diff options
author | robertphillips <robertphillips@google.com> | 2015-07-29 12:28:04 -0700 |
---|---|---|
committer | Commit bot <commit-bot@chromium.org> | 2015-07-29 12:28:04 -0700 |
commit | 5f865b9cf11ac16e41f10d78276d6b8cf68762de (patch) | |
tree | 582daf4ae76abb74e106783a804355920803be00 /src | |
parent | f20488b4f2139e6ca09fee7e39b731dd8ab467db (diff) |
Move LightingShader to effects
Additionally this CL:
forces the light colors to be opaque
forces the light direction to be normalized
adds a raster implementation
adds a gm
Review URL: https://codereview.chromium.org/1245883003
Diffstat (limited to 'src')
-rw-r--r-- | src/core/SkBitmapProcShader.cpp | 27 | ||||
-rw-r--r-- | src/core/SkBitmapProcShader.h | 6 | ||||
-rw-r--r-- | src/core/SkBitmapProcState.h | 1 | ||||
-rw-r--r-- | src/effects/SkLightingShader.cpp | 579 | ||||
-rw-r--r-- | src/effects/SkLightingShader.h | 45 |
5 files changed, 633 insertions, 25 deletions
diff --git a/src/core/SkBitmapProcShader.cpp b/src/core/SkBitmapProcShader.cpp index eeb43b4886..5a33af55ba 100644 --- a/src/core/SkBitmapProcShader.cpp +++ b/src/core/SkBitmapProcShader.cpp @@ -17,20 +17,6 @@ #include "effects/GrBicubicEffect.h" #endif -bool SkBitmapProcShader::CanDo(const SkBitmap& bm, TileMode tx, TileMode ty) { - switch (bm.colorType()) { - case kAlpha_8_SkColorType: - case kRGB_565_SkColorType: - case kIndex_8_SkColorType: - case kN32_SkColorType: - // if (tx == ty && (kClamp_TileMode == tx || kRepeat_TileMode == tx)) - return true; - default: - break; - } - return false; -} - SkBitmapProcShader::SkBitmapProcShader(const SkBitmap& src, TileMode tmx, TileMode tmy, const SkMatrix* localMatrix) : INHERITED(localMatrix) { @@ -267,7 +253,7 @@ void SkBitmapProcShader::BitmapProcShaderContext::shadeSpan16(int x, int y, uint // returns true and set color if the bitmap can be drawn as a single color // (for efficiency) -static bool canUseColorShader(const SkBitmap& bm, SkColor* color) { +static bool can_use_color_shader(const SkBitmap& bm, SkColor* color) { #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK // HWUI does not support color shaders (see b/22390304) return false; @@ -298,14 +284,14 @@ static bool canUseColorShader(const SkBitmap& bm, SkColor* color) { return false; } -static bool bitmapIsTooBig(const SkBitmap& bm) { +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. // - const int maxSize = 65535; + static const int kMaxSize = 65535; - return bm.width() > maxSize || bm.height() > maxSize; + return bm.width() > kMaxSize || bm.height() > kMaxSize; } SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode tmx, @@ -313,14 +299,13 @@ SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode tmx, SkTBlitterAllocator* allocator) { SkShader* shader; SkColor color; - if (src.isNull() || bitmapIsTooBig(src)) { + if (src.isNull() || bitmap_is_too_big(src)) { if (NULL == allocator) { shader = SkNEW(SkEmptyShader); } else { shader = allocator->createT<SkEmptyShader>(); } - } - else if (canUseColorShader(src, &color)) { + } else if (can_use_color_shader(src, &color)) { if (NULL == allocator) { shader = SkNEW_ARGS(SkColorShader, (color)); } else { diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h index b76a6fe774..ea16d1fa9f 100644 --- a/src/core/SkBitmapProcShader.h +++ b/src/core/SkBitmapProcShader.h @@ -25,8 +25,6 @@ public: size_t contextSize() const override; - static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty); - SK_TO_STRING_OVERRIDE() SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader) @@ -40,7 +38,7 @@ public: // The context takes ownership of the state. It will call its destructor // but will NOT free the memory. BitmapProcShaderContext(const SkBitmapProcShader&, const ContextRec&, SkBitmapProcState*); - virtual ~BitmapProcShaderContext(); + ~BitmapProcShaderContext() override; void shadeSpan(int x, int y, SkPMColor dstC[], int count) override; ShadeProc asAShadeProc(void** ctx) override; @@ -71,7 +69,7 @@ private: // an Sk3DBlitter in SkDraw.cpp // Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not // yet found a situation where the size below isn't big enough. -typedef SkSmallAllocator<3, 1024> SkTBlitterAllocator; +typedef SkSmallAllocator<3, 1152> SkTBlitterAllocator; // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive // the SkShader. diff --git a/src/core/SkBitmapProcState.h b/src/core/SkBitmapProcState.h index 31d114291c..af39004ef2 100644 --- a/src/core/SkBitmapProcState.h +++ b/src/core/SkBitmapProcState.h @@ -118,6 +118,7 @@ struct SkBitmapProcState { private: friend class SkBitmapProcShader; + friend class SkLightingShaderImpl; ShaderProc32 fShaderProc32; // chooseProcs ShaderProc16 fShaderProc16; // chooseProcs diff --git a/src/effects/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp new file mode 100644 index 0000000000..be92ccf361 --- /dev/null +++ b/src/effects/SkLightingShader.cpp @@ -0,0 +1,579 @@ + +/* + * 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 "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 + vec3 for ambient and light-color + add dox for both lighting equation, and how we compute normal from bitmap + + 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 use the provided normal map, light + and ambient color to light the diffuse bitmap. + @param diffuse the diffuse bitmap + @param normal the normal map + @param light the light applied to the normal map + @param ambient the linear (unpremul) ambient light color + */ + SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, + const SkLightingShader::Light& light, + const SkColor ambient) + : fDiffuseMap(diffuse) + , fNormalMap(normal) + , fLight(light) + , fAmbientColor(ambient) { + if (!fLight.fDirection.normalize()) { + fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f); + } + SkColorSetA(fLight.fColor, 0xFF); + SkColorSetA(fAmbientColor, 0xFF); + } + + bool isOpaque() const override; + + bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM, + const SkMatrix* localMatrix, GrColor* color, + GrProcessorDataManager*, GrFragmentProcessor** fp) const override; + + 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(LightingShader) + +protected: + void flatten(SkWriteBuffer&) const override; + Context* onCreateContext(const ContextRec&, void*) const override; + +private: + SkBitmap fDiffuseMap; + SkBitmap fNormalMap; + SkLightingShader::Light fLight; + SkColor fAmbientColor; // linear (unpremul) color + + typedef SkShader INHERITED; +}; + +//////////////////////////////////////////////////////////////////////////// + +#if SK_SUPPORT_GPU + +#include "GrCoordTransform.h" +#include "GrFragmentProcessor.h" +#include "GrTextureAccess.h" +#include "gl/GrGLProcessor.h" +#include "gl/builders/GrGLProgramBuilder.h" +#include "SkGr.h" + +class LightingFP : public GrFragmentProcessor { +public: + LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, + SkVector3 lightDir, GrColor lightColor, GrColor ambientColor) + : fDeviceTransform(kDevice_GrCoordSet, matrix) + , fDiffuseTextureAccess(diffuse) + , fNormalTextureAccess(normal) + , fLightDir(lightDir) + , fLightColor(lightColor) + , fAmbientColor(ambientColor) { + this->addCoordTransform(&fDeviceTransform); + this->addTextureAccess(&fDiffuseTextureAccess); + this->addTextureAccess(&fNormalTextureAccess); + + this->initClassID<LightingFP>(); + } + + class LightingGLFP : public GrGLFragmentProcessor { + public: + LightingGLFP() : fLightColor(GrColor_ILLEGAL), fAmbientColor(GrColor_ILLEGAL) { + fLightDir.fX = 10000.0f; + } + + void emitCode(EmitArgs& args) override { + + GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder(); + + // add uniforms + const char* lightDirUniName = NULL; + fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec3f_GrSLType, kDefault_GrSLPrecision, + "LightDir", &lightDirUniName); + + const char* lightColorUniName = NULL; + fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec4f_GrSLType, kDefault_GrSLPrecision, + "LightColor", &lightColorUniName); + + const char* ambientColorUniName = NULL; + fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec4f_GrSLType, kDefault_GrSLPrecision, + "AmbientColor", &ambientColorUniName); + + fpb->codeAppend("vec4 diffuseColor = "); + fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], + args.fCoords[0].c_str(), + args.fCoords[0].getType()); + fpb->codeAppend(";"); + + fpb->codeAppend("vec4 normalColor = "); + fpb->appendTextureLookup(args.fSamplers[1], + args.fCoords[0].c_str(), + args.fCoords[0].getType()); + fpb->codeAppend(";"); + + 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.rgb*diffuseColor.rgb*NdotL;", lightColorUniName); + // ambient light + fpb->codeAppendf("result += %s.rgb;", ambientColorUniName); + fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor); + } + + void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override { + const LightingFP& lightingFP = proc.cast<LightingFP>(); + + SkVector3 lightDir = lightingFP.lightDir(); + if (lightDir != fLightDir) { + pdman.set3fv(fLightDirUni, 1, &lightDir.fX); + fLightDir = lightDir; + } + + GrColor lightColor = lightingFP.lightColor(); + if (lightColor != fLightColor) { + GrGLfloat c[4]; + GrColorToRGBAFloat(lightColor, c); + pdman.set4fv(fLightColorUni, 1, c); + fLightColor = lightColor; + } + + GrColor ambientColor = lightingFP.ambientColor(); + if (ambientColor != fAmbientColor) { + GrGLfloat c[4]; + GrColorToRGBAFloat(ambientColor, c); + pdman.set4fv(fAmbientColorUni, 1, c); + fAmbientColor = ambientColor; + } + } + + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, + GrProcessorKeyBuilder* b) { +// const LightingFP& lightingFP = proc.cast<LightingFP>(); + // only one shader generated currently + b->add32(0x0); + } + + private: + SkVector3 fLightDir; + GrGLProgramDataManager::UniformHandle fLightDirUni; + + GrColor fLightColor; + GrGLProgramDataManager::UniformHandle fLightColorUni; + + GrColor fAmbientColor; + GrGLProgramDataManager::UniformHandle fAmbientColorUni; + }; + + GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); } + + void getGLProcessorKey(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(); + } + + SkVector3 lightDir() const { return fLightDir; } + GrColor lightColor() const { return fLightColor; } + GrColor ambientColor() const { return fAmbientColor; } + +private: + bool onIsEqual(const GrFragmentProcessor& proc) const override { + const LightingFP& lightingFP = proc.cast<LightingFP>(); + return fDeviceTransform == lightingFP.fDeviceTransform && + fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && + fNormalTextureAccess == lightingFP.fNormalTextureAccess && + fLightDir == lightingFP.fLightDir && + fLightColor == lightingFP.fLightColor && + fAmbientColor == lightingFP.fAmbientColor; + } + + GrCoordTransform fDeviceTransform; + GrTextureAccess fDiffuseTextureAccess; + GrTextureAccess fNormalTextureAccess; + SkVector3 fLightDir; + GrColor fLightColor; + GrColor fAmbientColor; +}; + +//////////////////////////////////////////////////////////////////////////// + +bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, + const SkMatrix& viewM, const SkMatrix* localMatrix, + GrColor* color, GrProcessorDataManager*, + GrFragmentProcessor** fp) const { + // we assume diffuse and normal maps have same width and height + // TODO: support different sizes + SkASSERT(fDiffuseMap.width() == fNormalMap.width() && + fDiffuseMap.height() == fNormalMap.height()); + SkMatrix matrix; + matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); + + SkMatrix lmInverse; + if (!this->getLocalMatrix().invert(&lmInverse)) { + return false; + } + if (localMatrix) { + SkMatrix inv; + if (!localMatrix->invert(&inv)) { + return false; + } + lmInverse.postConcat(inv); + } + matrix.preConcat(lmInverse); + + // Must set wrap and filter on the sampler before requesting a texture. In two places below + // we check the matrix scale factors to determine how to interpret the filter quality setting. + // This completely ignores the complexity of the drawVertices case where explicit local coords + // are provided by the caller. + GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode; + switch (paint.getFilterQuality()) { + case kNone_SkFilterQuality: + textureFilterMode = GrTextureParams::kNone_FilterMode; + break; + case kLow_SkFilterQuality: + textureFilterMode = GrTextureParams::kBilerp_FilterMode; + break; + case kMedium_SkFilterQuality:{ + SkMatrix matrix; + matrix.setConcat(viewM, this->getLocalMatrix()); + if (matrix.getMinScale() < SK_Scalar1) { + textureFilterMode = GrTextureParams::kMipMap_FilterMode; + } else { + // Don't trigger MIP level generation unnecessarily. + textureFilterMode = GrTextureParams::kBilerp_FilterMode; + } + break; + } + case kHigh_SkFilterQuality: + default: + SkErrorInternals::SetError(kInvalidPaint_SkError, + "Sorry, I don't understand the filtering " + "mode you asked for. Falling back to " + "MIPMaps."); + textureFilterMode = GrTextureParams::kMipMap_FilterMode; + break; + + } + + // TODO: support other tile modes + 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; + } + + SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms)); + if (!normalTexture) { + SkErrorInternals::SetError(kInternalError_SkError, + "Couldn't convert bitmap to texture."); + return false; + } + + GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG(fLight.fColor), + SkColorGetB(fLight.fColor), SkColorGetA(fLight.fColor)); + GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGetG(fAmbientColor), + SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor)); + + *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, + fLight.fDirection, lightColor, ambientColor)); + *color = GrColorPackA4(paint.getAlpha()); + return true; +} +#else + +bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, + const SkMatrix& viewM, const SkMatrix* localMatrix, + GrColor* color, GrProcessorDataManager*, + GrFragmentProcessor** fp) const { + SkDEBUGFAIL("Should not call in GPU-less build"); + return false; +} + +#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 int light(int light, int diff, SkScalar NdotL, int ambient) { + int color = int(light * diff * NdotL + 255 * ambient); + if (color <= 0) { + return 0; + } else if (color >= 255*255) { + return 255; + } else { + return SkDiv255Round(color); + } +} + +// larger is better (fewer times we have to loop), but we shouldn't +// 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); + + SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; + SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; + + SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); + SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32(); + + SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); + SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(); + + SkASSERT(fDiffuseState->fPixmap.addr()); + SkASSERT(fNormalState->fPixmap.addr()); + + SkPoint3 norm; + SkScalar NdotL; + int r, g, b; + + do { + int n = count; + if (n > TMP_COUNT) { + n = TMP_COUNT; + } + + 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(SkColorGetR(tmpNormal2[i]))-127.0f, + SkIntToScalar(SkColorGetG(tmpNormal2[i]))-127.0f, + SkIntToScalar(SkColorGetB(tmpNormal2[i]))-127.0f); + norm.normalize(); + + SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); + NdotL = norm.dot(lightShader.fLight.fDirection); + + // This is all done in linear unpremul color space + r = light(SkColorGetR(lightShader.fLight.fColor), SkColorGetR(diffColor), NdotL, + SkColorGetR(lightShader.fAmbientColor)); + g = light(SkColorGetG(lightShader.fLight.fColor), SkColorGetG(diffColor), NdotL, + SkColorGetG(lightShader.fAmbientColor)); + b = light(SkColorGetB(lightShader.fLight.fColor), SkColorGetB(diffColor), NdotL, + SkColorGetB(lightShader.fAmbientColor)); + + result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); + } + + 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) { + SkBitmap diffuse; + if (!buf.readBitmap(&diffuse)) { + return NULL; + } + diffuse.setImmutable(); + + SkBitmap normal; + if (!buf.readBitmap(&normal)) { + return NULL; + } + normal.setImmutable(); + + SkLightingShader::Light light; + if (!buf.readScalarArray(&light.fDirection.fX, 3)) { + return NULL; + } + light.fColor = buf.readColor(); + + SkColor ambient = buf.readColor(); + + // TODO: this would be nice to enable + // return SkCreateLightingShader(diffuse, normal, light, ambient, NULL); + return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient)); +} + +void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { + buf.writeBitmap(fDiffuseMap); + buf.writeBitmap(fNormalMap); + buf.writeScalarArray(&fLight.fDirection.fX, 3); + buf.writeColor(fLight.fColor); + buf.writeColor(fAmbientColor); +} + +SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, + void* storage) const { + + SkMatrix totalInverse; + // Do this first, so we know the matrix can be inverted. + if (!this->computeTotalInverse(rec, &totalInverse)) { + return NULL; + } + + void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); + SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState); + SkASSERT(diffuseState); + + diffuseState->fTileModeX = SkShader::kClamp_TileMode; + diffuseState->fTileModeY = SkShader::kClamp_TileMode; + diffuseState->fOrigBitmap = fDiffuseMap; + if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { + diffuseState->~SkBitmapProcState(); + return NULL; + } + + void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); + SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState); + SkASSERT(normalState); + + normalState->fTileModeX = SkShader::kClamp_TileMode; + normalState->fTileModeY = SkShader::kClamp_TileMode; + normalState->fOrigBitmap = fNormalMap; + if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { + diffuseState->~SkBitmapProcState(); + normalState->~SkBitmapProcState(); + return NULL; + } + + return SkNEW_PLACEMENT_ARGS(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 SkLightingShader::Light& light, + const SkColor ambient) { + 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; + } + + return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient)); +} + +/////////////////////////////////////////////////////////////////////////////// diff --git a/src/effects/SkLightingShader.h b/src/effects/SkLightingShader.h new file mode 100644 index 0000000000..d3fe3f66ac --- /dev/null +++ b/src/effects/SkLightingShader.h @@ -0,0 +1,45 @@ + +/* + * Copyright 2015 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + + +#ifndef SkLightingShader_DEFINED +#define SkLightingShader_DEFINED + +#include "SkPoint3.h" +#include "SkShader.h" + +class SK_API SkLightingShader { +public: + struct Light { + SkVector3 fDirection; // direction towards the light (+Z is out of the screen). + // If degenerate, it will be replaced with (0, 0, 1). + SkColor fColor; // linear (unpremul) color. Note: alpha assumed to be 255. + }; + + /** Returns a shader that lights the diffuse and normal maps with a single light. + + It returns a shader with a reference count of 1. + The caller should decrement the shader's reference count when done with the shader. + It is an error for count to be < 2. + @param diffuse the diffuse bitmap + @param normal the normal map + @param light the light applied to the normal map + @param ambient the linear (unpremul) ambient light color. Note: alpha assumed to be 255. + + NULL will be returned if: + either 'diffuse' or 'normal' are empty + either 'diffuse' or 'normal' are too big (> 65535 on a side) + 'diffuse' and 'normal' aren't the same size + */ + static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal, + const SkLightingShader::Light& light, const SkColor ambient); + + SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() +}; + +#endif |