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authorGravatar Robert Phillips <robertphillips@google.com>2018-07-17 12:30:40 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-17 17:24:50 +0000
commita8cdbd7431b6a27d28db1bc80d7557cedf7e66d0 (patch)
tree3d866605d2236b31da70535f2a4263c55b01acae /src
parent9e0d7e4072e43495a3907bb2bac7824e8e60c368 (diff)
Restore SkLightingShader and associated classes
This reverts https://skia-review.googlesource.com/c/skia/+/31140 (Remove SkLightingShader and associated classes) and updates the classes to ToT Change-Id: I3b1df1704cca8907aa00f081a7e93339b65ad4fa Reviewed-on: https://skia-review.googlesource.com/141545 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
Diffstat (limited to 'src')
-rw-r--r--src/core/SkLights.cpp91
-rw-r--r--src/core/SkNormalFlatSource.cpp100
-rw-r--r--src/core/SkNormalFlatSource.h47
-rw-r--r--src/core/SkNormalMapSource.cpp253
-rw-r--r--src/core/SkNormalMapSource.h57
-rw-r--r--src/core/SkNormalSource.cpp22
-rw-r--r--src/core/SkNormalSource.h75
-rw-r--r--src/gpu/GrProcessor.h3
-rw-r--r--src/ports/SkGlobalInitialization_default.cpp4
-rw-r--r--src/shaders/SkLightingShader.cpp497
-rw-r--r--src/shaders/SkLightingShader.h40
11 files changed, 1189 insertions, 0 deletions
diff --git a/src/core/SkLights.cpp b/src/core/SkLights.cpp
new file mode 100644
index 0000000000..e6c4796506
--- /dev/null
+++ b/src/core/SkLights.cpp
@@ -0,0 +1,91 @@
+
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkColorSpaceXformer.h"
+#include "SkLights.h"
+#include "SkReadBuffer.h"
+
+sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
+ Builder builder;
+
+ SkColor3f ambColor;
+ if (!buf.readScalarArray(&ambColor.fX, 3)) {
+ return nullptr;
+ }
+
+ builder.setAmbientLightColor(ambColor);
+
+ int numLights = buf.readInt();
+
+ for (int l = 0; l < numLights; ++l) {
+ bool isPoint = buf.readBool();
+
+ SkColor3f color;
+ if (!buf.readScalarArray(&color.fX, 3)) {
+ return nullptr;
+ }
+
+ SkVector3 dirOrPos;
+ if (!buf.readScalarArray(&dirOrPos.fX, 3)) {
+ return nullptr;
+ }
+
+ if (isPoint) {
+ SkScalar intensity;
+ intensity = buf.readScalar();
+ Light light = Light::MakePoint(color, dirOrPos, intensity);
+ builder.add(light);
+ } else {
+ Light light = Light::MakeDirectional(color, dirOrPos);
+ builder.add(light);
+ }
+ }
+
+ return builder.finish();
+}
+
+static SkColor3f xform_color(const SkColor3f& color, SkColorSpaceXformer* xformer) {
+ SkColor origColor = SkColorSetARGB(0xFF,
+ SkScalarRoundToInt(color.fX),
+ SkScalarRoundToInt(color.fY),
+ SkScalarRoundToInt(color.fZ));
+ SkColor xformedColor = xformer->apply(origColor);
+ return SkColor3f::Make(SkIntToScalar(SkGetPackedR32(xformedColor)),
+ SkIntToScalar(SkGetPackedG32(xformedColor)),
+ SkIntToScalar(SkGetPackedB32(xformedColor)));
+}
+
+sk_sp<SkLights> SkLights::makeColorSpace(SkColorSpaceXformer* xformer) const {
+ SkLights::Builder builder;
+ for (int i = 0; i < this->numLights(); i++) {
+ Light light(fLights[i].type(), xform_color(fLights[i].color(), xformer),
+ fLights[i].fDirOrPos, fLights[i].fIntensity);
+ builder.add(light);
+ }
+ builder.setAmbientLightColor(xform_color(fAmbientLightColor, xformer));
+ return builder.finish();
+}
+
+void SkLights::flatten(SkWriteBuffer& buf) const {
+ buf.writeScalarArray(&this->ambientLightColor().fX, 3);
+
+ buf.writeInt(this->numLights());
+ for (int l = 0; l < this->numLights(); ++l) {
+ const Light& light = this->light(l);
+
+ bool isPoint = Light::kPoint_LightType == light.type();
+
+ buf.writeBool(isPoint);
+ buf.writeScalarArray(&light.color().fX, 3);
+ buf.writeScalarArray(&light.dir().fX, 3);
+
+ if (isPoint) {
+ buf.writeScalar(light.intensity());
+ }
+ }
+}
diff --git a/src/core/SkNormalFlatSource.cpp b/src/core/SkNormalFlatSource.cpp
new file mode 100644
index 0000000000..f174e185c0
--- /dev/null
+++ b/src/core/SkNormalFlatSource.cpp
@@ -0,0 +1,100 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkNormalFlatSource.h"
+
+#include "SkArenaAlloc.h"
+#include "SkNormalSource.h"
+#include "SkPoint3.h"
+#include "SkReadBuffer.h"
+#include "SkWriteBuffer.h"
+
+#if SK_SUPPORT_GPU
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+
+class NormalFlatFP : public GrFragmentProcessor {
+public:
+ static std::unique_ptr<GrFragmentProcessor> Make() {
+ return std::unique_ptr<GrFragmentProcessor>(new NormalFlatFP());
+ }
+
+ const char* name() const override { return "NormalFlatFP"; }
+
+ std::unique_ptr<GrFragmentProcessor> clone() const override { return Make(); }
+
+private:
+ class GLSLNormalFlatFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLNormalFlatFP() {}
+
+ void emitCode(EmitArgs& args) override {
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
+
+ fragBuilder->codeAppendf("%s = float4(0, 0, 1, 0);", args.fOutputColor);
+ }
+
+ private:
+ void onSetData(const GrGLSLProgramDataManager&, const GrFragmentProcessor&) override {}
+ };
+
+ NormalFlatFP()
+ : INHERITED(kFlatNormalsFP_ClassID, kConstantOutputForConstantInput_OptimizationFlag) {
+ }
+
+ void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {}
+
+ GrColor4f constantOutputForConstantInput(GrColor4f) const override {
+ return GrColor4f(0, 0, 1, 0);
+ }
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalFlatFP; }
+
+ bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
+
+ typedef GrFragmentProcessor INHERITED;
+};
+
+std::unique_ptr<GrFragmentProcessor> SkNormalFlatSourceImpl::asFragmentProcessor(
+ const GrFPArgs&) const {
+ return NormalFlatFP::Make();
+}
+
+#endif // SK_SUPPORT_GPU
+
+////////////////////////////////////////////////////////////////////////////
+
+SkNormalFlatSourceImpl::Provider::Provider() {}
+
+SkNormalFlatSourceImpl::Provider::~Provider() {}
+
+SkNormalSource::Provider* SkNormalFlatSourceImpl::asProvider(const SkShaderBase::ContextRec &rec,
+ SkArenaAlloc *alloc) const {
+ return alloc->make<Provider>();
+}
+
+void SkNormalFlatSourceImpl::Provider::fillScanLine(int x, int y, SkPoint3 output[],
+ int count) const {
+ for (int i = 0; i < count; i++) {
+ output[i] = {0.0f, 0.0f, 1.0f};
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkFlattenable> SkNormalFlatSourceImpl::CreateProc(SkReadBuffer& buf) {
+ return sk_make_sp<SkNormalFlatSourceImpl>();
+}
+
+void SkNormalFlatSourceImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkNormalSource> SkNormalSource::MakeFlat() {
+ return sk_make_sp<SkNormalFlatSourceImpl>();
+}
diff --git a/src/core/SkNormalFlatSource.h b/src/core/SkNormalFlatSource.h
new file mode 100644
index 0000000000..9303ba10af
--- /dev/null
+++ b/src/core/SkNormalFlatSource.h
@@ -0,0 +1,47 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkNormalFlatSource_DEFINED
+#define SkNormalFlatSource_DEFINED
+
+#include "SkNormalSource.h"
+
+class SK_API SkNormalFlatSourceImpl : public SkNormalSource {
+public:
+ SkNormalFlatSourceImpl(){}
+
+#if SK_SUPPORT_GPU
+ std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs& args) const override;
+#endif
+
+ SkNormalSource::Provider* asProvider(const SkShaderBase::ContextRec& rec,
+ SkArenaAlloc* alloc) const override;
+
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkNormalFlatSourceImpl)
+
+protected:
+ void flatten(SkWriteBuffer& buf) const override;
+
+private:
+ class Provider : public SkNormalSource::Provider {
+ public:
+ Provider();
+
+ ~Provider() override;
+
+ void fillScanLine(int x, int y, SkPoint3 output[], int count) const override;
+
+ private:
+ typedef SkNormalSource::Provider INHERITED;
+ };
+
+ friend class SkNormalSource;
+
+ typedef SkNormalSource INHERITED;
+};
+
+#endif
diff --git a/src/core/SkNormalMapSource.cpp b/src/core/SkNormalMapSource.cpp
new file mode 100644
index 0000000000..1b88366690
--- /dev/null
+++ b/src/core/SkNormalMapSource.cpp
@@ -0,0 +1,253 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkNormalMapSource.h"
+
+#include "SkArenaAlloc.h"
+#include "SkLightingShader.h"
+#include "SkMatrix.h"
+#include "SkNormalSource.h"
+#include "SkPM4f.h"
+#include "SkReadBuffer.h"
+#include "SkWriteBuffer.h"
+
+#if SK_SUPPORT_GPU
+#include "GrCoordTransform.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "SkGr.h"
+
+class NormalMapFP : public GrFragmentProcessor {
+public:
+ static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> mapFP,
+ const SkMatrix& invCTM) {
+ return std::unique_ptr<GrFragmentProcessor>(new NormalMapFP(std::move(mapFP), invCTM));
+ }
+
+ const char* name() const override { return "NormalMapFP"; }
+
+ const SkMatrix& invCTM() const { return fInvCTM; }
+
+ std::unique_ptr<GrFragmentProcessor> clone() const override {
+ return Make(this->childProcessor(0).clone(), fInvCTM);
+ }
+
+private:
+ class GLSLNormalMapFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLNormalMapFP() : fColumnMajorInvCTM22{0.0f} {}
+
+ void emitCode(EmitArgs& args) override {
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ // add uniform
+ const char* xformUniName = nullptr;
+ fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat2x2_GrSLType,
+ kDefault_GrSLPrecision, "Xform", &xformUniName);
+
+ SkString dstNormalColorName("dstNormalColor");
+ this->emitChild(0, &dstNormalColorName, args);
+ fragBuilder->codeAppendf("float3 normal = normalize(%s.rgb - float3(0.5));",
+ dstNormalColorName.c_str());
+
+ // If there's no x & y components, return (0, 0, +/- 1) instead to avoid division by 0
+ fragBuilder->codeAppend( "if (abs(normal.z) > 0.999) {");
+ fragBuilder->codeAppendf(" %s = normalize(float4(0.0, 0.0, normal.z, 0.0));",
+ args.fOutputColor);
+ // Else, Normalizing the transformed X and Y, while keeping constant both Z and the
+ // vector's angle in the XY plane. This maintains the "slope" for the surface while
+ // appropriately rotating the normal regardless of any anisotropic scaling that occurs.
+ // Here, we call 'scaling factor' the number that must divide the transformed X and Y so
+ // that the normal's length remains equal to 1.
+ fragBuilder->codeAppend( "} else {");
+ fragBuilder->codeAppendf(" float2 transformed = %s * normal.xy;",
+ xformUniName);
+ fragBuilder->codeAppend( " float scalingFactorSquared = "
+ "( (transformed.x * transformed.x) "
+ "+ (transformed.y * transformed.y) )"
+ "/(1.0 - (normal.z * normal.z));");
+ fragBuilder->codeAppendf(" %s = float4(transformed*inversesqrt(scalingFactorSquared),"
+ "normal.z, 0.0);",
+ args.fOutputColor);
+ fragBuilder->codeAppend( "}");
+ }
+
+ static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
+ b->add32(0x0);
+ }
+
+ private:
+ void onSetData(const GrGLSLProgramDataManager& pdman,
+ const GrFragmentProcessor& proc) override {
+ const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
+
+ const SkMatrix& invCTM = normalMapFP.invCTM();
+ fColumnMajorInvCTM22[0] = invCTM.get(SkMatrix::kMScaleX);
+ fColumnMajorInvCTM22[1] = invCTM.get(SkMatrix::kMSkewY);
+ fColumnMajorInvCTM22[2] = invCTM.get(SkMatrix::kMSkewX);
+ fColumnMajorInvCTM22[3] = invCTM.get(SkMatrix::kMScaleY);
+ pdman.setMatrix2f(fXformUni, fColumnMajorInvCTM22);
+ }
+
+ private:
+ // Upper-right 2x2 corner of the inverse of the CTM in column-major form
+ float fColumnMajorInvCTM22[4];
+ GrGLSLProgramDataManager::UniformHandle fXformUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLNormalMapFP::GenKey(*this, caps, b);
+ }
+ NormalMapFP(std::unique_ptr<GrFragmentProcessor> mapFP, const SkMatrix& invCTM)
+ : INHERITED(kMappedNormalsFP_ClassID, kNone_OptimizationFlags)
+ , fInvCTM(invCTM) {
+ this->registerChildProcessor(std::move(mapFP));
+ }
+
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalMapFP; }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
+ return fInvCTM == normalMapFP.fInvCTM;
+ }
+
+ SkMatrix fInvCTM;
+
+ typedef GrFragmentProcessor INHERITED;
+};
+
+std::unique_ptr<GrFragmentProcessor> SkNormalMapSourceImpl::asFragmentProcessor(
+ const GrFPArgs& args) const {
+ std::unique_ptr<GrFragmentProcessor> mapFP = as_SB(fMapShader)->asFragmentProcessor(args);
+ if (!mapFP) {
+ return nullptr;
+ }
+
+ return NormalMapFP::Make(std::move(mapFP), fInvCTM);
+}
+
+#endif // SK_SUPPORT_GPU
+
+////////////////////////////////////////////////////////////////////////////
+
+SkNormalMapSourceImpl::Provider::Provider(const SkNormalMapSourceImpl& source,
+ SkShaderBase::Context* mapContext)
+ : fSource(source)
+ , fMapContext(mapContext) {}
+
+SkNormalSource::Provider* SkNormalMapSourceImpl::asProvider(const SkShaderBase::ContextRec &rec,
+ SkArenaAlloc* alloc) const {
+ SkMatrix normTotalInv;
+ if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
+ return nullptr;
+ }
+
+ // Overriding paint's alpha because we need the normal map's RGB channels to be unpremul'd
+ SkPaint overridePaint {*(rec.fPaint)};
+ overridePaint.setAlpha(0xFF);
+ SkShaderBase::ContextRec overrideRec(overridePaint, *(rec.fMatrix), rec.fLocalMatrix,
+ rec.fPreferredDstType, rec.fDstColorSpace);
+
+ auto* context = as_SB(fMapShader)->makeContext(overrideRec, alloc);
+ if (!context) {
+ return nullptr;
+ }
+
+ return alloc->make<Provider>(*this, context);
+}
+
+bool SkNormalMapSourceImpl::computeNormTotalInverse(const SkShaderBase::ContextRec& rec,
+ SkMatrix* normTotalInverse) const {
+ SkMatrix total = SkMatrix::Concat(*rec.fMatrix, fMapShader->getLocalMatrix());
+ if (rec.fLocalMatrix) {
+ total.preConcat(*rec.fLocalMatrix);
+ }
+
+ return total.invert(normTotalInverse);
+}
+
+#define BUFFER_MAX 16
+void SkNormalMapSourceImpl::Provider::fillScanLine(int x, int y, SkPoint3 output[],
+ int count) const {
+ SkPMColor tmpNormalColors[BUFFER_MAX];
+
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ fMapContext->shadeSpan(x, y, tmpNormalColors, n);
+
+ for (int i = 0; i < n; i++) {
+ SkPoint3 tempNorm;
+
+ tempNorm.set(SkIntToScalar(SkGetPackedR32(tmpNormalColors[i])) - 127.0f,
+ SkIntToScalar(SkGetPackedG32(tmpNormalColors[i])) - 127.0f,
+ SkIntToScalar(SkGetPackedB32(tmpNormalColors[i])) - 127.0f);
+
+ tempNorm.normalize();
+
+
+ if (!SkScalarNearlyEqual(SkScalarAbs(tempNorm.fZ), 1.0f)) {
+ SkVector transformed = fSource.fInvCTM.mapVector(tempNorm.fX, tempNorm.fY);
+
+ // Normalizing the transformed X and Y, while keeping constant both Z and the
+ // vector's angle in the XY plane. This maintains the "slope" for the surface while
+ // appropriately rotating the normal for any anisotropic scaling that occurs.
+ // Here, we call scaling factor the number that must divide the transformed X and Y
+ // so that the normal's length remains equal to 1.
+ SkScalar scalingFactorSquared =
+ (SkScalarSquare(transformed.fX) + SkScalarSquare(transformed.fY))
+ / (1.0f - SkScalarSquare(tempNorm.fZ));
+ SkScalar invScalingFactor = SkScalarInvert(SkScalarSqrt(scalingFactorSquared));
+
+ output[i].fX = transformed.fX * invScalingFactor;
+ output[i].fY = transformed.fY * invScalingFactor;
+ output[i].fZ = tempNorm.fZ;
+ } else {
+ output[i] = {0.0f, 0.0f, tempNorm.fZ};
+ output[i].normalize();
+ }
+
+ SkASSERT(SkScalarNearlyEqual(output[i].length(), 1.0f));
+ }
+
+ output += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkFlattenable> SkNormalMapSourceImpl::CreateProc(SkReadBuffer& buf) {
+
+ sk_sp<SkShader> mapShader = buf.readFlattenable<SkShaderBase>();
+
+ SkMatrix invCTM;
+ buf.readMatrix(&invCTM);
+
+ return sk_make_sp<SkNormalMapSourceImpl>(std::move(mapShader), invCTM);
+}
+
+void SkNormalMapSourceImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ buf.writeFlattenable(fMapShader.get());
+ buf.writeMatrix(fInvCTM);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkNormalSource> SkNormalSource::MakeFromNormalMap(sk_sp<SkShader> map, const SkMatrix& ctm) {
+ SkMatrix invCTM;
+
+ if (!ctm.invert(&invCTM) || !map) {
+ return nullptr;
+ }
+
+ return sk_make_sp<SkNormalMapSourceImpl>(std::move(map), invCTM);
+}
diff --git a/src/core/SkNormalMapSource.h b/src/core/SkNormalMapSource.h
new file mode 100644
index 0000000000..dfedfd35d5
--- /dev/null
+++ b/src/core/SkNormalMapSource.h
@@ -0,0 +1,57 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkNormalMapSource_DEFINED
+#define SkNormalMapSource_DEFINED
+
+#include "SkNormalSource.h"
+
+class SkNormalMapSourceImpl : public SkNormalSource {
+public:
+ SkNormalMapSourceImpl(sk_sp<SkShader> mapShader, const SkMatrix& invCTM)
+ : fMapShader(std::move(mapShader))
+ , fInvCTM(invCTM) {}
+
+#if SK_SUPPORT_GPU
+ std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs& args) const override;
+#endif
+
+ SkNormalSource::Provider* asProvider(const SkShaderBase::ContextRec& rec,
+ SkArenaAlloc* alloc) const override;
+
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkNormalMapSourceImpl)
+
+protected:
+ void flatten(SkWriteBuffer& buf) const override;
+
+ bool computeNormTotalInverse(const SkShaderBase::ContextRec& rec,
+ SkMatrix* normTotalInverse) const;
+
+private:
+ class Provider : public SkNormalSource::Provider {
+ public:
+ Provider(const SkNormalMapSourceImpl& source, SkShaderBase::Context* mapContext);
+
+ void fillScanLine(int x, int y, SkPoint3 output[], int count) const override;
+
+ private:
+ const SkNormalMapSourceImpl& fSource;
+ SkShaderBase::Context* fMapContext;
+
+ typedef SkNormalSource::Provider INHERITED;
+ };
+
+ sk_sp<SkShader> fMapShader;
+ SkMatrix fInvCTM; // Inverse of the canvas total matrix, used for rotating normals.
+
+ friend class SkNormalSource;
+
+ typedef SkNormalSource INHERITED;
+};
+
+#endif
+
diff --git a/src/core/SkNormalSource.cpp b/src/core/SkNormalSource.cpp
new file mode 100644
index 0000000000..ad1f5a3e40
--- /dev/null
+++ b/src/core/SkNormalSource.cpp
@@ -0,0 +1,22 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkNormalFlatSource.h"
+#include "SkNormalMapSource.h"
+#include "SkNormalSource.h"
+
+// Generating vtable
+SkNormalSource::~SkNormalSource() {}
+
+////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkNormalSource)
+SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkNormalMapSourceImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkNormalFlatSourceImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+////////////////////////////////////////////////////////////////////////////
diff --git a/src/core/SkNormalSource.h b/src/core/SkNormalSource.h
new file mode 100644
index 0000000000..7339890bef
--- /dev/null
+++ b/src/core/SkNormalSource.h
@@ -0,0 +1,75 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef SkNormalSource_DEFINED
+#define SkNormalSource_DEFINED
+
+#include "SkFlattenable.h"
+#include "SkShaderBase.h"
+
+class SkMatrix;
+struct SkPoint3;
+
+#if SK_SUPPORT_GPU
+class GrFragmentProcessor;
+#endif
+
+/** Abstract class that generates or reads in normals for use by SkLightingShader.
+*/
+class SK_API SkNormalSource : public SkFlattenable {
+public:
+ virtual ~SkNormalSource() override;
+
+#if SK_SUPPORT_GPU
+ /** Returns a fragment processor that takes no input and outputs a normal (already rotated)
+ as its output color. To be used as a child fragment processor.
+ */
+ virtual std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const = 0;
+#endif
+
+ class Provider {
+ public:
+ virtual ~Provider() {}
+
+ /** Called for each span of the object being drawn on the CPU. Your subclass should set
+ the appropriate normals that correspond to the specified device coordinates.
+ */
+ virtual void fillScanLine(int x, int y, SkPoint3 output[], int count) const = 0;
+ };
+
+ /** Returns an instance of 'Provider' that provides normals for the CPU pipeline. The
+ necessary data will be initialized in place at 'storage'.
+ */
+ virtual Provider* asProvider(const SkShaderBase::ContextRec&, SkArenaAlloc*) const = 0;
+
+ /** Returns a normal source that provides normals sourced from the the normal map argument.
+
+ @param map a shader that outputs the normal map
+ @param ctm the current canvas' total matrix, used to rotate normals when necessary.
+
+ nullptr will be returned if 'map' is null
+
+ The normal map is currently assumed to be an 8888 image where the normal at a texel
+ is retrieved by:
+ N.x = R-127;
+ N.y = G-127;
+ N.z = B-127;
+ N.normalize();
+ The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
+ (127, 127, 0).
+ */
+ static sk_sp<SkNormalSource> MakeFromNormalMap(sk_sp<SkShader> map, const SkMatrix& ctm);
+
+ /** Returns a normal source that provides straight-up normals only <0, 0, 1>.
+ */
+ static sk_sp<SkNormalSource> MakeFlat();
+
+ SK_DEFINE_FLATTENABLE_TYPE(SkNormalSource)
+ SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
+};
+
+#endif
diff --git a/src/gpu/GrProcessor.h b/src/gpu/GrProcessor.h
index 696ed0a96d..038ce16717 100644
--- a/src/gpu/GrProcessor.h
+++ b/src/gpu/GrProcessor.h
@@ -153,6 +153,9 @@ public:
kSwizzleFragmentProcessor_ClassID,
kTestFP_ClassID,
kTextureGeometryProcessor_ClassID,
+ kFlatNormalsFP_ClassID,
+ kMappedNormalsFP_ClassID,
+ kLightingFP_ClassID,
};
virtual ~GrProcessor() = default;
diff --git a/src/ports/SkGlobalInitialization_default.cpp b/src/ports/SkGlobalInitialization_default.cpp
index 22aabc2314..ecb9ccb1ca 100644
--- a/src/ports/SkGlobalInitialization_default.cpp
+++ b/src/ports/SkGlobalInitialization_default.cpp
@@ -15,7 +15,9 @@
#include "SkGradientShader.h"
#include "SkHighContrastFilter.h"
#include "SkLayerDrawLooper.h"
+#include "SkLightingShader.h"
#include "SkLumaColorFilter.h"
+#include "SkNormalSource.h"
#include "SkOverdrawColorFilter.h"
#include "SkPerlinNoiseShader.h"
#include "SkShaderMaskFilter.h"
@@ -51,6 +53,8 @@ void SkFlattenable::PrivateInitializer::InitEffects() {
// Shader
SkPerlinNoiseShader::InitializeFlattenables();
SkGradientShader::InitializeFlattenables();
+ SkLightingShader::InitializeFlattenables();
+ SkNormalSource::InitializeFlattenables();
// PathEffect
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkCornerPathEffect)
diff --git a/src/shaders/SkLightingShader.cpp b/src/shaders/SkLightingShader.cpp
new file mode 100644
index 0000000000..6fa754a6fa
--- /dev/null
+++ b/src/shaders/SkLightingShader.cpp
@@ -0,0 +1,497 @@
+/*
+ * 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 "SkArenaAlloc.h"
+#include "SkBitmapProcShader.h"
+#include "SkBitmapProcState.h"
+#include "SkColor.h"
+#include "SkColorSpaceXformer.h"
+#include "SkEmptyShader.h"
+#include "SkLightingShader.h"
+#include "SkMathPriv.h"
+#include "SkNormalSource.h"
+#include "SkPoint3.h"
+#include "SkReadBuffer.h"
+#include "SkShaderBase.h"
+#include "SkUnPreMultiply.h"
+#include "SkWriteBuffer.h"
+
+////////////////////////////////////////////////////////////////////////////
+
+/*
+ SkLightingShader TODOs:
+ support different light types
+ support multiple lights
+ fix non-opaque diffuse textures
+
+ To Test:
+ A8 diffuse textures
+ down & upsampled draws
+*/
+
+
+
+/** \class SkLightingShaderImpl
+ This subclass of shader applies lighting.
+*/
+class SkLightingShaderImpl : public SkShaderBase {
+public:
+ /** Create a new lighting shader that uses the provided normal map and
+ lights to light the diffuse bitmap.
+ @param diffuseShader the shader that provides the diffuse colors
+ @param normalSource the source of normals for lighting computation
+ @param lights the lights applied to the geometry
+ */
+ SkLightingShaderImpl(sk_sp<SkShader> diffuseShader,
+ sk_sp<SkNormalSource> normalSource,
+ sk_sp<SkLights> lights)
+ : fDiffuseShader(std::move(diffuseShader))
+ , fNormalSource(std::move(normalSource))
+ , fLights(std::move(lights)) {}
+
+ bool isOpaque() const override;
+
+#if SK_SUPPORT_GPU
+ std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const override;
+#endif
+
+ class LightingShaderContext : public Context {
+ public:
+ // The context takes ownership of the context and provider. It will call their destructors
+ // and then indirectly free their memory by calling free() on heapAllocated
+ LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
+ SkShaderBase::Context* diffuseContext, SkNormalSource::Provider*,
+ void* heapAllocated);
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+ uint32_t getFlags() const override { return fFlags; }
+
+ private:
+ SkShaderBase::Context* fDiffuseContext;
+ SkNormalSource::Provider* fNormalProvider;
+ SkColor fPaintColor;
+ uint32_t fFlags;
+
+ typedef Context INHERITED;
+ };
+
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+ Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override;
+ sk_sp<SkShader> onMakeColorSpace(SkColorSpaceXformer* xformer) const override;
+
+private:
+ sk_sp<SkShader> fDiffuseShader;
+ sk_sp<SkNormalSource> fNormalSource;
+ sk_sp<SkLights> fLights;
+
+ friend class SkLightingShader;
+
+ typedef SkShaderBase INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLProgramDataManager.h"
+#include "glsl/GrGLSLUniformHandler.h"
+#include "SkGr.h"
+
+// This FP expects a premul'd color input for its diffuse color. Premul'ing of the paint's color is
+// handled by the asFragmentProcessor() factory, but shaders providing diffuse color must output it
+// premul'd.
+class LightingFP : public GrFragmentProcessor {
+public:
+ static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> normalFP,
+ sk_sp<SkLights> lights) {
+ return std::unique_ptr<GrFragmentProcessor>(new LightingFP(std::move(normalFP),
+ std::move(lights)));
+ }
+
+ const char* name() const override { return "LightingFP"; }
+
+ std::unique_ptr<GrFragmentProcessor> clone() const override {
+ return std::unique_ptr<GrFragmentProcessor>(new LightingFP(*this));
+ }
+
+ const SkTArray<SkLights::Light>& directionalLights() const { return fDirectionalLights; }
+ const SkColor3f& ambientColor() const { return fAmbientColor; }
+
+private:
+ class GLSLLightingFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLLightingFP() {
+ fAmbientColor.fX = 0.0f;
+ }
+
+ void emitCode(EmitArgs& args) override {
+
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+ const LightingFP& lightingFP = args.fFp.cast<LightingFP>();
+
+ const char *lightDirsUniName = nullptr;
+ const char *lightColorsUniName = nullptr;
+ if (lightingFP.fDirectionalLights.count() != 0) {
+ fLightDirsUni = uniformHandler->addUniformArray(
+ kFragment_GrShaderFlag,
+ kFloat3_GrSLType,
+ kDefault_GrSLPrecision,
+ "LightDir",
+ lightingFP.fDirectionalLights.count(),
+ &lightDirsUniName);
+ fLightColorsUni = uniformHandler->addUniformArray(
+ kFragment_GrShaderFlag,
+ kFloat3_GrSLType,
+ kDefault_GrSLPrecision,
+ "LightColor",
+ lightingFP.fDirectionalLights.count(),
+ &lightColorsUniName);
+ }
+
+ const char* ambientColorUniName = nullptr;
+ fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kFloat3_GrSLType, kDefault_GrSLPrecision,
+ "AmbientColor", &ambientColorUniName);
+
+ fragBuilder->codeAppendf("float4 diffuseColor = %s;", args.fInputColor);
+
+ SkString dstNormalName("dstNormal");
+ this->emitChild(0, &dstNormalName, args);
+
+ fragBuilder->codeAppendf("float3 normal = %s.xyz;", dstNormalName.c_str());
+
+ fragBuilder->codeAppend( "float3 result = float3(0.0);");
+
+ // diffuse light
+ if (lightingFP.fDirectionalLights.count() != 0) {
+ fragBuilder->codeAppendf("for (int i = 0; i < %d; i++) {",
+ lightingFP.fDirectionalLights.count());
+ // TODO: modulate the contribution from each light based on the shadow map
+ fragBuilder->codeAppendf(" float NdotL = clamp(dot(normal, %s[i]), 0.0, 1.0);",
+ lightDirsUniName);
+ fragBuilder->codeAppendf(" result += %s[i]*diffuseColor.rgb*NdotL;",
+ lightColorsUniName);
+ fragBuilder->codeAppend("}");
+ }
+
+ // ambient light
+ fragBuilder->codeAppendf("result += %s * diffuseColor.rgb;", ambientColorUniName);
+
+ // Clamping to alpha (equivalent to an unpremul'd clamp to 1.0)
+ fragBuilder->codeAppendf("%s = float4(clamp(result.rgb, 0.0, diffuseColor.a), "
+ "diffuseColor.a);", args.fOutputColor);
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
+ const LightingFP& lightingFP = proc.cast<LightingFP>();
+ b->add32(lightingFP.fDirectionalLights.count());
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman,
+ const GrFragmentProcessor& proc) override {
+ const LightingFP& lightingFP = proc.cast<LightingFP>();
+
+ const SkTArray<SkLights::Light>& directionalLights = lightingFP.directionalLights();
+ if (directionalLights != fDirectionalLights) {
+ SkTArray<SkColor3f> lightDirs(directionalLights.count());
+ SkTArray<SkVector3> lightColors(directionalLights.count());
+ for (const SkLights::Light& light : directionalLights) {
+ lightDirs.push_back(light.dir());
+ lightColors.push_back(light.color());
+ }
+
+ pdman.set3fv(fLightDirsUni, directionalLights.count(), &(lightDirs[0].fX));
+ pdman.set3fv(fLightColorsUni, directionalLights.count(), &(lightColors[0].fX));
+
+ fDirectionalLights = directionalLights;
+ }
+
+ const SkColor3f& ambientColor = lightingFP.ambientColor();
+ if (ambientColor != fAmbientColor) {
+ pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
+ fAmbientColor = ambientColor;
+ }
+ }
+
+ private:
+ SkTArray<SkLights::Light> fDirectionalLights;
+ GrGLSLProgramDataManager::UniformHandle fLightDirsUni;
+ GrGLSLProgramDataManager::UniformHandle fLightColorsUni;
+
+ SkColor3f fAmbientColor;
+ GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLLightingFP::GenKey(*this, caps, b);
+ }
+
+ LightingFP(std::unique_ptr<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights)
+ : INHERITED(kLightingFP_ClassID, kPreservesOpaqueInput_OptimizationFlag) {
+ // fuse all ambient lights into a single one
+ fAmbientColor = lights->ambientLightColor();
+ for (int i = 0; i < lights->numLights(); ++i) {
+ if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) {
+ fDirectionalLights.push_back(lights->light(i));
+ // TODO get the handle to the shadow map if there is one
+ } else {
+ SkDEBUGFAIL("Unimplemented Light Type passed to LightingFP");
+ }
+ }
+
+ this->registerChildProcessor(std::move(normalFP));
+ }
+
+ LightingFP(const LightingFP& that)
+ : INHERITED(kLightingFP_ClassID, kPreservesOpaqueInput_OptimizationFlag)
+ , fDirectionalLights(that.fDirectionalLights)
+ , fAmbientColor(that.fAmbientColor) {
+ this->registerChildProcessor(that.childProcessor(0).clone());
+ }
+
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLLightingFP; }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const LightingFP& lightingFP = proc.cast<LightingFP>();
+ return fDirectionalLights == lightingFP.fDirectionalLights &&
+ fAmbientColor == lightingFP.fAmbientColor;
+ }
+
+ SkTArray<SkLights::Light> fDirectionalLights;
+ SkColor3f fAmbientColor;
+
+ typedef GrFragmentProcessor INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+std::unique_ptr<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(const GrFPArgs& args) const {
+ std::unique_ptr<GrFragmentProcessor> normalFP(fNormalSource->asFragmentProcessor(args));
+ if (!normalFP) {
+ return nullptr;
+ }
+
+ if (fDiffuseShader) {
+ std::unique_ptr<GrFragmentProcessor> fpPipeline[] = {
+ as_SB(fDiffuseShader)->asFragmentProcessor(args),
+ LightingFP::Make(std::move(normalFP), fLights)
+ };
+ if (!fpPipeline[0] || !fpPipeline[1]) {
+ return nullptr;
+ }
+
+ std::unique_ptr<GrFragmentProcessor> innerLightFP = GrFragmentProcessor::RunInSeries(fpPipeline, 2);
+ // FP is wrapped because paint's alpha needs to be applied to output
+ return GrFragmentProcessor::MulChildByInputAlpha(std::move(innerLightFP));
+ } else {
+ // FP is wrapped because paint comes in unpremul'd to fragment shader, but LightingFP
+ // expects premul'd color.
+ return GrFragmentProcessor::PremulInput(LightingFP::Make(std::move(normalFP), fLights));
+ }
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkLightingShaderImpl::isOpaque() const {
+ return (fDiffuseShader ? fDiffuseShader->isOpaque() : false);
+}
+
+SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
+ const SkLightingShaderImpl& shader, const ContextRec& rec,
+ SkShaderBase::Context* diffuseContext, SkNormalSource::Provider* normalProvider,
+ void* heapAllocated)
+ : INHERITED(shader, rec)
+ , fDiffuseContext(diffuseContext)
+ , fNormalProvider(normalProvider) {
+ bool isOpaque = shader.isOpaque();
+
+ // update fFlags
+ uint32_t flags = 0;
+ if (isOpaque && (255 == this->getPaintAlpha())) {
+ flags |= kOpaqueAlpha_Flag;
+ }
+
+ fPaintColor = rec.fPaint->getColor();
+ fFlags = flags;
+}
+
+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 BUFFER_MAX 16
+void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
+ SkPMColor result[], int count) {
+ const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
+
+ SkPMColor diffuse[BUFFER_MAX];
+ SkPoint3 normals[BUFFER_MAX];
+
+ SkColor diffColor = fPaintColor;
+
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ fNormalProvider->fillScanLine(x, y, normals, n);
+
+ if (fDiffuseContext) {
+ fDiffuseContext->shadeSpan(x, y, diffuse, n);
+ }
+
+ for (int i = 0; i < n; ++i) {
+ if (fDiffuseContext) {
+ diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
+ }
+
+ SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
+
+ // Adding ambient light
+ accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGetR(diffColor);
+ accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGetG(diffColor);
+ accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGetB(diffColor);
+
+ // 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 SkLights::Light& light = lightShader.fLights->light(l);
+
+ SkScalar illuminanceScalingFactor = 1.0f;
+
+ if (SkLights::Light::kDirectional_LightType == light.type()) {
+ illuminanceScalingFactor = normals[i].dot(light.dir());
+ if (illuminanceScalingFactor < 0.0f) {
+ illuminanceScalingFactor = 0.0f;
+ }
+ }
+
+ accum.fX += light.color().fX * SkColorGetR(diffColor) * illuminanceScalingFactor;
+ accum.fY += light.color().fY * SkColorGetG(diffColor) * illuminanceScalingFactor;
+ accum.fZ += light.color().fZ * SkColorGetB(diffColor) * illuminanceScalingFactor;
+ }
+
+ // convert() premultiplies the accumulate color with alpha
+ result[i] = convert(accum, SkColorGetA(diffColor));
+ }
+
+ result += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
+
+ // Discarding SkShader flattenable params
+ bool hasLocalMatrix = buf.readBool();
+ SkAssertResult(!hasLocalMatrix);
+
+ sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf);
+
+ sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>());
+
+ bool hasDiffuse = buf.readBool();
+ sk_sp<SkShader> diffuseShader = nullptr;
+ if (hasDiffuse) {
+ diffuseShader = buf.readFlattenable<SkShaderBase>();
+ }
+
+ return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource),
+ std::move(lights));
+}
+
+void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ fLights->flatten(buf);
+
+ buf.writeFlattenable(fNormalSource.get());
+ buf.writeBool(static_cast<bool>(fDiffuseShader));
+ if (fDiffuseShader) {
+ buf.writeFlattenable(fDiffuseShader.get());
+ }
+}
+
+SkShaderBase::Context* SkLightingShaderImpl::onMakeContext(
+ const ContextRec& rec, SkArenaAlloc* alloc) const
+{
+ SkShaderBase::Context *diffuseContext = nullptr;
+ if (fDiffuseShader) {
+ diffuseContext = as_SB(fDiffuseShader)->makeContext(rec, alloc);
+ if (!diffuseContext) {
+ return nullptr;
+ }
+ }
+
+ SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec, alloc);
+ if (!normalProvider) {
+ return nullptr;
+ }
+
+ return alloc->make<LightingShaderContext>(*this, rec, diffuseContext, normalProvider, nullptr);
+}
+
+sk_sp<SkShader> SkLightingShaderImpl::onMakeColorSpace(SkColorSpaceXformer* xformer) const {
+ sk_sp<SkShader> xformedDiffuseShader =
+ fDiffuseShader ? xformer->apply(fDiffuseShader.get()) : nullptr;
+ return SkLightingShader::Make(std::move(xformedDiffuseShader), fNormalSource,
+ fLights->makeColorSpace(xformer));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkShader> SkLightingShader::Make(sk_sp<SkShader> diffuseShader,
+ sk_sp<SkNormalSource> normalSource,
+ sk_sp<SkLights> lights) {
+ SkASSERT(lights);
+ if (!normalSource) {
+ normalSource = SkNormalSource::MakeFlat();
+ }
+
+ return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource),
+ std::move(lights));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
+ SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+///////////////////////////////////////////////////////////////////////////////
diff --git a/src/shaders/SkLightingShader.h b/src/shaders/SkLightingShader.h
new file mode 100644
index 0000000000..62c881ccf6
--- /dev/null
+++ b/src/shaders/SkLightingShader.h
@@ -0,0 +1,40 @@
+/*
+ * 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 "SkFlattenablePriv.h"
+#include "SkLights.h"
+#include "SkShader.h"
+
+class SkBitmap;
+class SkMatrix;
+class SkNormalSource;
+
+class SK_API SkLightingShader {
+public:
+ /** Returns a shader that lights the shape, colored by the diffuseShader, using the
+ normals from normalSource, with the set of lights provided.
+
+ @param diffuseShader the shader that provides the colors. If nullptr, uses the paint's
+ color.
+ @param normalSource the source for the shape's normals. If nullptr, assumes straight
+ up normals (<0,0,1>).
+ @param lights the lights applied to the normals
+
+ The lighting equation is currently:
+ result = (LightColor * dot(Normal, LightDir) + AmbientColor) * DiffuseColor
+
+ */
+ static sk_sp<SkShader> Make(sk_sp<SkShader> diffuseShader, sk_sp<SkNormalSource> normalSource,
+ sk_sp<SkLights> lights);
+
+ SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
+};
+
+#endif