, numLights))) {
|
||||
}
|
||||
|
||||
Builder() : fLights(SkNEW(Lights)) { }
|
||||
|
||||
// TODO: limit the number of lights here or just ignore those
|
||||
// above some maximum?
|
||||
void add(const SkLight& light) {
|
||||
if (fLights) {
|
||||
*fLights->fLights.push() = light;
|
||||
}
|
||||
}
|
||||
|
||||
const Lights* finish() {
|
||||
return fLights.detach();
|
||||
}
|
||||
|
||||
private:
|
||||
SkAutoTUnref<Lights> fLights;
|
||||
};
|
||||
|
||||
int numLights() const {
|
||||
return fLights.count();
|
||||
}
|
||||
|
||||
const SkLight& light(int index) const {
|
||||
return fLights[index];
|
||||
}
|
||||
|
||||
private:
|
||||
Lights() {}
|
||||
Lights(const SkLight lights[], int numLights) : fLights(lights, numLights) {}
|
||||
|
||||
SkTDArray<SkLight> fLights;
|
||||
|
||||
typedef SkRefCnt INHERITED;
|
||||
struct Light {
|
||||
SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
|
||||
// If degenerate, it will be replaced with (0, 0, 1).
|
||||
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
|
||||
};
|
||||
|
||||
/** Returns a shader that lights the diffuse and normal maps with a single light.
|
||||
@ -92,8 +50,8 @@ public:
|
||||
(127, 127, 0).
|
||||
*/
|
||||
static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
|
||||
const Lights* lights, const SkVector& invNormRotation,
|
||||
const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix);
|
||||
const SkLightingShader::Light& light, const SkColor3f& ambient,
|
||||
const SkMatrix* localMatrix);
|
||||
|
||||
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
|
||||
};
|
@ -41,7 +41,7 @@
|
||||
#include "SkLayerRasterizer.h"
|
||||
#include "SkLerpXfermode.h"
|
||||
#include "SkLightingImageFilter.h"
|
||||
#include "SkLightingShader.h"
|
||||
#include "../effects/SkLightingShader.h"
|
||||
#include "SkLocalMatrixShader.h"
|
||||
#include "SkLumaColorFilter.h"
|
||||
#include "SkMagnifierImageFilter.h"
|
||||
|
@ -37,7 +37,7 @@
|
||||
#include "SkLayerRasterizer.h"
|
||||
#include "SkLerpXfermode.h"
|
||||
#include "SkLightingImageFilter.h"
|
||||
#include "SkLightingShader.h"
|
||||
#include "../effects/SkLightingShader.h"
|
||||
#include "SkLocalMatrixShader.h"
|
||||
#include "SkLumaColorFilter.h"
|
||||
#include "SkMagnifierImageFilter.h"
|
||||
|
Loading…
Reference in New Issue
Block a user