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| 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 #include "SampleCode.h" |
| 9 #include "Resources.h" |
| 10 |
| 11 #include "SkCanvas.h" |
| 12 #include "SkErrorInternals.h" |
| 13 #include "SkGr.h" |
| 14 #include "SkReadBuffer.h" |
| 15 #include "SkShader.h" |
| 16 #include "SkWriteBuffer.h" |
| 17 #include "GrFragmentProcessor.h" |
| 18 #include "GrCoordTransform.h" |
| 19 #include "gl/GrGLProcessor.h" |
| 20 #include "gl/builders/GrGLProgramBuilder.h" |
| 21 |
| 22 /////////////////////////////////////////////////////////////////////////////// |
| 23 |
| 24 struct SkVector3 { |
| 25 SkScalar fX, fY, fZ; |
| 26 |
| 27 bool operator==(const SkVector3& other) const { |
| 28 return fX == other.fX && fY == other.fY && fZ == other.fZ; |
| 29 } |
| 30 |
| 31 bool operator!=(const SkVector3& other) const { |
| 32 return !(*this == other); |
| 33 } |
| 34 }; |
| 35 |
| 36 class LightingShader : public SkShader { |
| 37 public: |
| 38 struct Light { |
| 39 SkVector3 fDirection; |
| 40 SkColor fColor; // assumed to be linear color |
| 41 }; |
| 42 |
| 43 LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light&
light, |
| 44 const SkColor ambient) |
| 45 : fDiffuseMap(diffuse) |
| 46 , fNormalMap(normal) |
| 47 , fLight(light) |
| 48 , fAmbientColor(ambient) {} |
| 49 |
| 50 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader); |
| 51 |
| 52 void flatten(SkWriteBuffer& buf) const override { |
| 53 buf.writeBitmap(fDiffuseMap); |
| 54 buf.writeBitmap(fNormalMap); |
| 55 buf.writeScalarArray(&fLight.fDirection.fX, 3); |
| 56 buf.writeColor(fLight.fColor); |
| 57 buf.writeColor(fAmbientColor); |
| 58 } |
| 59 |
| 60 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v
iewM, |
| 61 const SkMatrix* localMatrix, GrColor* color, |
| 62 GrProcessorDataManager*, GrFragmentProcessor** fp)
const override; |
| 63 |
| 64 SkShader::BitmapType asABitmap(SkBitmap* bitmap, SkMatrix* matrix, |
| 65 SkShader::TileMode* xy) const override { |
| 66 if (bitmap) { |
| 67 *bitmap = fDiffuseMap; |
| 68 } |
| 69 if (matrix) { |
| 70 matrix->reset(); |
| 71 } |
| 72 if (xy) { |
| 73 xy[0] = kClamp_TileMode; |
| 74 xy[1] = kClamp_TileMode; |
| 75 } |
| 76 return kDefault_BitmapType; |
| 77 } |
| 78 |
| 79 #ifndef SK_IGNORE_TO_STRING |
| 80 void toString(SkString* str) const override { |
| 81 str->appendf("LightingShader: ()"); |
| 82 } |
| 83 #endif |
| 84 |
| 85 void setLight(const Light& light) { fLight = light; } |
| 86 |
| 87 private: |
| 88 SkBitmap fDiffuseMap; |
| 89 SkBitmap fNormalMap; |
| 90 Light fLight; |
| 91 SkColor fAmbientColor; |
| 92 }; |
| 93 |
| 94 SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) { |
| 95 SkBitmap diffuse; |
| 96 if (!buf.readBitmap(&diffuse)) { |
| 97 return NULL; |
| 98 } |
| 99 diffuse.setImmutable(); |
| 100 |
| 101 SkBitmap normal; |
| 102 if (!buf.readBitmap(&normal)) { |
| 103 return NULL; |
| 104 } |
| 105 normal.setImmutable(); |
| 106 |
| 107 Light light; |
| 108 if (!buf.readScalarArray(&light.fDirection.fX, 3)) { |
| 109 return NULL; |
| 110 } |
| 111 light.fColor = buf.readColor(); |
| 112 |
| 113 SkColor ambient = buf.readColor(); |
| 114 |
| 115 return SkNEW_ARGS(LightingShader, (diffuse, normal, light, ambient)); |
| 116 } |
| 117 |
| 118 //////////////////////////////////////////////////////////////////////////// |
| 119 |
| 120 class LightingFP : public GrFragmentProcessor { |
| 121 public: |
| 122 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, |
| 123 SkVector3 lightDir, GrColor lightColor, GrColor ambientColor) |
| 124 : fDeviceTransform(kDevice_GrCoordSet, matrix) |
| 125 , fDiffuseTextureAccess(diffuse) |
| 126 , fNormalTextureAccess(normal) |
| 127 , fLightDir(lightDir) |
| 128 , fLightColor(lightColor) |
| 129 , fAmbientColor(ambientColor) { |
| 130 this->addCoordTransform(&fDeviceTransform); |
| 131 this->addTextureAccess(&fDiffuseTextureAccess); |
| 132 this->addTextureAccess(&fNormalTextureAccess); |
| 133 |
| 134 this->initClassID<LightingFP>(); |
| 135 } |
| 136 |
| 137 class LightingGLFP : public GrGLFragmentProcessor { |
| 138 public: |
| 139 LightingGLFP() : fLightColor(GrColor_ILLEGAL) { |
| 140 fLightDir.fX = 10000.0f; |
| 141 } |
| 142 |
| 143 void emitCode(GrGLFPBuilder* builder, |
| 144 const GrFragmentProcessor& fp, |
| 145 const char* outputColor, |
| 146 const char* inputColor, |
| 147 const TransformedCoordsArray& coords, |
| 148 const TextureSamplerArray& samplers) override { |
| 149 |
| 150 GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder(); |
| 151 |
| 152 // add uniforms |
| 153 const char* lightDirUniName = NULL; |
| 154 fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Vis
ibility, |
| 155 kVec3f_GrSLType, kDefault_GrSLPre
cision, |
| 156 "LightDir", &lightDirUniName); |
| 157 |
| 158 const char* lightColorUniName = NULL; |
| 159 fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_V
isibility, |
| 160 kVec4f_GrSLType, kDefault_GrSLP
recision, |
| 161 "LightColor", &lightColorUniNam
e); |
| 162 |
| 163 const char* ambientColorUniName = NULL; |
| 164 fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment
_Visibility, |
| 165 kVec4f_GrSLType, kDefault_GrS
LPrecision, |
| 166 "AmbientColor", &ambientColor
UniName); |
| 167 |
| 168 fpb->codeAppend("vec4 diffuseColor = "); |
| 169 fpb->appendTextureLookupAndModulate(inputColor, samplers[0], |
| 170 coords[0].c_str(), coords[0].get
Type()); |
| 171 fpb->codeAppend(";"); |
| 172 |
| 173 fpb->codeAppend("vec4 normalColor = "); |
| 174 fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].g
etType()); |
| 175 fpb->codeAppend(";"); |
| 176 |
| 177 fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3
(0.5)));"); |
| 178 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); |
| 179 fpb->codeAppend("float NdotL = dot(normal, lightDir);"); |
| 180 // diffuse light |
| 181 fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lig
htColorUniName); |
| 182 // ambient light |
| 183 fpb->codeAppendf("result += %s.rgb;", ambientColorUniName); |
| 184 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outputCol
or); |
| 185 } |
| 186 |
| 187 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro
c) override { |
| 188 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 189 |
| 190 SkVector3 lightDir = lightingFP.lightDir(); |
| 191 if (lightDir != fLightDir) { |
| 192 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); |
| 193 fLightDir = lightDir; |
| 194 } |
| 195 |
| 196 GrColor lightColor = lightingFP.lightColor(); |
| 197 if (lightColor != fLightColor) { |
| 198 GrGLfloat c[4]; |
| 199 GrColorToRGBAFloat(lightColor, c); |
| 200 pdman.set4fv(fLightColorUni, 1, c); |
| 201 fLightColor = lightColor; |
| 202 } |
| 203 |
| 204 GrColor ambientColor = lightingFP.ambientColor(); |
| 205 if (ambientColor != fAmbientColor) { |
| 206 GrGLfloat c[4]; |
| 207 GrColorToRGBAFloat(ambientColor, c); |
| 208 pdman.set4fv(fAmbientColorUni, 1, c); |
| 209 fAmbientColor = ambientColor; |
| 210 } |
| 211 } |
| 212 |
| 213 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 214 GrProcessorKeyBuilder* b) { |
| 215 // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 216 // only one shader generated currently |
| 217 b->add32(0x0); |
| 218 } |
| 219 |
| 220 private: |
| 221 SkVector3 fLightDir; |
| 222 GrGLProgramDataManager::UniformHandle fLightDirUni; |
| 223 |
| 224 GrColor fLightColor; |
| 225 GrGLProgramDataManager::UniformHandle fLightColorUni; |
| 226 |
| 227 GrColor fAmbientColor; |
| 228 GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
| 229 }; |
| 230 |
| 231 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh
tingGLFP); } |
| 232 |
| 233 void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) con
st override { |
| 234 LightingGLFP::GenKey(*this, caps, b); |
| 235 } |
| 236 |
| 237 const char* name() const override { return "LightingFP"; } |
| 238 |
| 239 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 240 inout->mulByUnknownFourComponents(); |
| 241 } |
| 242 |
| 243 SkVector3 lightDir() const { return fLightDir; } |
| 244 GrColor lightColor() const { return fLightColor; } |
| 245 GrColor ambientColor() const { return fAmbientColor; } |
| 246 |
| 247 private: |
| 248 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 249 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 250 return fDeviceTransform == lightingFP.fDeviceTransform && |
| 251 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
| 252 fNormalTextureAccess == lightingFP.fNormalTextureAccess && |
| 253 fLightDir == lightingFP.fLightDir && |
| 254 fLightColor == lightingFP.fLightColor && |
| 255 fAmbientColor == lightingFP.fAmbientColor; |
| 256 } |
| 257 |
| 258 GrCoordTransform fDeviceTransform; |
| 259 GrTextureAccess fDiffuseTextureAccess; |
| 260 GrTextureAccess fNormalTextureAccess; |
| 261 SkVector3 fLightDir; |
| 262 GrColor fLightColor; |
| 263 GrColor fAmbientColor; |
| 264 }; |
| 265 |
| 266 bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& pain
t, |
| 267 const SkMatrix& viewM, const SkMatrix*
localMatrix, |
| 268 GrColor* color, GrProcessorDataManager*
, |
| 269 GrFragmentProcessor** fp) const { |
| 270 // we assume diffuse and normal maps have same width and height |
| 271 // TODO: support different sizes |
| 272 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
| 273 fDiffuseMap.height() == fNormalMap.height()); |
| 274 SkMatrix matrix; |
| 275 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); |
| 276 |
| 277 SkMatrix lmInverse; |
| 278 if (!this->getLocalMatrix().invert(&lmInverse)) { |
| 279 return false; |
| 280 } |
| 281 if (localMatrix) { |
| 282 SkMatrix inv; |
| 283 if (!localMatrix->invert(&inv)) { |
| 284 return false; |
| 285 } |
| 286 lmInverse.postConcat(inv); |
| 287 } |
| 288 matrix.preConcat(lmInverse); |
| 289 |
| 290 // Must set wrap and filter on the sampler before requesting a texture. In t
wo places below |
| 291 // we check the matrix scale factors to determine how to interpret the filte
r quality setting. |
| 292 // This completely ignores the complexity of the drawVertices case where exp
licit local coords |
| 293 // are provided by the caller. |
| 294 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil
terMode; |
| 295 switch (paint.getFilterQuality()) { |
| 296 case kNone_SkFilterQuality: |
| 297 textureFilterMode = GrTextureParams::kNone_FilterMode; |
| 298 break; |
| 299 case kLow_SkFilterQuality: |
| 300 textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| 301 break; |
| 302 case kMedium_SkFilterQuality:{ |
| 303 SkMatrix matrix; |
| 304 matrix.setConcat(viewM, this->getLocalMatrix()); |
| 305 if (matrix.getMinScale() < SK_Scalar1) { |
| 306 textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| 307 } else { |
| 308 // Don't trigger MIP level generation unnecessarily. |
| 309 textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| 310 } |
| 311 break; |
| 312 } |
| 313 case kHigh_SkFilterQuality: |
| 314 default: |
| 315 SkErrorInternals::SetError(kInvalidPaint_SkError, |
| 316 "Sorry, I don't understand the filtering " |
| 317 "mode you asked for. Falling back to " |
| 318 "MIPMaps."); |
| 319 textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| 320 break; |
| 321 |
| 322 } |
| 323 |
| 324 // TODO: support other tile modes |
| 325 GrTextureParams params(kClamp_TileMode, textureFilterMode); |
| 326 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi
ffuseMap, ¶ms)); |
| 327 if (!diffuseTexture) { |
| 328 SkErrorInternals::SetError(kInternalError_SkError, |
| 329 "Couldn't convert bitmap to texture."); |
| 330 return false; |
| 331 } |
| 332 |
| 333 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor
malMap, ¶ms)); |
| 334 if (!normalTexture) { |
| 335 SkErrorInternals::SetError(kInternalError_SkError, |
| 336 "Couldn't convert bitmap to texture."); |
| 337 return false; |
| 338 } |
| 339 |
| 340 GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG
(fLight.fColor), |
| 341 SkColorGetB(fLight.fColor), SkColorGetA
(fLight.fColor)); |
| 342 GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGe
tG(fAmbientColor), |
| 343 SkColorGetB(fAmbientColor), SkColorGe
tA(fAmbientColor)); |
| 344 |
| 345 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, |
| 346 fLight.fDirection, lightColor, ambientColor)); |
| 347 *color = GrColorPackA4(paint.getAlpha()); |
| 348 return true; |
| 349 } |
| 350 |
| 351 //////////////////////////////////////////////////////////////////////////// |
| 352 |
| 353 class LightingView : public SampleView { |
| 354 public: |
| 355 SkAutoTUnref<LightingShader> fShader; |
| 356 SkBitmap fDiffuseBitmap; |
| 357 SkBitmap fNormalBitmap; |
| 358 SkScalar fLightAngle; |
| 359 int fColorFactor; |
| 360 |
| 361 LightingView() { |
| 362 SkString diffusePath = GetResourcePath("brickwork-texture.jpg"); |
| 363 SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap); |
| 364 SkString normalPath = GetResourcePath("brickwork_normal-map.jpg"); |
| 365 SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap); |
| 366 |
| 367 fLightAngle = 0.0f; |
| 368 fColorFactor = 0; |
| 369 |
| 370 LightingShader::Light light; |
| 371 light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); |
| 372 light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0
.25f); |
| 373 light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0
.25f); |
| 374 light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f); |
| 375 |
| 376 SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f); |
| 377 |
| 378 fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap,
light, ambient))); |
| 379 } |
| 380 |
| 381 virtual ~LightingView() {} |
| 382 |
| 383 protected: |
| 384 // overrides from SkEventSink |
| 385 bool onQuery(SkEvent* evt) override { |
| 386 if (SampleCode::TitleQ(*evt)) { |
| 387 SampleCode::TitleR(evt, "Lighting"); |
| 388 return true; |
| 389 } |
| 390 return this->INHERITED::onQuery(evt); |
| 391 } |
| 392 |
| 393 void onDrawContent(SkCanvas* canvas) override { |
| 394 fLightAngle += 0.015f; |
| 395 fColorFactor++; |
| 396 |
| 397 LightingShader::Light light; |
| 398 light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff); |
| 399 light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0
.25f); |
| 400 light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0
.25f); |
| 401 light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f); |
| 402 |
| 403 fShader.get()->setLight(light); |
| 404 |
| 405 SkPaint paint; |
| 406 paint.setShader(fShader); |
| 407 paint.setColor(SK_ColorBLACK); |
| 408 |
| 409 SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(), |
| 410 (SkScalar)fDiffuseBitmap.height()); |
| 411 canvas->drawRect(r, paint); |
| 412 |
| 413 // so we're constantly updating |
| 414 this->inval(NULL); |
| 415 } |
| 416 |
| 417 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove
rride { |
| 418 this->inval(NULL); |
| 419 return this->INHERITED::onFindClickHandler(x, y, modi); |
| 420 } |
| 421 |
| 422 private: |
| 423 typedef SampleView INHERITED; |
| 424 }; |
| 425 |
| 426 ////////////////////////////////////////////////////////////////////////////// |
| 427 |
| 428 static SkView* MyFactory() { return new LightingView; } |
| 429 static SkViewRegister reg(MyFactory); |
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