diff options
author | 2015-08-19 13:11:23 -0700 | |
---|---|---|
committer | 2015-08-19 13:11:23 -0700 | |
commit | f7d602a458f156723ec1a086f0fd132b1a9cc0e8 (patch) | |
tree | 6fbe3eb08cebe671d75d56edfda48967c374412f /src | |
parent | a060eba0836f98902ca078d5f9fc6191ba0c0a52 (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.h | 56 | ||||
-rw-r--r-- | src/core/SkPoint3.h | 124 | ||||
-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.cpp | 2 | ||||
-rw-r--r-- | src/ports/SkGlobalInitialization_default.cpp | 2 |
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, ¶ms)); if (!diffuseTexture) { SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture."); return false; } - GrTextureParams normParams(kClamp_TileMode, normFilterMode); - SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, - fNormalMap, &normParams)); + SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms)); if (!normalTexture) { SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture."); return false; } - - *fp = SkNEW_ARGS(LightingFP, (pdm, diffuseTexture, normalTexture, - diffM, normM, diffParams, normParams, fLights, - fInvNormRotation)); - + *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, + fLight.fDirection, fLight.fColor, fAmbientColor)); *color = GrColorPackA4(paint.getAlpha()); return true; } @@ -450,38 +391,27 @@ SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { fNormalState->~SkBitmapProcState(); } -static inline SkPMColor convert(SkColor3f color, U8CPU a) { - if (color.fX <= 0.0f) { - color.fX = 0.0f; - } else if (color.fX >= 255.0f) { - color.fX = 255.0f; - } - - if (color.fY <= 0.0f) { - color.fY = 0.0f; - } else if (color.fY >= 255.0f) { - color.fY = 255.0f; - } - - if (color.fZ <= 0.0f) { - color.fZ = 0.0f; - } else if (color.fZ >= 255.0f) { - color.fZ = 255.0f; - } - - return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ); +static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambient) { + SkScalar color = light * diff * NdotL + 255 * ambient; + if (color <= 0.0f) { + return 0; + } else if (color >= 255.0f) { + return 255; + } else { + return (int) color; + } } // larger is better (fewer times we have to loop), but we shouldn't -// take up too much stack-space (each one here costs 16 bytes) +// take up too much stack-space (each could here costs 16 bytes) #define TMP_COUNT 16 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) { const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader); - uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT]; - SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT]; + SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; + SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32(); @@ -489,19 +419,17 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(); - int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP_COUNT); - int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP_COUNT); - int max = SkTMin(diffMax, normMax); - SkASSERT(fDiffuseState->fPixmap.addr()); SkASSERT(fNormalState->fPixmap.addr()); - SkPoint3 norm, xformedNorm; + SkPoint3 norm; + SkScalar NdotL; + int r, g, b; do { int n = count; - if (n > max) { - n = max; + if (n > TMP_COUNT) { + n = TMP_COUNT; } diffMProc(*fDiffuseState, tmpColor, n, x, y); @@ -517,34 +445,18 @@ void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); norm.normalize(); - xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX + - lightShader.fInvNormRotation.fY * norm.fY; - xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX - - lightShader.fInvNormRotation.fY * norm.fY; - xformedNorm.fZ = norm.fZ; - SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); + NdotL = norm.dot(lightShader.fLight.fDirection); - SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); - // This is all done in linear unpremul color space (each component 0..255.0f though) - for (int l = 0; l < lightShader.fLights->numLights(); ++l) { - const SkLight& light = lightShader.fLights->light(l); - - 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" |