1 
2 /*
3  * Copyright 2015 Google Inc.
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 
9 #include "SkBitmapProcState.h"
10 #include "SkColor.h"
11 #include "SkEmptyShader.h"
12 #include "SkErrorInternals.h"
13 #include "SkLightingShader.h"
14 #include "SkMathPriv.h"
15 #include "SkPoint3.h"
16 #include "SkReadBuffer.h"
17 #include "SkWriteBuffer.h"
18 
19 ////////////////////////////////////////////////////////////////////////////
20 
21 /*
22    SkLightingShader TODOs:
23         support other than clamp mode
24         allow 'diffuse' & 'normal' to be of different dimensions?
25         support different light types
26         support multiple lights
27         enforce normal map is 4 channel
28         use SkImages instead if SkBitmaps
29 
30     To Test:
31         non-opaque diffuse textures
32         A8 diffuse textures
33         down & upsampled draws
34 */
35 
36 
37 
38 /** \class SkLightingShaderImpl
39     This subclass of shader applies lighting.
40 */
41 class SK_API SkLightingShaderImpl : public SkShader {
42 public:
43 
44     /** Create a new lighting shader that uses the provided normal map and
45         lights to light the diffuse bitmap.
46         @param diffuse    the diffuse bitmap
47         @param normal     the normal map
48         @param lights     the lights applied to the normal map
49         @param invNormRotation rotation applied to the normal map's normals
50         @param diffLocalM the local matrix for the diffuse coordinates
51         @param normLocalM the local matrix for the normal coordinates
52     */
SkLightingShaderImpl(const SkBitmap & diffuse,const SkBitmap & normal,const SkLightingShader::Lights * lights,const SkVector & invNormRotation,const SkMatrix * diffLocalM,const SkMatrix * normLocalM)53     SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
54                          const SkLightingShader::Lights* lights,
55                          const SkVector& invNormRotation,
56                          const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
57         : INHERITED(diffLocalM)
58         , fDiffuseMap(diffuse)
59         , fNormalMap(normal)
60         , fLights(SkRef(lights))
61         , fInvNormRotation(invNormRotation) {
62 
63         if (normLocalM) {
64             fNormLocalMatrix = *normLocalM;
65         } else {
66             fNormLocalMatrix.reset();
67         }
68         // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
69         (void)fNormLocalMatrix.getType();
70 
71     }
72 
73     bool isOpaque() const override;
74 
75 #if SK_SUPPORT_GPU
76     const GrFragmentProcessor* asFragmentProcessor(GrContext*,
77                                                    const SkMatrix& viewM,
78                                                    const SkMatrix* localMatrix,
79                                                    SkFilterQuality) const override;
80 #endif
81 
82     size_t contextSize(const ContextRec&) const override;
83 
84     class LightingShaderContext : public SkShader::Context {
85     public:
86         // The context takes ownership of the states. It will call their destructors
87         // but will NOT free the memory.
88         LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
89                               SkBitmapProcState* diffuseState, SkBitmapProcState* normalState);
90         ~LightingShaderContext() override;
91 
92         void shadeSpan(int x, int y, SkPMColor[], int count) override;
93 
getFlags() const94         uint32_t getFlags() const override { return fFlags; }
95 
96     private:
97         SkBitmapProcState* fDiffuseState;
98         SkBitmapProcState* fNormalState;
99         uint32_t           fFlags;
100 
101         typedef SkShader::Context INHERITED;
102     };
103 
104     SK_TO_STRING_OVERRIDE()
105     SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl)
106 
107 protected:
108     void flatten(SkWriteBuffer&) const override;
109     Context* onCreateContext(const ContextRec&, void*) const override;
110     bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const;
111 
112 private:
113     SkBitmap  fDiffuseMap;
114     SkBitmap  fNormalMap;
115 
116     SkAutoTUnref<const SkLightingShader::Lights>   fLights;
117 
118     SkMatrix  fNormLocalMatrix;
119     SkVector  fInvNormRotation;
120 
121     friend class SkLightingShader;
122 
123     typedef SkShader INHERITED;
124 };
125 
126 ////////////////////////////////////////////////////////////////////////////
127 
128 #if SK_SUPPORT_GPU
129 
130 #include "GrCoordTransform.h"
131 #include "GrFragmentProcessor.h"
132 #include "GrInvariantOutput.h"
133 #include "GrTextureAccess.h"
134 #include "glsl/GrGLSLFragmentProcessor.h"
135 #include "glsl/GrGLSLFragmentShaderBuilder.h"
136 #include "glsl/GrGLSLProgramDataManager.h"
137 #include "glsl/GrGLSLUniformHandler.h"
138 #include "SkGr.h"
139 #include "SkGrPriv.h"
140 
141 class LightingFP : public GrFragmentProcessor {
142 public:
LightingFP(GrTexture * diffuse,GrTexture * normal,const SkMatrix & diffMatrix,const SkMatrix & normMatrix,const GrTextureParams & diffParams,const GrTextureParams & normParams,const SkLightingShader::Lights * lights,const SkVector & invNormRotation)143     LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix,
144                const SkMatrix& normMatrix, const GrTextureParams& diffParams,
145                const GrTextureParams& normParams, const SkLightingShader::Lights* lights,
146                const SkVector& invNormRotation)
147         : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
148         , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
149         , fDiffuseTextureAccess(diffuse, diffParams)
150         , fNormalTextureAccess(normal, normParams)
151         , fInvNormRotation(invNormRotation) {
152         this->addCoordTransform(&fDiffDeviceTransform);
153         this->addCoordTransform(&fNormDeviceTransform);
154         this->addTextureAccess(&fDiffuseTextureAccess);
155         this->addTextureAccess(&fNormalTextureAccess);
156 
157         // fuse all ambient lights into a single one
158         fAmbientColor.set(0.0f, 0.0f, 0.0f);
159         for (int i = 0; i < lights->numLights(); ++i) {
160             if (SkLight::kAmbient_LightType == lights->light(i).type()) {
161                 fAmbientColor += lights->light(i).color();
162             } else {
163                 // TODO: handle more than one of these
164                 fLightColor = lights->light(i).color();
165                 fLightDir = lights->light(i).dir();
166             }
167         }
168 
169         this->initClassID<LightingFP>();
170     }
171 
172     class LightingGLFP : public GrGLSLFragmentProcessor {
173     public:
LightingGLFP()174         LightingGLFP() {
175             fLightDir.fX = 10000.0f;
176             fLightColor.fX = 0.0f;
177             fAmbientColor.fX = 0.0f;
178             fInvNormRotation.set(0.0f, 0.0f);
179         }
180 
emitCode(EmitArgs & args)181         void emitCode(EmitArgs& args) override {
182 
183             GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
184             GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
185 
186             // add uniforms
187             const char* lightDirUniName = nullptr;
188             fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
189                                                       kVec3f_GrSLType, kDefault_GrSLPrecision,
190                                                       "LightDir", &lightDirUniName);
191 
192             const char* lightColorUniName = nullptr;
193             fLightColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
194                                                         kVec3f_GrSLType, kDefault_GrSLPrecision,
195                                                         "LightColor", &lightColorUniName);
196 
197             const char* ambientColorUniName = nullptr;
198             fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
199                                                           kVec3f_GrSLType, kDefault_GrSLPrecision,
200                                                           "AmbientColor", &ambientColorUniName);
201 
202             const char* xformUniName = nullptr;
203             fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
204                                                    kVec2f_GrSLType, kDefault_GrSLPrecision,
205                                                    "Xform", &xformUniName);
206 
207             fragBuilder->codeAppend("vec4 diffuseColor = ");
208             fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
209                                                 args.fCoords[0].c_str(),
210                                                 args.fCoords[0].getType());
211             fragBuilder->codeAppend(";");
212 
213             fragBuilder->codeAppend("vec4 normalColor = ");
214             fragBuilder->appendTextureLookup(args.fSamplers[1],
215                                      args.fCoords[1].c_str(),
216                                      args.fCoords[1].getType());
217             fragBuilder->codeAppend(";");
218 
219             fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
220 
221             fragBuilder->codeAppendf(
222                                  "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0, 1.0);",
223                                  xformUniName, xformUniName, xformUniName, xformUniName);
224 
225             // TODO: inverse map the light direction vectors in the vertex shader rather than
226             // transforming all the normals here!
227             fragBuilder->codeAppend("normal = normalize(m*normal);");
228 
229             fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
230                                      lightDirUniName);
231             // diffuse light
232             fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
233             // ambient light
234             fragBuilder->codeAppendf("result += %s;", ambientColorUniName);
235             fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
236         }
237 
GenKey(const GrProcessor & proc,const GrGLSLCaps &,GrProcessorKeyBuilder * b)238         static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
239                            GrProcessorKeyBuilder* b) {
240 //            const LightingFP& lightingFP = proc.cast<LightingFP>();
241             // only one shader generated currently
242             b->add32(0x0);
243         }
244 
245     protected:
onSetData(const GrGLSLProgramDataManager & pdman,const GrProcessor & proc)246         void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
247             const LightingFP& lightingFP = proc.cast<LightingFP>();
248 
249             const SkVector3& lightDir = lightingFP.lightDir();
250             if (lightDir != fLightDir) {
251                 pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
252                 fLightDir = lightDir;
253             }
254 
255             const SkColor3f& lightColor = lightingFP.lightColor();
256             if (lightColor != fLightColor) {
257                 pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
258                 fLightColor = lightColor;
259             }
260 
261             const SkColor3f& ambientColor = lightingFP.ambientColor();
262             if (ambientColor != fAmbientColor) {
263                 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
264                 fAmbientColor = ambientColor;
265             }
266 
267             const SkVector& invNormRotation = lightingFP.invNormRotation();
268             if (invNormRotation != fInvNormRotation) {
269                 pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
270                 fInvNormRotation = invNormRotation;
271             }
272         }
273 
274     private:
275         SkVector3 fLightDir;
276         GrGLSLProgramDataManager::UniformHandle fLightDirUni;
277 
278         SkColor3f fLightColor;
279         GrGLSLProgramDataManager::UniformHandle fLightColorUni;
280 
281         SkColor3f fAmbientColor;
282         GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
283 
284         SkVector fInvNormRotation;
285         GrGLSLProgramDataManager::UniformHandle fXformUni;
286     };
287 
onGetGLSLProcessorKey(const GrGLSLCaps & caps,GrProcessorKeyBuilder * b) const288     void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
289         LightingGLFP::GenKey(*this, caps, b);
290     }
291 
name() const292     const char* name() const override { return "LightingFP"; }
293 
onComputeInvariantOutput(GrInvariantOutput * inout) const294     void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
295         inout->mulByUnknownFourComponents();
296     }
297 
lightDir() const298     const SkVector3& lightDir() const { return fLightDir; }
lightColor() const299     const SkColor3f& lightColor() const { return fLightColor; }
ambientColor() const300     const SkColor3f& ambientColor() const { return fAmbientColor; }
invNormRotation() const301     const SkVector& invNormRotation() const { return fInvNormRotation; }
302 
303 private:
onCreateGLSLInstance() const304     GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; }
305 
onIsEqual(const GrFragmentProcessor & proc) const306     bool onIsEqual(const GrFragmentProcessor& proc) const override {
307         const LightingFP& lightingFP = proc.cast<LightingFP>();
308         return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
309                fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
310                fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
311                fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
312                fLightDir == lightingFP.fLightDir &&
313                fLightColor == lightingFP.fLightColor &&
314                fAmbientColor == lightingFP.fAmbientColor &&
315                fInvNormRotation == lightingFP.fInvNormRotation;
316     }
317 
318     GrCoordTransform fDiffDeviceTransform;
319     GrCoordTransform fNormDeviceTransform;
320     GrTextureAccess  fDiffuseTextureAccess;
321     GrTextureAccess  fNormalTextureAccess;
322     SkVector3        fLightDir;
323     SkColor3f        fLightColor;
324     SkColor3f        fAmbientColor;
325 
326     SkVector         fInvNormRotation;
327 };
328 
329 ////////////////////////////////////////////////////////////////////////////
330 
make_mat(const SkBitmap & bm,const SkMatrix & localMatrix1,const SkMatrix * localMatrix2,SkMatrix * result)331 static bool make_mat(const SkBitmap& bm,
332                      const SkMatrix& localMatrix1,
333                      const SkMatrix* localMatrix2,
334                      SkMatrix* result) {
335 
336     result->setIDiv(bm.width(), bm.height());
337 
338     SkMatrix lmInverse;
339     if (!localMatrix1.invert(&lmInverse)) {
340         return false;
341     }
342     if (localMatrix2) {
343         SkMatrix inv;
344         if (!localMatrix2->invert(&inv)) {
345             return false;
346         }
347         lmInverse.postConcat(inv);
348     }
349     result->preConcat(lmInverse);
350 
351     return true;
352 }
353 
asFragmentProcessor(GrContext * context,const SkMatrix & viewM,const SkMatrix * localMatrix,SkFilterQuality filterQuality) const354 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor(
355                                                              GrContext* context,
356                                                              const SkMatrix& viewM,
357                                                              const SkMatrix* localMatrix,
358                                                              SkFilterQuality filterQuality) const {
359     // we assume diffuse and normal maps have same width and height
360     // TODO: support different sizes
361     SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
362              fDiffuseMap.height() == fNormalMap.height());
363     SkMatrix diffM, normM;
364 
365     if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
366         return nullptr;
367     }
368 
369     if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
370         return nullptr;
371     }
372 
373     bool doBicubic;
374     GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
375                                         SkTMin(filterQuality, kMedium_SkFilterQuality),
376                                         viewM,
377                                         this->getLocalMatrix(),
378                                         &doBicubic);
379     SkASSERT(!doBicubic);
380 
381     GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode(
382                                         SkTMin(filterQuality, kMedium_SkFilterQuality),
383                                         viewM,
384                                         fNormLocalMatrix,
385                                         &doBicubic);
386     SkASSERT(!doBicubic);
387 
388     // TODO: support other tile modes
389     GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
390     SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
391                                                                     fDiffuseMap, diffParams));
392     if (!diffuseTexture) {
393         SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
394         return nullptr;
395     }
396 
397     GrTextureParams normParams(kClamp_TileMode, normFilterMode);
398     SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context,
399                                                                    fNormalMap, normParams));
400     if (!normalTexture) {
401         SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
402         return nullptr;
403     }
404 
405     SkAutoTUnref<const GrFragmentProcessor> inner (
406         new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights,
407                        fInvNormRotation));
408     return GrFragmentProcessor::MulOutputByInputAlpha(inner);
409 }
410 
411 #endif
412 
413 ////////////////////////////////////////////////////////////////////////////
414 
isOpaque() const415 bool SkLightingShaderImpl::isOpaque() const {
416     return fDiffuseMap.isOpaque();
417 }
418 
contextSize(const ContextRec &) const419 size_t SkLightingShaderImpl::contextSize(const ContextRec&) const {
420     return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
421 }
422 
LightingShaderContext(const SkLightingShaderImpl & shader,const ContextRec & rec,SkBitmapProcState * diffuseState,SkBitmapProcState * normalState)423 SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
424                                                                    const ContextRec& rec,
425                                                                    SkBitmapProcState* diffuseState,
426                                                                    SkBitmapProcState* normalState)
427     : INHERITED(shader, rec)
428     , fDiffuseState(diffuseState)
429     , fNormalState(normalState)
430 {
431     const SkPixmap& pixmap = fDiffuseState->fPixmap;
432     bool isOpaque = pixmap.isOpaque();
433 
434     // update fFlags
435     uint32_t flags = 0;
436     if (isOpaque && (255 == this->getPaintAlpha())) {
437         flags |= kOpaqueAlpha_Flag;
438     }
439 
440     fFlags = flags;
441 }
442 
~LightingShaderContext()443 SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
444     // The bitmap proc states have been created outside of the context on memory that will be freed
445     // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
446     fDiffuseState->~SkBitmapProcState();
447     fNormalState->~SkBitmapProcState();
448 }
449 
convert(SkColor3f color,U8CPU a)450 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
451     if (color.fX <= 0.0f) {
452         color.fX = 0.0f;
453     } else if (color.fX >= 255.0f) {
454         color.fX = 255.0f;
455     }
456 
457     if (color.fY <= 0.0f) {
458         color.fY = 0.0f;
459     } else if (color.fY >= 255.0f) {
460         color.fY = 255.0f;
461     }
462 
463     if (color.fZ <= 0.0f) {
464         color.fZ = 0.0f;
465     } else if (color.fZ >= 255.0f) {
466         color.fZ = 255.0f;
467     }
468 
469     return SkPreMultiplyARGB(a, (int) color.fX,  (int) color.fY, (int) color.fZ);
470 }
471 
472 // larger is better (fewer times we have to loop), but we shouldn't
473 // take up too much stack-space (each one here costs 16 bytes)
474 #define TMP_COUNT     16
475 
shadeSpan(int x,int y,SkPMColor result[],int count)476 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
477                                                             SkPMColor result[], int count) {
478     const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
479 
480     uint32_t  tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT];
481     SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT];
482 
483     SkBitmapProcState::MatrixProc   diffMProc = fDiffuseState->getMatrixProc();
484     SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
485 
486     SkBitmapProcState::MatrixProc   normalMProc = fNormalState->getMatrixProc();
487     SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32();
488 
489     int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP_COUNT);
490     int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP_COUNT);
491     int max = SkTMin(diffMax, normMax);
492 
493     SkASSERT(fDiffuseState->fPixmap.addr());
494     SkASSERT(fNormalState->fPixmap.addr());
495 
496     SkPoint3 norm, xformedNorm;
497 
498     do {
499         int n = count;
500         if (n > max) {
501             n = max;
502         }
503 
504         diffMProc(*fDiffuseState, tmpColor, n, x, y);
505         diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
506 
507         normalMProc(*fNormalState, tmpNormal, n, x, y);
508         normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
509 
510         for (int i = 0; i < n; ++i) {
511             SkASSERT(0xFF == SkColorGetA(tmpNormal2[i]));  // opaque -> unpremul
512             norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
513                      SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
514                      SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
515             norm.normalize();
516 
517             xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX +
518                              lightShader.fInvNormRotation.fY * norm.fY;
519             xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX -
520                              lightShader.fInvNormRotation.fY * norm.fY;
521             xformedNorm.fZ = norm.fZ;
522 
523             SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
524 
525             SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
526             // This is all done in linear unpremul color space (each component 0..255.0f though)
527             for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
528                 const SkLight& light = lightShader.fLights->light(l);
529 
530                 if (SkLight::kAmbient_LightType == light.type()) {
531                     accum += light.color().makeScale(255.0f);
532                 } else {
533                     SkScalar NdotL = xformedNorm.dot(light.dir());
534                     if (NdotL < 0.0f) {
535                         NdotL = 0.0f;
536                     }
537 
538                     accum.fX += light.color().fX * SkColorGetR(diffColor) * NdotL;
539                     accum.fY += light.color().fY * SkColorGetG(diffColor) * NdotL;
540                     accum.fZ += light.color().fZ * SkColorGetB(diffColor) * NdotL;
541                 }
542             }
543 
544             result[i] = convert(accum, SkColorGetA(diffColor));
545         }
546 
547         result += n;
548         x += n;
549         count -= n;
550     } while (count > 0);
551 }
552 
553 ////////////////////////////////////////////////////////////////////////////
554 
555 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const556 void SkLightingShaderImpl::toString(SkString* str) const {
557     str->appendf("LightingShader: ()");
558 }
559 #endif
560 
CreateProc(SkReadBuffer & buf)561 SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
562     SkMatrix diffLocalM;
563     bool hasDiffLocalM = buf.readBool();
564     if (hasDiffLocalM) {
565         buf.readMatrix(&diffLocalM);
566     } else {
567         diffLocalM.reset();
568     }
569 
570     SkMatrix normLocalM;
571     bool hasNormLocalM = buf.readBool();
572     if (hasNormLocalM) {
573         buf.readMatrix(&normLocalM);
574     } else {
575         normLocalM.reset();
576     }
577 
578     SkBitmap diffuse;
579     if (!buf.readBitmap(&diffuse)) {
580         return nullptr;
581     }
582     diffuse.setImmutable();
583 
584     SkBitmap normal;
585     if (!buf.readBitmap(&normal)) {
586         return nullptr;
587     }
588     normal.setImmutable();
589 
590     int numLights = buf.readInt();
591 
592     SkLightingShader::Lights::Builder builder;
593 
594     for (int l = 0; l < numLights; ++l) {
595         bool isAmbient = buf.readBool();
596 
597         SkColor3f color;
598         if (!buf.readScalarArray(&color.fX, 3)) {
599             return nullptr;
600         }
601 
602         if (isAmbient) {
603             builder.add(SkLight(color));
604         } else {
605             SkVector3 dir;
606             if (!buf.readScalarArray(&dir.fX, 3)) {
607                 return nullptr;
608             }
609             builder.add(SkLight(color, dir));
610         }
611     }
612 
613     SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish());
614 
615     return new SkLightingShaderImpl(diffuse, normal, lights, SkVector::Make(1.0f, 0.0f),
616                                     &diffLocalM, &normLocalM);
617 }
618 
flatten(SkWriteBuffer & buf) const619 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
620     this->INHERITED::flatten(buf);
621 
622     bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
623     buf.writeBool(hasNormLocalM);
624     if (hasNormLocalM) {
625         buf.writeMatrix(fNormLocalMatrix);
626     }
627 
628     buf.writeBitmap(fDiffuseMap);
629     buf.writeBitmap(fNormalMap);
630 
631     buf.writeInt(fLights->numLights());
632     for (int l = 0; l < fLights->numLights(); ++l) {
633         const SkLight& light = fLights->light(l);
634 
635         bool isAmbient = SkLight::kAmbient_LightType == light.type();
636 
637         buf.writeBool(isAmbient);
638         buf.writeScalarArray(&light.color().fX, 3);
639         if (!isAmbient) {
640             buf.writeScalarArray(&light.dir().fX, 3);
641         }
642     }
643 }
644 
computeNormTotalInverse(const ContextRec & rec,SkMatrix * normTotalInverse) const645 bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec,
646                                                    SkMatrix* normTotalInverse) const {
647     SkMatrix total;
648     total.setConcat(*rec.fMatrix, fNormLocalMatrix);
649 
650     const SkMatrix* m = &total;
651     if (rec.fLocalMatrix) {
652         total.setConcat(*m, *rec.fLocalMatrix);
653         m = &total;
654     }
655     return m->invert(normTotalInverse);
656 }
657 
onCreateContext(const ContextRec & rec,void * storage) const658 SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
659                                                          void* storage) const {
660 
661     SkMatrix diffTotalInv;
662     // computeTotalInverse was called in SkShader::createContext so we know it will succeed
663     SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
664 
665     SkMatrix normTotalInv;
666     if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
667         return nullptr;
668     }
669 
670     void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
671     SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcState(fDiffuseMap,
672                                               SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
673     SkASSERT(diffuseState);
674     if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) {
675         diffuseState->~SkBitmapProcState();
676         return nullptr;
677     }
678 
679     void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
680     SkBitmapProcState* normalState = new (normalStateStorage) SkBitmapProcState(fNormalMap,
681                                             SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
682     SkASSERT(normalState);
683     if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) {
684         diffuseState->~SkBitmapProcState();
685         normalState->~SkBitmapProcState();
686         return nullptr;
687     }
688 
689     return new (storage) LightingShaderContext(*this, rec, diffuseState, normalState);
690 }
691 
692 ///////////////////////////////////////////////////////////////////////////////
693 
bitmap_is_too_big(const SkBitmap & bm)694 static bool bitmap_is_too_big(const SkBitmap& bm) {
695     // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
696     // communicates between its matrix-proc and its sampler-proc. Until we can
697     // widen that, we have to reject bitmaps that are larger.
698     //
699     static const int kMaxSize = 65535;
700 
701     return bm.width() > kMaxSize || bm.height() > kMaxSize;
702 }
703 
Create(const SkBitmap & diffuse,const SkBitmap & normal,const Lights * lights,const SkVector & invNormRotation,const SkMatrix * diffLocalM,const SkMatrix * normLocalM)704 SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
705                                    const Lights* lights,
706                                    const SkVector& invNormRotation,
707                                    const SkMatrix* diffLocalM, const SkMatrix* normLocalM) {
708     if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
709         normal.isNull() || bitmap_is_too_big(normal) ||
710         diffuse.width() != normal.width() ||
711         diffuse.height() != normal.height()) {
712         return nullptr;
713     }
714 
715     SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
716 
717     return new SkLightingShaderImpl(diffuse, normal, lights, invNormRotation, diffLocalM,
718                                     normLocalM);
719 }
720 
721 ///////////////////////////////////////////////////////////////////////////////
722 
723 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
724     SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
725 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
726 
727 ///////////////////////////////////////////////////////////////////////////////
728