Move LightingShader to effects
authorrobertphillips <robertphillips@google.com>
Wed, 29 Jul 2015 19:28:04 +0000 (12:28 -0700)
committerCommit bot <commit-bot@chromium.org>
Wed, 29 Jul 2015 19:28:04 +0000 (12:28 -0700)
Additionally this CL:

forces the light colors to be opaque
forces the light direction to be normalized
adds a raster implementation
adds a gm

Review URL: https://codereview.chromium.org/1245883003

gm/lighting.cpp
gm/lightingshader.cpp [new file with mode: 0644]
gyp/effects.gypi
samplecode/SampleLighting.cpp
src/core/SkBitmapProcShader.cpp
src/core/SkBitmapProcShader.h
src/core/SkBitmapProcState.h
src/effects/SkLightingShader.cpp [new file with mode: 0644]
src/effects/SkLightingShader.h [new file with mode: 0644]

index b721fef..f6d236c 100644 (file)
@@ -170,7 +170,6 @@ private:
 
 //////////////////////////////////////////////////////////////////////////////
 
-static GM* MyFactory(void*) { return new ImageLightingGM; }
-static GMRegistry reg(MyFactory);
+DEF_GM( return SkNEW(ImageLightingGM); )
 
 }
diff --git a/gm/lightingshader.cpp b/gm/lightingshader.cpp
new file mode 100644 (file)
index 0000000..e920fb5
--- /dev/null
@@ -0,0 +1,111 @@
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "gm.h"
+
+#include "SkColorPriv.h"
+#include "SkLightingShader.h"
+
+static SkBitmap make_checkerboard(int texSize) {
+    SkBitmap bitmap;
+    bitmap.allocN32Pixels(texSize, texSize);
+
+    SkCanvas canvas(bitmap);
+    sk_tool_utils::draw_checkerboard(&canvas,
+                                     sk_tool_utils::color_to_565(0x0),
+                                     sk_tool_utils::color_to_565(0xFF804020),
+                                     16);
+    return bitmap;
+}
+
+// Create a hemispherical normal map
+static SkBitmap make_normalmap(int texSize) {
+    SkBitmap hemi;
+    hemi.allocN32Pixels(texSize, texSize);
+
+    for (int y = 0; y < texSize; ++y) {
+        for (int x = 0; x < texSize; ++x) {
+            SkScalar locX = (x + 0.5f - texSize/2.0f) / (texSize/2.0f);
+            SkScalar locY = (y + 0.5f - texSize/2.0f) / (texSize/2.0f);
+            
+            SkScalar locZ = locX * locX + locY * locY;
+            if (locZ >= 1.0f) {
+                locX = 0.0f;
+                locY = 0.0f;
+                locZ = 0.0f;
+            }
+            locZ = sqrt(1.0f - locZ);
+            unsigned char r = static_cast<unsigned char>((0.5f * locX + 0.5f) * 255);
+            unsigned char g = static_cast<unsigned char>((-0.5f * locY + 0.5f) * 255);
+            unsigned char b = static_cast<unsigned char>((0.5f * locZ + 0.5f) * 255);
+            *hemi.getAddr32(x, y) = SkPackARGB32(0xFF, r, g, b);
+        }
+    }
+
+    return hemi;
+}
+
+
+namespace skiagm {
+
+// This GM exercises lighting shaders.
+class LightingShaderGM : public GM {
+public:
+    LightingShaderGM() {
+        this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
+    }
+
+protected:
+
+    SkString onShortName() override {
+        return SkString("lightingshader");
+    }
+
+    SkISize onISize() override {
+        return SkISize::Make(kTexSize, kTexSize);
+    }
+
+    void onOnceBeforeDraw() override {
+        fDiffuse = make_checkerboard(kTexSize);
+        fNormalMap = make_normalmap(kTexSize);
+    }
+
+    void onDraw(SkCanvas* canvas) override {
+
+        SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
+
+        SkLightingShader::Light light;
+        light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
+        light.fDirection.fX = 0.0f;
+        light.fDirection.fY = 0.0f;
+        light.fDirection.fZ = 1.0f;
+
+        SkAutoTUnref<SkShader> fShader(SkLightingShader::Create(fDiffuse, fNormalMap, 
+                                                                light, ambient));
+
+        SkPaint paint;
+        paint.setShader(fShader);
+
+        SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
+
+        canvas->drawRect(r, paint);
+    }
+
+private:
+    static const int kTexSize = 128;
+
+    SkBitmap fDiffuse;
+    SkBitmap fNormalMap;
+
+    typedef GM INHERITED;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+
+DEF_GM( return SkNEW(LightingShaderGM); )
+
+}
index e0ed2c4..04dcd08 100644 (file)
@@ -45,6 +45,8 @@
     '<(skia_src_path)/effects/SkLayerRasterizer.cpp',
     '<(skia_src_path)/effects/SkLerpXfermode.cpp',
     '<(skia_src_path)/effects/SkLightingImageFilter.cpp',
+    '<(skia_src_path)/effects/SkLightingShader.h',
+    '<(skia_src_path)/effects/SkLightingShader.cpp',
     '<(skia_src_path)/effects/SkLumaColorFilter.cpp',
     '<(skia_src_path)/effects/SkMagnifierImageFilter.cpp',
     '<(skia_src_path)/effects/SkMatrixConvolutionImageFilter.cpp',
index 53a542e..079cb68 100755 (executable)
 #include "Resources.h"
 
 #include "SkCanvas.h"
-#include "SkErrorInternals.h"
-#include "SkGr.h"
-#include "SkPoint3.h"
-#include "SkReadBuffer.h"
-#include "SkShader.h"
-#include "SkWriteBuffer.h"
-#include "GrFragmentProcessor.h"
-#include "GrCoordTransform.h"
-#include "gl/GrGLProcessor.h"
-#include "gl/builders/GrGLProgramBuilder.h"
-
-///////////////////////////////////////////////////////////////////////////////
-
-class LightingShader : public SkShader {
-public:
-    struct Light {
-        SkVector3   fDirection;
-        SkColor     fColor;           // assumed to be linear color
-    };
-
-    LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light& light,
-                   const SkColor ambient) 
-        : fDiffuseMap(diffuse)
-        , fNormalMap(normal)
-        , fLight(light)
-        , fAmbientColor(ambient) {}
-
-    SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader);
-
-    void flatten(SkWriteBuffer& buf) const override {
-        buf.writeBitmap(fDiffuseMap);
-        buf.writeBitmap(fNormalMap);
-        buf.writeScalarArray(&fLight.fDirection.fX, 3);
-        buf.writeColor(fLight.fColor);
-        buf.writeColor(fAmbientColor);
-    }
-
-    bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
-                             const SkMatrix* localMatrix, GrColor* color,
-                             GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
-
-    SkShader::BitmapType asABitmap(SkBitmap* bitmap, SkMatrix* matrix, 
-                                   SkShader::TileMode* xy) const override {
-        if (bitmap) {
-            *bitmap = fDiffuseMap;
-        }
-        if (matrix) {
-            matrix->reset();
-        }
-        if (xy) {
-            xy[0] = kClamp_TileMode;
-            xy[1] = kClamp_TileMode;
-        }
-        return kDefault_BitmapType;
-    }
-
-#ifndef SK_IGNORE_TO_STRING
-    void toString(SkString* str) const override {
-        str->appendf("LightingShader: ()");
-    }
-#endif
-
-    void setLight(const Light& light) { fLight = light;  }
-
-private:
-    SkBitmap fDiffuseMap;
-    SkBitmap fNormalMap;
-    Light    fLight;
-    SkColor  fAmbientColor;
-};
-
-SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) {
-    SkBitmap diffuse;
-    if (!buf.readBitmap(&diffuse)) {
-        return NULL;
-    }
-    diffuse.setImmutable();
-
-    SkBitmap normal;
-    if (!buf.readBitmap(&normal)) {
-        return NULL;
-    }
-    normal.setImmutable();
-
-    Light light;
-    if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
-        return NULL;
-    }
-    light.fColor = buf.readColor();
-
-    SkColor ambient = buf.readColor();
-
-    return SkNEW_ARGS(LightingShader, (diffuse, normal, light, ambient));
-}
-
-////////////////////////////////////////////////////////////////////////////
-
-class LightingFP : public GrFragmentProcessor {
-public:
-    LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
-               SkVector3 lightDir, GrColor lightColor, GrColor ambientColor)
-        : fDeviceTransform(kDevice_GrCoordSet, matrix)
-        , fDiffuseTextureAccess(diffuse)
-        , fNormalTextureAccess(normal)
-        , fLightDir(lightDir)
-        , fLightColor(lightColor)
-        , fAmbientColor(ambientColor) {
-        this->addCoordTransform(&fDeviceTransform);
-        this->addTextureAccess(&fDiffuseTextureAccess);
-        this->addTextureAccess(&fNormalTextureAccess);
-
-        this->initClassID<LightingFP>();
-    }
-
-    class LightingGLFP : public GrGLFragmentProcessor {
-    public:
-        LightingGLFP() : fLightColor(GrColor_ILLEGAL) {
-            fLightDir.fX = 10000.0f;
-        }
-
-        void emitCode(EmitArgs& args) override {
-
-            GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder();
-
-            // add uniforms
-            const char* lightDirUniName = NULL;
-            fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
-                                               kVec3f_GrSLType, kDefault_GrSLPrecision,
-                                               "LightDir", &lightDirUniName);
-
-            const char* lightColorUniName = NULL;
-            fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
-                                                 kVec4f_GrSLType, kDefault_GrSLPrecision,
-                                                 "LightColor", &lightColorUniName);
-
-            const char* ambientColorUniName = NULL;
-            fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
-                                                   kVec4f_GrSLType, kDefault_GrSLPrecision,
-                                                   "AmbientColor", &ambientColorUniName);
-
-            fpb->codeAppend("vec4 diffuseColor = ");
-            fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
-                                                args.fCoords[0].c_str(), args.fCoords[0].getType());
-            fpb->codeAppend(";");
-
-            fpb->codeAppend("vec4 normalColor = ");
-            fpb->appendTextureLookup(args.fSamplers[1], args.fCoords[0].c_str(), 
-                                     args.fCoords[0].getType());
-            fpb->codeAppend(";");
-
-            fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));");
-            fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
-            fpb->codeAppend("float NdotL = dot(normal, lightDir);");
-            // diffuse light
-            fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName);
-            // ambient light
-            fpb->codeAppendf("result += %s.rgb;", ambientColorUniName);
-            fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
-        }
-
-        void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
-            const LightingFP& lightingFP = proc.cast<LightingFP>();
-
-            SkVector3 lightDir = lightingFP.lightDir();
-            if (lightDir != fLightDir) {
-                pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
-                fLightDir = lightDir;
-            }
-
-            GrColor lightColor = lightingFP.lightColor();
-            if (lightColor != fLightColor) {
-                GrGLfloat c[4];
-                GrColorToRGBAFloat(lightColor, c);
-                pdman.set4fv(fLightColorUni, 1, c);
-                fLightColor = lightColor;
-            }
-
-            GrColor ambientColor = lightingFP.ambientColor();
-            if (ambientColor != fAmbientColor) {
-                GrGLfloat c[4];
-                GrColorToRGBAFloat(ambientColor, c);
-                pdman.set4fv(fAmbientColorUni, 1, c);
-                fAmbientColor = ambientColor;
-            }
-        }
-
-        static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
-                           GrProcessorKeyBuilder* b) {
-//            const LightingFP& lightingFP = proc.cast<LightingFP>();
-            // only one shader generated currently
-            b->add32(0x0);
-        }
-
-    private:
-        SkVector3 fLightDir;
-        GrGLProgramDataManager::UniformHandle fLightDirUni;
-
-        GrColor fLightColor;
-        GrGLProgramDataManager::UniformHandle fLightColorUni;
-
-        GrColor fAmbientColor;
-        GrGLProgramDataManager::UniformHandle fAmbientColorUni;
-    };
-
-    GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); }
-
-    void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
-        LightingGLFP::GenKey(*this, caps, b);
-    }
-
-    const char* name() const override { return "LightingFP"; }
-
-    void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
-        inout->mulByUnknownFourComponents();
-    }
-
-    SkVector3 lightDir() const { return fLightDir; }
-    GrColor lightColor() const { return fLightColor; }
-    GrColor ambientColor() const { return fAmbientColor; }
-
-private:
-    bool onIsEqual(const GrFragmentProcessor& proc) const override { 
-        const LightingFP& lightingFP = proc.cast<LightingFP>();
-        return fDeviceTransform == lightingFP.fDeviceTransform &&
-               fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
-               fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
-               fLightDir == lightingFP.fLightDir &&
-               fLightColor == lightingFP.fLightColor &&
-               fAmbientColor == lightingFP.fAmbientColor;
-    }
-
-    GrCoordTransform fDeviceTransform;
-    GrTextureAccess  fDiffuseTextureAccess;
-    GrTextureAccess  fNormalTextureAccess;
-    SkVector3        fLightDir;
-    GrColor          fLightColor;
-    GrColor          fAmbientColor;
-};
-
-bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& paint, 
-                                         const SkMatrix& viewM, const SkMatrix* localMatrix, 
-                                         GrColor* color, GrProcessorDataManager*,
-                                         GrFragmentProcessor** fp) const {
-    // we assume diffuse and normal maps have same width and height
-    // TODO: support different sizes
-    SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
-             fDiffuseMap.height() == fNormalMap.height());
-    SkMatrix matrix;
-    matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
-
-    SkMatrix lmInverse;
-    if (!this->getLocalMatrix().invert(&lmInverse)) {
-        return false;
-    }
-    if (localMatrix) {
-        SkMatrix inv;
-        if (!localMatrix->invert(&inv)) {
-            return false;
-        }
-        lmInverse.postConcat(inv);
-    }
-    matrix.preConcat(lmInverse);
-
-    // Must set wrap and filter on the sampler before requesting a texture. In two places below
-    // we check the matrix scale factors to determine how to interpret the filter quality setting.
-    // This completely ignores the complexity of the drawVertices case where explicit local coords
-    // are provided by the caller.
-    GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode;
-    switch (paint.getFilterQuality()) {
-    case kNone_SkFilterQuality:
-        textureFilterMode = GrTextureParams::kNone_FilterMode;
-        break;
-    case kLow_SkFilterQuality:
-        textureFilterMode = GrTextureParams::kBilerp_FilterMode;
-        break;
-    case kMedium_SkFilterQuality:{                          
-        SkMatrix matrix;
-        matrix.setConcat(viewM, this->getLocalMatrix());
-        if (matrix.getMinScale() < SK_Scalar1) {
-            textureFilterMode = GrTextureParams::kMipMap_FilterMode;
-        } else {
-            // Don't trigger MIP level generation unnecessarily.
-            textureFilterMode = GrTextureParams::kBilerp_FilterMode;
-        }
-        break;
-    }
-    case kHigh_SkFilterQuality:
-    default:
-        SkErrorInternals::SetError(kInvalidPaint_SkError,
-            "Sorry, I don't understand the filtering "
-            "mode you asked for.  Falling back to "
-            "MIPMaps.");
-        textureFilterMode = GrTextureParams::kMipMap_FilterMode;
-        break;
-
-    }
-
-    // TODO: support other tile modes
-    GrTextureParams params(kClamp_TileMode, textureFilterMode);
-    SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, &params));
-    if (!diffuseTexture) {
-        SkErrorInternals::SetError(kInternalError_SkError,
-            "Couldn't convert bitmap to texture.");
-        return false;
-    }
-
-    SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, &params));
-    if (!normalTexture) {
-        SkErrorInternals::SetError(kInternalError_SkError,
-            "Couldn't convert bitmap to texture.");
-        return false;
-    }
-
-    GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG(fLight.fColor),
-                                         SkColorGetB(fLight.fColor), SkColorGetA(fLight.fColor));
-    GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGetG(fAmbientColor),
-                                           SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor));
-
-    *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
-                                  fLight.fDirection, lightColor, ambientColor));
-    *color = GrColorPackA4(paint.getAlpha());
-    return true;
-}
+#include "SkImageDecoder.h"
+#include "SkLightingShader.h"
 
 ////////////////////////////////////////////////////////////////////////////
 
 class LightingView : public SampleView {
 public:
-    SkAutoTUnref<LightingShader> fShader;
-    SkBitmap                     fDiffuseBitmap;
-    SkBitmap                     fNormalBitmap;
-    SkScalar                     fLightAngle;
-    int                          fColorFactor;
+    SkAutoTUnref<SkShader> fShader;
+    SkBitmap               fDiffuseBitmap;
+    SkBitmap               fNormalBitmap;
+    SkScalar               fLightAngle;
+    int                    fColorFactor;
+    SkColor                fAmbientColor;
 
     LightingView() {
         SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
@@ -352,15 +32,16 @@ public:
         fLightAngle = 0.0f;
         fColorFactor = 0;
 
-        LightingShader::Light light;
+        SkLightingShader::Light light;
         light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
         light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
         light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
         light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
 
-        SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
+        fAmbientColor = SkColorSetRGB(0x1f, 0x1f, 0x1f);
 
-        fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient)));
+        fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
+                                               light, fAmbientColor));
     }
 
     virtual ~LightingView() {}
@@ -379,13 +60,14 @@ protected:
         fLightAngle += 0.015f;
         fColorFactor++;
 
-        LightingShader::Light light;
+        SkLightingShader::Light light;
         light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff);
         light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
         light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
         light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
 
-        fShader.get()->setLight(light);
+        fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
+                                               light, fAmbientColor));
 
         SkPaint paint;
         paint.setShader(fShader);
index eeb43b4..5a33af5 100644 (file)
 #include "effects/GrBicubicEffect.h"
 #endif
 
-bool SkBitmapProcShader::CanDo(const SkBitmap& bm, TileMode tx, TileMode ty) {
-    switch (bm.colorType()) {
-        case kAlpha_8_SkColorType:
-        case kRGB_565_SkColorType:
-        case kIndex_8_SkColorType:
-        case kN32_SkColorType:
-    //        if (tx == ty && (kClamp_TileMode == tx || kRepeat_TileMode == tx))
-                return true;
-        default:
-            break;
-    }
-    return false;
-}
-
 SkBitmapProcShader::SkBitmapProcShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
                                        const SkMatrix* localMatrix)
         : INHERITED(localMatrix) {
@@ -267,7 +253,7 @@ void SkBitmapProcShader::BitmapProcShaderContext::shadeSpan16(int x, int y, uint
 
 // returns true and set color if the bitmap can be drawn as a single color
 // (for efficiency)
-static bool canUseColorShader(const SkBitmap& bm, SkColor* color) {
+static bool can_use_color_shader(const SkBitmap& bm, SkColor* color) {
 #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
     // HWUI does not support color shaders (see b/22390304)
     return false;
@@ -298,14 +284,14 @@ static bool canUseColorShader(const SkBitmap& bm, SkColor* color) {
     return false;
 }
 
-static bool bitmapIsTooBig(const SkBitmap& bm) {
+static bool bitmap_is_too_big(const SkBitmap& bm) {
     // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
     // communicates between its matrix-proc and its sampler-proc. Until we can
     // widen that, we have to reject bitmaps that are larger.
     //
-    const int maxSize = 65535;
+    static const int kMaxSize = 65535;
 
-    return bm.width() > maxSize || bm.height() > maxSize;
+    return bm.width() > kMaxSize || bm.height() > kMaxSize;
 }
 
 SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode tmx,
@@ -313,14 +299,13 @@ SkShader* SkCreateBitmapShader(const SkBitmap& src, SkShader::TileMode tmx,
                                SkTBlitterAllocator* allocator) {
     SkShader* shader;
     SkColor color;
-    if (src.isNull() || bitmapIsTooBig(src)) {
+    if (src.isNull() || bitmap_is_too_big(src)) {
         if (NULL == allocator) {
             shader = SkNEW(SkEmptyShader);
         } else {
             shader = allocator->createT<SkEmptyShader>();
         }
-    }
-    else if (canUseColorShader(src, &color)) {
+    } else if (can_use_color_shader(src, &color)) {
         if (NULL == allocator) {
             shader = SkNEW_ARGS(SkColorShader, (color));
         } else {
index b76a6fe..ea16d1f 100644 (file)
@@ -25,8 +25,6 @@ public:
 
     size_t contextSize() const override;
 
-    static bool CanDo(const SkBitmap&, TileMode tx, TileMode ty);
-
     SK_TO_STRING_OVERRIDE()
     SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader)
 
@@ -40,7 +38,7 @@ public:
         // The context takes ownership of the state. It will call its destructor
         // but will NOT free the memory.
         BitmapProcShaderContext(const SkBitmapProcShader&, const ContextRec&, SkBitmapProcState*);
-        virtual ~BitmapProcShaderContext();
+        ~BitmapProcShaderContext() override;
 
         void shadeSpan(int x, int y, SkPMColor dstC[], int count) override;
         ShadeProc asAShadeProc(void** ctx) override;
@@ -71,7 +69,7 @@ private:
 // an Sk3DBlitter in SkDraw.cpp
 // Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not
 // yet found a situation where the size below isn't big enough.
-typedef SkSmallAllocator<3, 1024> SkTBlitterAllocator;
+typedef SkSmallAllocator<3, 1152> SkTBlitterAllocator;
 
 // If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive
 // the SkShader.
index 31d1142..af39004 100644 (file)
@@ -118,6 +118,7 @@ struct SkBitmapProcState {
 
 private:
     friend class SkBitmapProcShader;
+    friend class SkLightingShaderImpl;
 
     ShaderProc32        fShaderProc32;      // chooseProcs
     ShaderProc16        fShaderProc16;      // chooseProcs
diff --git a/src/effects/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp
new file mode 100644 (file)
index 0000000..be92ccf
--- /dev/null
@@ -0,0 +1,579 @@
+
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SkBitmapProcState.h"
+#include "SkColor.h"
+#include "SkEmptyShader.h"
+#include "SkErrorInternals.h"
+#include "SkLightingShader.h"
+#include "SkMathPriv.h"
+#include "SkReadBuffer.h"
+#include "SkWriteBuffer.h"
+
+///////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+   SkLightingShader TODOs:
+        support other than clamp mode
+        allow 'diffuse' & 'normal' to be of different dimensions?
+        support different light types
+        support multiple lights
+        enforce normal map is 4 channel
+        use SkImages instead if SkBitmaps
+        vec3 for ambient and light-color
+        add dox for both lighting equation, and how we compute normal from bitmap
+
+    To Test:
+        non-opaque diffuse textures
+        A8 diffuse textures
+        down & upsampled draws
+*/
+
+
+
+/** \class SkLightingShaderImpl
+    This subclass of shader applies lighting.
+*/
+class SK_API SkLightingShaderImpl : public SkShader {
+public:
+
+    /** Create a new lighting shader that use the provided normal map, light
+        and ambient color to light the diffuse bitmap.
+        @param diffuse the diffuse bitmap
+        @param normal  the normal map
+        @param light   the light applied to the normal map
+        @param ambient the linear (unpremul) ambient light color
+    */
+    SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
+                         const SkLightingShader::Light& light,
+                         const SkColor ambient) 
+        : fDiffuseMap(diffuse)
+        , fNormalMap(normal)
+        , fLight(light)
+        , fAmbientColor(ambient) {
+        if (!fLight.fDirection.normalize()) {
+            fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
+        }
+        SkColorSetA(fLight.fColor, 0xFF);
+        SkColorSetA(fAmbientColor, 0xFF);
+    }
+
+    bool isOpaque() const override;
+
+    bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
+                             const SkMatrix* localMatrix, GrColor* color,
+                             GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
+
+    size_t contextSize() const override;
+
+    class LightingShaderContext : public SkShader::Context {
+    public:
+        // The context takes ownership of the states. It will call their destructors
+        // but will NOT free the memory.
+        LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
+                              SkBitmapProcState* diffuseState, SkBitmapProcState* normalState);
+        ~LightingShaderContext() override;
+
+        void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+        uint32_t getFlags() const override { return fFlags; }
+
+    private:
+        SkBitmapProcState* fDiffuseState;
+        SkBitmapProcState* fNormalState;
+        uint32_t           fFlags;
+
+        typedef SkShader::Context INHERITED;
+    };
+
+    SK_TO_STRING_OVERRIDE()
+    SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader)
+
+protected:
+    void flatten(SkWriteBuffer&) const override;
+    Context* onCreateContext(const ContextRec&, void*) const override;
+
+private:
+    SkBitmap                fDiffuseMap;
+    SkBitmap                fNormalMap;
+    SkLightingShader::Light fLight;
+    SkColor                 fAmbientColor;  // linear (unpremul) color
+
+    typedef SkShader INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
+#include "GrTextureAccess.h"
+#include "gl/GrGLProcessor.h"
+#include "gl/builders/GrGLProgramBuilder.h"
+#include "SkGr.h"
+
+class LightingFP : public GrFragmentProcessor {
+public:
+    LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
+               SkVector3 lightDir, GrColor lightColor, GrColor ambientColor)
+        : fDeviceTransform(kDevice_GrCoordSet, matrix)
+        , fDiffuseTextureAccess(diffuse)
+        , fNormalTextureAccess(normal)
+        , fLightDir(lightDir)
+        , fLightColor(lightColor)
+        , fAmbientColor(ambientColor) {
+        this->addCoordTransform(&fDeviceTransform);
+        this->addTextureAccess(&fDiffuseTextureAccess);
+        this->addTextureAccess(&fNormalTextureAccess);
+
+        this->initClassID<LightingFP>();
+    }
+
+    class LightingGLFP : public GrGLFragmentProcessor {
+    public:
+        LightingGLFP() : fLightColor(GrColor_ILLEGAL), fAmbientColor(GrColor_ILLEGAL) {
+            fLightDir.fX = 10000.0f;
+        }
+
+        void emitCode(EmitArgs& args) override {
+
+            GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder();
+
+            // add uniforms
+            const char* lightDirUniName = NULL;
+            fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+                                                     kVec3f_GrSLType, kDefault_GrSLPrecision,
+                                                     "LightDir", &lightDirUniName);
+
+            const char* lightColorUniName = NULL;
+            fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+                                                       kVec4f_GrSLType, kDefault_GrSLPrecision,
+                                                       "LightColor", &lightColorUniName);
+
+            const char* ambientColorUniName = NULL;
+            fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
+                                                         kVec4f_GrSLType, kDefault_GrSLPrecision,
+                                                         "AmbientColor", &ambientColorUniName);
+
+            fpb->codeAppend("vec4 diffuseColor = ");
+            fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], 
+                                                args.fCoords[0].c_str(), 
+                                                args.fCoords[0].getType());
+            fpb->codeAppend(";");
+
+            fpb->codeAppend("vec4 normalColor = ");
+            fpb->appendTextureLookup(args.fSamplers[1],
+                                     args.fCoords[0].c_str(), 
+                                     args.fCoords[0].getType());
+            fpb->codeAppend(";");
+
+            fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5));");
+            fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
+            fpb->codeAppend("float NdotL = dot(normal, lightDir);");
+            // diffuse light
+            fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName);
+            // ambient light
+            fpb->codeAppendf("result += %s.rgb;", ambientColorUniName);
+            fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
+        }
+
+        void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
+            const LightingFP& lightingFP = proc.cast<LightingFP>();
+
+            SkVector3 lightDir = lightingFP.lightDir();
+            if (lightDir != fLightDir) {
+                pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
+                fLightDir = lightDir;
+            }
+
+            GrColor lightColor = lightingFP.lightColor();
+            if (lightColor != fLightColor) {
+                GrGLfloat c[4];
+                GrColorToRGBAFloat(lightColor, c);
+                pdman.set4fv(fLightColorUni, 1, c);
+                fLightColor = lightColor;
+            }
+
+            GrColor ambientColor = lightingFP.ambientColor();
+            if (ambientColor != fAmbientColor) {
+                GrGLfloat c[4];
+                GrColorToRGBAFloat(ambientColor, c);
+                pdman.set4fv(fAmbientColorUni, 1, c);
+                fAmbientColor = ambientColor;
+            }
+        }
+
+        static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
+                           GrProcessorKeyBuilder* b) {
+//            const LightingFP& lightingFP = proc.cast<LightingFP>();
+            // only one shader generated currently
+            b->add32(0x0);
+        }
+
+    private:
+        SkVector3 fLightDir;
+        GrGLProgramDataManager::UniformHandle fLightDirUni;
+
+        GrColor fLightColor;
+        GrGLProgramDataManager::UniformHandle fLightColorUni;
+
+        GrColor fAmbientColor;
+        GrGLProgramDataManager::UniformHandle fAmbientColorUni;
+    };
+
+    GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); }
+
+    void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+        LightingGLFP::GenKey(*this, caps, b);
+    }
+
+    const char* name() const override { return "LightingFP"; }
+
+    void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+        inout->mulByUnknownFourComponents();
+    }
+
+    SkVector3 lightDir() const { return fLightDir; }
+    GrColor lightColor() const { return fLightColor; }
+    GrColor ambientColor() const { return fAmbientColor; }
+
+private:
+    bool onIsEqual(const GrFragmentProcessor& proc) const override { 
+        const LightingFP& lightingFP = proc.cast<LightingFP>();
+        return fDeviceTransform == lightingFP.fDeviceTransform &&
+               fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
+               fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
+               fLightDir == lightingFP.fLightDir &&
+               fLightColor == lightingFP.fLightColor &&
+               fAmbientColor == lightingFP.fAmbientColor;
+    }
+
+    GrCoordTransform fDeviceTransform;
+    GrTextureAccess  fDiffuseTextureAccess;
+    GrTextureAccess  fNormalTextureAccess;
+    SkVector3        fLightDir;
+    GrColor          fLightColor;
+    GrColor          fAmbientColor;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, 
+                                               const SkMatrix& viewM, const SkMatrix* localMatrix, 
+                                               GrColor* color, GrProcessorDataManager*,
+                                               GrFragmentProcessor** fp) const {
+    // we assume diffuse and normal maps have same width and height
+    // TODO: support different sizes
+    SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
+             fDiffuseMap.height() == fNormalMap.height());
+    SkMatrix matrix;
+    matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
+
+    SkMatrix lmInverse;
+    if (!this->getLocalMatrix().invert(&lmInverse)) {
+        return false;
+    }
+    if (localMatrix) {
+        SkMatrix inv;
+        if (!localMatrix->invert(&inv)) {
+            return false;
+        }
+        lmInverse.postConcat(inv);
+    }
+    matrix.preConcat(lmInverse);
+
+    // Must set wrap and filter on the sampler before requesting a texture. In two places below
+    // we check the matrix scale factors to determine how to interpret the filter quality setting.
+    // This completely ignores the complexity of the drawVertices case where explicit local coords
+    // are provided by the caller.
+    GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode;
+    switch (paint.getFilterQuality()) {
+    case kNone_SkFilterQuality:
+        textureFilterMode = GrTextureParams::kNone_FilterMode;
+        break;
+    case kLow_SkFilterQuality:
+        textureFilterMode = GrTextureParams::kBilerp_FilterMode;
+        break;
+    case kMedium_SkFilterQuality:{                          
+        SkMatrix matrix;
+        matrix.setConcat(viewM, this->getLocalMatrix());
+        if (matrix.getMinScale() < SK_Scalar1) {
+            textureFilterMode = GrTextureParams::kMipMap_FilterMode;
+        } else {
+            // Don't trigger MIP level generation unnecessarily.
+            textureFilterMode = GrTextureParams::kBilerp_FilterMode;
+        }
+        break;
+    }
+    case kHigh_SkFilterQuality:
+    default:
+        SkErrorInternals::SetError(kInvalidPaint_SkError,
+            "Sorry, I don't understand the filtering "
+            "mode you asked for.  Falling back to "
+            "MIPMaps.");
+        textureFilterMode = GrTextureParams::kMipMap_FilterMode;
+        break;
+
+    }
+
+    // TODO: support other tile modes
+    GrTextureParams params(kClamp_TileMode, textureFilterMode);
+    SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, &params));
+    if (!diffuseTexture) {
+        SkErrorInternals::SetError(kInternalError_SkError,
+            "Couldn't convert bitmap to texture.");
+        return false;
+    }
+
+    SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, &params));
+    if (!normalTexture) {
+        SkErrorInternals::SetError(kInternalError_SkError,
+            "Couldn't convert bitmap to texture.");
+        return false;
+    }
+
+    GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG(fLight.fColor),
+                                         SkColorGetB(fLight.fColor), SkColorGetA(fLight.fColor));
+    GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGetG(fAmbientColor),
+                                           SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor));
+
+    *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
+                                  fLight.fDirection, lightColor, ambientColor));
+    *color = GrColorPackA4(paint.getAlpha());
+    return true;
+}
+#else
+
+bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, 
+                                               const SkMatrix& viewM, const SkMatrix* localMatrix, 
+                                               GrColor* color, GrProcessorDataManager*,
+                                               GrFragmentProcessor** fp) const {
+    SkDEBUGFAIL("Should not call in GPU-less build");
+    return false;
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkLightingShaderImpl::isOpaque() const {
+    return fDiffuseMap.isOpaque();
+}
+
+size_t SkLightingShaderImpl::contextSize() const {
+    return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
+}
+
+SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
+                                                                   const ContextRec& rec,
+                                                                   SkBitmapProcState* diffuseState,
+                                                                   SkBitmapProcState* normalState)
+    : INHERITED(shader, rec)
+    , fDiffuseState(diffuseState)
+    , fNormalState(normalState)
+{
+    const SkPixmap& pixmap = fDiffuseState->fPixmap;
+    bool isOpaque = pixmap.isOpaque();
+
+    // update fFlags
+    uint32_t flags = 0;
+    if (isOpaque && (255 == this->getPaintAlpha())) {
+        flags |= kOpaqueAlpha_Flag;
+    }
+
+    fFlags = flags;
+}
+
+SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
+    // The bitmap proc states have been created outside of the context on memory that will be freed
+    // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
+    fDiffuseState->~SkBitmapProcState();
+    fNormalState->~SkBitmapProcState();
+}
+
+static inline int light(int light, int diff, SkScalar NdotL, int ambient) {
+    int color = int(light * diff * NdotL + 255 * ambient);
+    if (color <= 0) {
+        return 0;
+    } else if (color >= 255*255) {
+        return 255;
+    } else {
+        return SkDiv255Round(color);
+    }
+}
+
+// larger is better (fewer times we have to loop), but we shouldn't
+// take up too much stack-space (each could here costs 16 bytes)
+#define TMP_COUNT     16
+
+void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
+                                                            SkPMColor result[], int count) {
+    const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
+
+    SkPMColor   tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT];
+    SkPMColor   tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT];
+
+    SkBitmapProcState::MatrixProc   diffMProc = fDiffuseState->getMatrixProc();
+    SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
+
+    SkBitmapProcState::MatrixProc   normalMProc = fNormalState->getMatrixProc();
+    SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32();
+
+    SkASSERT(fDiffuseState->fPixmap.addr());
+    SkASSERT(fNormalState->fPixmap.addr());
+
+    SkPoint3 norm;
+    SkScalar NdotL;
+    int r, g, b;
+
+    do {
+        int n = count;
+        if (n > TMP_COUNT) {
+            n = TMP_COUNT;
+        }
+
+        diffMProc(*fDiffuseState, tmpColor, n, x, y);
+        diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
+
+        normalMProc(*fNormalState, tmpNormal, n, x, y);
+        normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
+
+        for (int i = 0; i < n; ++i) {
+            SkASSERT(0xFF == SkColorGetA(tmpNormal2[i]));  // opaque -> unpremul
+            norm.set(SkIntToScalar(SkColorGetR(tmpNormal2[i]))-127.0f,
+                     SkIntToScalar(SkColorGetG(tmpNormal2[i]))-127.0f,
+                     SkIntToScalar(SkColorGetB(tmpNormal2[i]))-127.0f);
+            norm.normalize();
+
+            SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
+            NdotL = norm.dot(lightShader.fLight.fDirection);
+
+            // This is all done in linear unpremul color space
+            r = light(SkColorGetR(lightShader.fLight.fColor), SkColorGetR(diffColor), NdotL, 
+                      SkColorGetR(lightShader.fAmbientColor));
+            g = light(SkColorGetG(lightShader.fLight.fColor), SkColorGetG(diffColor), NdotL, 
+                      SkColorGetG(lightShader.fAmbientColor));
+            b = light(SkColorGetB(lightShader.fLight.fColor), SkColorGetB(diffColor), NdotL, 
+                      SkColorGetB(lightShader.fAmbientColor));
+
+            result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b);
+        }
+
+        result += n;
+        x += n;
+        count -= n;
+    } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkLightingShaderImpl::toString(SkString* str) const {
+    str->appendf("LightingShader: ()");
+}
+#endif
+
+SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
+    SkBitmap diffuse;
+    if (!buf.readBitmap(&diffuse)) {
+        return NULL;
+    }
+    diffuse.setImmutable();
+
+    SkBitmap normal;
+    if (!buf.readBitmap(&normal)) {
+        return NULL;
+    }
+    normal.setImmutable();
+
+    SkLightingShader::Light light;
+    if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
+        return NULL;
+    }
+    light.fColor = buf.readColor();
+
+    SkColor ambient = buf.readColor();
+
+    // TODO: this would be nice to enable
+    //    return SkCreateLightingShader(diffuse, normal, light, ambient, NULL);
+    return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
+}
+
+void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
+    buf.writeBitmap(fDiffuseMap);
+    buf.writeBitmap(fNormalMap);
+    buf.writeScalarArray(&fLight.fDirection.fX, 3);
+    buf.writeColor(fLight.fColor);
+    buf.writeColor(fAmbientColor);
+}
+
+SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
+                                                         void* storage) const {
+
+    SkMatrix totalInverse;
+    // Do this first, so we know the matrix can be inverted.
+    if (!this->computeTotalInverse(rec, &totalInverse)) {
+        return NULL;
+    }
+
+    void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
+    SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState);
+    SkASSERT(diffuseState);
+
+    diffuseState->fTileModeX = SkShader::kClamp_TileMode;
+    diffuseState->fTileModeY = SkShader::kClamp_TileMode;
+    diffuseState->fOrigBitmap = fDiffuseMap;
+    if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) {
+        diffuseState->~SkBitmapProcState();
+        return NULL;
+    }
+
+    void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
+    SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState);
+    SkASSERT(normalState);
+
+    normalState->fTileModeX = SkShader::kClamp_TileMode;
+    normalState->fTileModeY = SkShader::kClamp_TileMode;
+    normalState->fOrigBitmap = fNormalMap;
+    if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) {
+        diffuseState->~SkBitmapProcState();
+        normalState->~SkBitmapProcState();
+        return NULL;
+    }
+
+    return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
+                                                                 diffuseState, normalState));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+static bool bitmap_is_too_big(const SkBitmap& bm) {
+    // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
+    // communicates between its matrix-proc and its sampler-proc. Until we can
+    // widen that, we have to reject bitmaps that are larger.
+    //
+    static const int kMaxSize = 65535;
+
+    return bm.width() > kMaxSize || bm.height() > kMaxSize;
+}
+
+SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
+                                   const SkLightingShader::Light& light,
+                                   const SkColor ambient) {
+    if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
+        normal.isNull() || bitmap_is_too_big(normal) ||
+        diffuse.width() != normal.width() ||
+        diffuse.height() != normal.height()) {
+        return nullptr;
+    }
+
+    return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
+}
+
+///////////////////////////////////////////////////////////////////////////////
diff --git a/src/effects/SkLightingShader.h b/src/effects/SkLightingShader.h
new file mode 100644 (file)
index 0000000..d3fe3f6
--- /dev/null
@@ -0,0 +1,45 @@
+
+/*
+ * Copyright 2015 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+
+#ifndef SkLightingShader_DEFINED
+#define SkLightingShader_DEFINED
+
+#include "SkPoint3.h"
+#include "SkShader.h"
+
+class SK_API SkLightingShader {
+public:
+    struct Light {
+        SkVector3   fDirection;       // direction towards the light (+Z is out of the screen).
+                                      // If degenerate, it will be replaced with (0, 0, 1).
+        SkColor     fColor;           // linear (unpremul) color. Note: alpha assumed to be 255.
+    };
+
+    /** Returns a shader that lights the diffuse and normal maps with a single light.
+
+        It returns a shader with a reference count of 1.
+        The caller should decrement the shader's reference count when done with the shader.
+        It is an error for count to be < 2.
+        @param  diffuse the diffuse bitmap
+        @param  normal  the normal map
+        @param  light   the light applied to the normal map
+        @param  ambient the linear (unpremul) ambient light color. Note: alpha assumed to be 255.
+
+        NULL will be returned if:
+            either 'diffuse' or 'normal' are empty
+            either 'diffuse' or 'normal' are too big (> 65535 on a side)
+            'diffuse' and 'normal' aren't the same size
+    */
+    static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
+                            const SkLightingShader::Light& light, const SkColor ambient);
+
+    SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
+};
+
+#endif