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authorGravatar robertphillips <robertphillips@google.com>2015-08-19 13:11:23 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-08-19 13:11:23 -0700
commitf7d602a458f156723ec1a086f0fd132b1a9cc0e8 (patch)
tree6fbe3eb08cebe671d75d56edfda48967c374412f /src
parenta060eba0836f98902ca078d5f9fc6191ba0c0a52 (diff)
Revert "Update SkLightingShader to support rotation"
This reverts commit 45b59ed6e4e231814dbdb9f707b3d2a7ee50de84. TBR=herb@google.com Review URL: https://codereview.chromium.org/1304673002
Diffstat (limited to 'src')
-rw-r--r--src/core/SkLight.h56
-rw-r--r--src/core/SkPoint3.h124
-rw-r--r--src/effects/SkLightingShader.cpp (renamed from src/core/SkLightingShader.cpp)424
-rw-r--r--src/effects/SkLightingShader.h (renamed from src/core/SkLightingShader.h)56
-rw-r--r--src/effects/SkPoint3.cpp (renamed from src/core/SkPoint3.cpp)0
-rw-r--r--src/ports/SkGlobalInitialization_chromium.cpp2
-rw-r--r--src/ports/SkGlobalInitialization_default.cpp2
7 files changed, 146 insertions, 518 deletions
diff --git a/src/core/SkLight.h b/src/core/SkLight.h
deleted file mode 100644
index 4a6e149c76..0000000000
--- a/src/core/SkLight.h
+++ /dev/null
@@ -1,56 +0,0 @@
-
-/*
- * 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 SkLight_DEFINED
-#define SkLight_DEFINED
-
-#include "SkPoint3.h"
-
-class SK_API SkLight {
-public:
- enum LightType {
- kAmbient_LightType, // only 'fColor' is used
- kDirectional_LightType
- };
-
- SkLight() : fType(kAmbient_LightType) {
- fColor.set(0.0f, 0.0f, 0.0f);
- fDirection.set(0.0f, 0.0f, 1.0f);
- }
-
- SkLight(const SkColor3f& color)
- : fType(kAmbient_LightType)
- , fColor(color) {
- fDirection.set(0.0f, 0.0f, 1.0f);
- }
-
- SkLight(const SkColor3f& color, const SkVector3& dir)
- : fType(kDirectional_LightType)
- , fColor(color)
- , fDirection(dir) {
- if (!fDirection.normalize()) {
- fDirection.set(0.0f, 0.0f, 1.0f);
- }
- }
-
- LightType type() const { return fType; }
- const SkColor3f& color() const { return fColor; }
- const SkVector3& dir() const {
- SkASSERT(kAmbient_LightType != fType);
- return fDirection;
- }
-
-private:
- LightType fType;
- SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
- SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
- // If degenerate, it will be replaced with (0, 0, 1).
-};
-
-
-#endif
diff --git a/src/core/SkPoint3.h b/src/core/SkPoint3.h
deleted file mode 100644
index af24a8df58..0000000000
--- a/src/core/SkPoint3.h
+++ /dev/null
@@ -1,124 +0,0 @@
-/*
- * 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 SkPoint3_DEFINED
-#define SkPoint3_DEFINED
-
-#include "SkScalar.h"
-
-struct SK_API SkPoint3 {
- SkScalar fX, fY, fZ;
-
- static SkPoint3 Make(SkScalar x, SkScalar y, SkScalar z) {
- SkPoint3 pt;
- pt.set(x, y, z);
- return pt;
- }
-
- SkScalar x() const { return fX; }
- SkScalar y() const { return fY; }
- SkScalar z() const { return fZ; }
-
- void set(SkScalar x, SkScalar y, SkScalar z) { fX = x; fY = y; fZ = z; }
-
- friend bool operator==(const SkPoint3& a, const SkPoint3& b) {
- return a.fX == b.fX && a.fY == b.fY && a.fZ == b.fZ;
- }
-
- friend bool operator!=(const SkPoint3& a, const SkPoint3& b) {
- return !(a == b);
- }
-
- /** Returns the Euclidian distance from (0,0,0) to (x,y,z)
- */
- static SkScalar Length(SkScalar x, SkScalar y, SkScalar z);
-
- /** Return the Euclidian distance from (0,0,0) to the point
- */
- SkScalar length() const { return SkPoint3::Length(fX, fY, fZ); }
-
- /** Set the point (vector) to be unit-length in the same direction as it
- already points. If the point has a degenerate length (i.e., nearly 0)
- then set it to (0,0,0) and return false; otherwise return true.
- */
- bool normalize();
-
- /** Return a new point whose X, Y and Z coordinates are scaled.
- */
- SkPoint3 makeScale(SkScalar scale) const {
- SkPoint3 p;
- p.set(scale * fX, scale * fY, scale * fZ);
- return p;
- }
-
- /** Scale the point's coordinates by scale.
- */
- void scale(SkScalar value) {
- fX *= value;
- fY *= value;
- fZ *= value;
- }
-
- /** Return a new point whose X, Y and Z coordinates are the negative of the
- original point's
- */
- SkPoint3 operator-() const {
- SkPoint3 neg;
- neg.fX = -fX;
- neg.fY = -fY;
- neg.fZ = -fZ;
- return neg;
- }
-
- /** Returns a new point whose coordinates are the difference between
- a and b (i.e., a - b)
- */
- friend SkPoint3 operator-(const SkPoint3& a, const SkPoint3& b) {
- SkPoint3 v;
- v.set(a.fX - b.fX, a.fY - b.fY, a.fZ - b.fZ);
- return v;
- }
-
- /** Returns a new point whose coordinates are the sum of a and b (a + b)
- */
- friend SkPoint3 operator+(const SkPoint3& a, const SkPoint3& b) {
- SkPoint3 v;
- v.set(a.fX + b.fX, a.fY + b.fY, a.fZ + b.fZ);
- return v;
- }
-
- /** Add v's coordinates to the point's
- */
- void operator+=(const SkPoint3& v) {
- fX += v.fX;
- fY += v.fY;
- fZ += v.fZ;
- }
-
- /** Subtract v's coordinates from the point's
- */
- void operator-=(const SkPoint3& v) {
- fX -= v.fX;
- fY -= v.fY;
- fZ -= v.fZ;
- }
-
- /** Returns the dot product of a and b, treating them as 3D vectors
- */
- static SkScalar DotProduct(const SkPoint3& a, const SkPoint3& b) {
- return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ;
- }
-
- SkScalar dot(const SkPoint3& vec) const {
- return DotProduct(*this, vec);
- }
-};
-
-typedef SkPoint3 SkVector3;
-typedef SkPoint3 SkColor3f;
-
-#endif
diff --git a/src/core/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp
index ce5c0ddb25..d441d9ba9f 100644
--- a/src/core/SkLightingShader.cpp
+++ b/src/effects/SkLightingShader.cpp
@@ -12,7 +12,6 @@
#include "SkErrorInternals.h"
#include "SkLightingShader.h"
#include "SkMathPriv.h"
-#include "SkPoint3.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
@@ -41,33 +40,24 @@
class SK_API SkLightingShaderImpl : public SkShader {
public:
- /** Create a new lighting shader that uses the provided normal map and
- lights to light the diffuse bitmap.
- @param diffuse the diffuse bitmap
- @param normal the normal map
- @param lights the lights applied to the normal map
- @param invNormRotation rotation applied to the normal map's normals
- @param diffLocalM the local matrix for the diffuse coordinates
- @param normLocalM the local matrix for the normal coordinates
+ /** 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::Lights* lights,
- const SkVector& invNormRotation,
- const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
- : INHERITED(diffLocalM)
+ const SkLightingShader::Light& light,
+ const SkColor3f& ambient, const SkMatrix* localMatrix)
+ : INHERITED(localMatrix)
, fDiffuseMap(diffuse)
, fNormalMap(normal)
- , fLights(SkRef(lights))
- , fInvNormRotation(invNormRotation) {
-
- if (normLocalM) {
- fNormLocalMatrix = *normLocalM;
- } else {
- fNormLocalMatrix.reset();
+ , fLight(light)
+ , fAmbientColor(ambient) {
+ if (!fLight.fDirection.normalize()) {
+ fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
}
- // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
- (void)fNormLocalMatrix.getType();
-
}
bool isOpaque() const override;
@@ -104,16 +94,12 @@ public:
protected:
void flatten(SkWriteBuffer&) const override;
Context* onCreateContext(const ContextRec&, void*) const override;
- bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const;
private:
- SkBitmap fDiffuseMap;
- SkBitmap fNormalMap;
-
- SkAutoTUnref<const SkLightingShader::Lights> fLights;
-
- SkMatrix fNormLocalMatrix;
- SkVector fInvNormRotation;
+ SkBitmap fDiffuseMap;
+ SkBitmap fNormalMap;
+ SkLightingShader::Light fLight;
+ SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel.
friend class SkLightingShader;
@@ -133,32 +119,19 @@ private:
class LightingFP : public GrFragmentProcessor {
public:
- LightingFP(GrProcessorDataManager* pdm, GrTexture* diffuse, GrTexture* normal,
- const SkMatrix& diffMatrix, const SkMatrix& normMatrix,
- const GrTextureParams& diffParams, const GrTextureParams& normParams,
- const SkLightingShader::Lights* lights, const SkVector& invNormRotation)
- : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
- , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
- , fDiffuseTextureAccess(diffuse, diffParams)
- , fNormalTextureAccess(normal, normParams)
- , fInvNormRotation(invNormRotation) {
- this->addCoordTransform(&fDiffDeviceTransform);
- this->addCoordTransform(&fNormDeviceTransform);
+ 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());
+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 (!localMatrix1.invert(&lmInverse)) {
+ if (!this->getLocalMatrix().invert(&lmInverse)) {
return false;
}
- if (localMatrix2) {
+ if (localMatrix) {
SkMatrix inv;
- if (!localMatrix2->invert(&inv)) {
+ if (!localMatrix->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,
- 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;
+ 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;
- if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
- return false;
}
- bool doBicubic;
- GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
- SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality),
- viewM,
- this->getLocalMatrix(),
- &doBicubic);
- SkASSERT(!doBicubic);
-
- 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, &params));
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, &params));
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);
-
- 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;
- }
- }
+ // 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);
- 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));
}
///////////////////////////////////////////////////////////////////////////////
diff --git a/src/core/SkLightingShader.h b/src/effects/SkLightingShader.h
index 499e358238..64d41a291e 100644
--- a/src/core/SkLightingShader.h
+++ b/src/effects/SkLightingShader.h
@@ -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()
};
diff --git a/src/core/SkPoint3.cpp b/src/effects/SkPoint3.cpp
index 3b5586b067..3b5586b067 100644
--- a/src/core/SkPoint3.cpp
+++ b/src/effects/SkPoint3.cpp
diff --git a/src/ports/SkGlobalInitialization_chromium.cpp b/src/ports/SkGlobalInitialization_chromium.cpp
index 04ca841e5f..3aecbd5471 100644
--- a/src/ports/SkGlobalInitialization_chromium.cpp
+++ b/src/ports/SkGlobalInitialization_chromium.cpp
@@ -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"
diff --git a/src/ports/SkGlobalInitialization_default.cpp b/src/ports/SkGlobalInitialization_default.cpp
index 0d05c1dcb7..47b00b96f1 100644
--- a/src/ports/SkGlobalInitialization_default.cpp
+++ b/src/ports/SkGlobalInitialization_default.cpp
@@ -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"