OLD | NEW |
---|---|
(Empty) | |
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 | |
18 #include "GrFragmentProcessor.h" | |
19 #include "GrCoordTransform.h" | |
20 #include "gl/GrGLProcessor.h" | |
21 #include "gl/builders/GrGLProgramBuilder.h" | |
22 | |
23 /////////////////////////////////////////////////////////////////////////////// | |
24 | |
25 struct SkVector3 { | |
26 SkScalar x, y, z; | |
27 | |
28 bool operator!=(const SkVector3& other) { | |
29 return x != other.x || y != other.y || z != other.z; | |
30 } | |
31 }; | |
32 | |
33 class LightingShader : public SkShader { | |
34 public: | |
35 struct Light { | |
36 SkVector3 fDirection; | |
37 SkColor fColor; // assumed to be linear color | |
38 }; | |
39 | |
40 LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light& light, | |
41 const SkColor ambient) | |
42 : fDiffuseMap(diffuse) | |
43 , fNormalMap(normal) | |
44 , fLight(light) | |
45 , fAmbientColor(ambient) {} | |
46 | |
47 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader); | |
48 | |
49 void flatten(SkWriteBuffer& buf) const override { | |
50 // buf.writeMatrix(fDeviceMatrix); | |
51 } | |
52 | |
53 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v iewM, | |
54 const SkMatrix* localMatrix, GrColor* color, | |
55 GrFragmentProcessor** fp) const override; | |
56 | |
57 #ifndef SK_IGNORE_TO_STRING | |
58 void toString(SkString* str) const override { | |
59 str->appendf("LightingShader: ()"); | |
60 } | |
61 #endif | |
62 | |
63 void setLight(const Light& light) { fLight = light; } | |
64 | |
65 private: | |
66 SkBitmap fDiffuseMap; | |
67 SkBitmap fNormalMap; | |
68 Light fLight; | |
69 SkColor fAmbientColor; | |
70 }; | |
71 | |
72 SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) { | |
73 //SkMatrix matrix; | |
74 //buf.readMatrix(&matrix); | |
75 //return SkNEW_ARGS(LightingShader, (matrix)); | |
76 | |
77 return NULL; | |
78 } | |
79 | |
80 //////////////////////////////////////////////////////////////////////////// | |
81 | |
82 class LightingFP : public GrFragmentProcessor { | |
83 public: | |
84 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, | |
85 SkVector3 lightDir, GrColor lightColor, GrColor ambientColor) | |
86 : fDiffuseTextureAccess(diffuse) | |
87 , fNormalTextureAccess(normal) | |
88 , fDeviceTransform(kDevice_GrCoordSet, matrix) | |
89 , fLightDir(lightDir) | |
90 , fLightColor(lightColor) | |
91 , fAmbientColor(ambientColor) { | |
92 this->addCoordTransform(&fDeviceTransform); | |
93 this->addTextureAccess(&fDiffuseTextureAccess); | |
94 this->addTextureAccess(&fNormalTextureAccess); | |
95 | |
96 this->initClassID<LightingFP>(); | |
97 } | |
98 | |
robertphillips
2015/07/08 16:15:14
one line ?
Is this right ?
jvanverth1
2015/07/08 19:58:06
I think it's okay, but added the full GenKey() cod
| |
99 void getGLProcessorKey(const GrGLSLCaps& caps, | |
100 GrProcessorKeyBuilder* b) const override {} | |
101 | |
102 GrGLFragmentProcessor* createGLInstance() const override { | |
103 class LightingGLFP : public GrGLFragmentProcessor { | |
104 public: | |
105 LightingGLFP() | |
106 : fLightColor(GrColor_ILLEGAL) { | |
107 fLightDir.x = 10000.0f; | |
108 } | |
109 | |
110 void emitCode(GrGLFPBuilder* builder, | |
robertphillips
2015/07/08 16:15:14
tab these over ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
111 const GrFragmentProcessor& fp, | |
112 const char* outputColor, | |
113 const char* inputColor, | |
114 const TransformedCoordsArray& coords, | |
robertphillips
2015/07/08 16:15:14
override ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
115 const TextureSamplerArray& samplers) { | |
116 | |
117 GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder(); | |
118 | |
119 // add uniforms | |
120 const char* lightDirUniName = NULL; | |
121 fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment _Visibility, | |
122 kVec3f_GrSLType, kDefault_GrSLPrecision, | |
123 "LightDir", &lightDirUniName); | |
124 | |
125 const char* lightColorUniName = NULL; | |
126 fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragme nt_Visibility, | |
127 kVec4f_GrSLType, kDefault_GrSLPrecision, | |
128 "LightColor", &lightColorUniName); | |
129 | |
130 const char* ambientColorUniName = NULL; | |
131 fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFrag ment_Visibility, | |
robertphillips
2015/07/08 16:15:14
tabs ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
132 kVec4f_GrSLType, kDefault_GrSLPrecision, | |
133 "AmbientColor", &ambientColorUniName); | |
134 | |
135 fpb->codeAppend("vec4 diffuseColor = "); | |
136 fpb->appendTextureLookupAndModulate(inputColor, | |
robertphillips
2015/07/08 16:15:14
tabs ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
137 samplers[0], | |
138 coords[0].c_str(), | |
139 coords[0].getType()); | |
140 fpb->codeAppend(";"); | |
141 | |
142 fpb->codeAppend("vec4 normalColor = "); | |
143 fpb->appendTextureLookup(samplers[1], | |
144 coords[0].c_str(), | |
145 coords[0].getType()); | |
146 fpb->codeAppend(";"); | |
147 | |
148 fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));"); | |
149 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniNa me); | |
150 fpb->codeAppend("float NdotL = dot(normal, lightDir);"); | |
151 // diffuse light | |
152 fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName); | |
153 // ambient light | |
154 fpb->codeAppendf("result += %s.rgb;", ambientColorUniName); | |
155 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outpu tColor); | |
156 } | |
157 | |
158 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override { | |
159 const LightingFP& lightingFP = proc.cast<LightingFP>(); | |
160 | |
161 SkVector3 lightDir = lightingFP.lightDir(); | |
162 if (lightDir != fLightDir) { | |
163 pdman.set3fv(fLightDirUni, 1, &lightDir.x); | |
164 fLightDir = lightDir; | |
165 } | |
166 | |
167 GrColor lightColor = lightingFP.lightColor(); | |
168 if (lightColor != fLightColor) { | |
169 GrGLfloat c[4]; | |
170 GrColorToRGBAFloat(lightColor, c); | |
171 pdman.set4fv(fLightColorUni, 1, c); | |
172 fLightColor = lightColor; | |
173 } | |
174 | |
175 GrColor ambientColor = lightingFP.ambientColor(); | |
176 if (ambientColor != fAmbientColor) { | |
177 GrGLfloat c[4]; | |
178 GrColorToRGBAFloat(ambientColor, c); | |
179 pdman.set4fv(fAmbientColorUni, 1, c); | |
180 fAmbientColor = ambientColor; | |
181 } | |
182 } | |
183 private: | |
184 SkVector3 fLightDir; | |
185 GrGLProgramDataManager::UniformHandle fLightDirUni; | |
186 | |
187 GrColor fLightColor; | |
188 GrGLProgramDataManager::UniformHandle fLightColorUni; | |
189 | |
190 GrColor fAmbientColor; | |
191 GrGLProgramDataManager::UniformHandle fAmbientColorUni; | |
192 }; | |
193 return SkNEW(LightingGLFP); | |
194 } | |
195 | |
196 const char* name() const override { return "LightingGLFP"; } | |
197 | |
198 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
199 inout->mulByUnknownFourComponents(); | |
200 } | |
201 | |
202 SkVector3 lightDir() const { return fLightDir; } | |
203 GrColor lightColor() const { return fLightColor; } | |
204 GrColor ambientColor() const { return fAmbientColor; } | |
205 | |
206 private: | |
robertphillips
2015/07/08 16:15:14
??
jvanverth1
2015/07/08 19:58:06
Done.
| |
207 bool onIsEqual(const GrFragmentProcessor&) const override { return true; } | |
208 | |
209 GrCoordTransform fDeviceTransform; | |
210 GrTextureAccess fDiffuseTextureAccess; | |
211 GrTextureAccess fNormalTextureAccess; | |
212 SkVector3 fLightDir; | |
213 GrColor fLightColor; | |
214 GrColor fAmbientColor; | |
215 }; | |
216 | |
217 bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& pain t, | |
218 const SkMatrix& viewM, const SkMatrix* localMatrix, | |
219 GrColor* color, GrFragmentProcessor** f p) const { | |
220 // we assume diffuse and normal maps have same width and height | |
221 // TODO: support different sizes | |
222 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && | |
223 fDiffuseMap.height() == fNormalMap.height()); | |
224 SkMatrix matrix; | |
225 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); | |
226 | |
227 SkMatrix lmInverse; | |
228 if (!this->getLocalMatrix().invert(&lmInverse)) { | |
229 return false; | |
230 } | |
231 if (localMatrix) { | |
232 SkMatrix inv; | |
233 if (!localMatrix->invert(&inv)) { | |
234 return false; | |
235 } | |
236 lmInverse.postConcat(inv); | |
237 } | |
238 matrix.preConcat(lmInverse); | |
239 | |
240 // Must set wrap and filter on the sampler before requesting a texture. In t wo places below | |
241 // we check the matrix scale factors to determine how to interpret the filte r quality setting. | |
242 // This completely ignores the complexity of the drawVertices case where exp licit local coords | |
243 // are provided by the caller. | |
244 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil terMode; | |
245 switch (paint.getFilterQuality()) { | |
246 case kNone_SkFilterQuality: | |
247 textureFilterMode = GrTextureParams::kNone_FilterMode; | |
248 break; | |
249 case kLow_SkFilterQuality: | |
250 textureFilterMode = GrTextureParams::kBilerp_FilterMode; | |
251 break; | |
252 case kMedium_SkFilterQuality:{ | |
253 SkMatrix matrix; | |
254 matrix.setConcat(viewM, this->getLocalMatrix()); | |
255 if (matrix.getMinScale() < SK_Scalar1) { | |
256 textureFilterMode = GrTextureParams::kMipMap_FilterMode; | |
257 } else { | |
258 // Don't trigger MIP level generation unnecessarily. | |
259 textureFilterMode = GrTextureParams::kBilerp_FilterMode; | |
260 } | |
261 break; | |
262 } | |
263 case kHigh_SkFilterQuality: | |
264 default: | |
265 SkErrorInternals::SetError(kInvalidPaint_SkError, | |
266 "Sorry, I don't understand the filtering " | |
267 "mode you asked for. Falling back to " | |
268 "MIPMaps."); | |
269 textureFilterMode = GrTextureParams::kMipMap_FilterMode; | |
270 break; | |
271 | |
272 } | |
273 | |
274 // TODO: support other tile modes | |
275 GrTextureParams params(kClamp_TileMode, textureFilterMode); | |
276 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi ffuseMap, ¶ms)); | |
277 if (!diffuseTexture) { | |
278 SkErrorInternals::SetError(kInternalError_SkError, | |
279 "Couldn't convert bitmap to texture."); | |
280 return false; | |
281 } | |
282 | |
283 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor malMap, ¶ms)); | |
284 if (!normalTexture) { | |
285 SkErrorInternals::SetError(kInternalError_SkError, | |
286 "Couldn't convert bitmap to texture."); | |
287 return false; | |
288 } | |
289 | |
290 GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG (fLight.fColor), | |
291 SkColorGetB(fLight.fColor), SkColorGetA (fLight.fColor)); | |
292 GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGe tG(fAmbientColor), | |
293 SkColorGetB(fAmbientColor), SkColorGe tA(fAmbientColor)); | |
294 | |
295 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, | |
296 fLight.fDirection, lightColor, ambientColor)); | |
297 *color = GrColorPackA4(paint.getAlpha()); | |
298 return true; | |
299 } | |
300 | |
301 //////////////////////////////////////////////////////////////////////////// | |
302 | |
303 class LightingView : public SampleView { | |
304 public: | |
robertphillips
2015/07/08 16:15:14
Can this be an AutoTUnref ?
jvanverth1
2015/07/08 19:58:06
Done, I think.
| |
305 SkShader* fShader; | |
306 SkBitmap fDiffuseBitmap; | |
307 SkBitmap fNormalBitmap; | |
308 SkScalar fLightAngle; | |
309 SkScalar fAngleDelta; | |
310 | |
311 LightingView() { | |
312 SkString diffusePath = GetResourcePath("brickwork-texture.jpg"); | |
313 SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap); | |
314 SkString normalPath = GetResourcePath("brickwork_normal-map.jpg"); | |
315 SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap); | |
316 | |
317 fLightAngle = 0.785f; | |
318 fAngleDelta = -0.01f; | |
319 | |
320 LightingShader::Light light; | |
321 light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); | |
322 light.fDirection.x = 0; | |
323 light.fDirection.y = SkScalarSin(fLightAngle); | |
324 light.fDirection.z = SkScalarCos(fLightAngle); | |
325 | |
326 SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f); | |
327 | |
328 fShader = new LightingShader(fDiffuseBitmap, fNormalBitmap, light, ambie nt); | |
329 } | |
330 | |
331 virtual ~LightingView() { | |
332 SkSafeUnref(fShader); | |
333 } | |
334 | |
335 protected: | |
336 // overrides from SkEventSink | |
337 bool onQuery(SkEvent* evt) override { | |
338 if (SampleCode::TitleQ(*evt)) { | |
339 SampleCode::TitleR(evt, "Lighting"); | |
340 return true; | |
341 } | |
342 return this->INHERITED::onQuery(evt); | |
343 } | |
344 | |
345 void onDrawContent(SkCanvas* canvas) override { | |
346 fLightAngle += fAngleDelta; | |
347 if (fLightAngle > 0.785f) { | |
348 fAngleDelta = -0.01f; | |
349 } else if (fLightAngle < -0.785f) { | |
350 fAngleDelta = 0.01f; | |
351 } | |
352 | |
robertphillips
2015/07/08 16:15:14
Color animation ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
353 LightingShader::Light light; | |
354 light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); | |
355 light.fDirection.x = 0; | |
356 light.fDirection.y = SkScalarSin(fLightAngle); | |
357 light.fDirection.z = SkScalarCos(fLightAngle); | |
358 | |
robertphillips
2015/07/08 16:15:14
Can we just store it as a LightingShader ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
359 reinterpret_cast<LightingShader*>(fShader)->setLight(light); | |
360 | |
361 SkPaint paint; | |
362 paint.setShader(fShader); | |
363 | |
364 SkRect r; | |
365 int w = fDiffuseBitmap.width(); | |
366 int h = fDiffuseBitmap.height(); | |
367 r.set(0, 0, SkIntToScalar(w), SkIntToScalar(h)); | |
368 | |
369 canvas->drawRect(r, paint); | |
370 | |
371 // so we're constantly updating | |
372 this->inval(NULL); | |
373 } | |
374 | |
375 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride { | |
376 this->inval(NULL); | |
377 return this->INHERITED::onFindClickHandler(x, y, modi); | |
378 } | |
379 | |
robertphillips
2015/07/08 16:15:14
rm this ?
jvanverth1
2015/07/08 19:58:06
Done.
| |
380 bool onClick(Click* click) override { | |
381 return this->INHERITED::onClick(click); | |
382 } | |
383 | |
384 private: | |
385 typedef SampleView INHERITED; | |
386 }; | |
387 | |
388 ////////////////////////////////////////////////////////////////////////////// | |
389 | |
390 static SkView* MyFactory() { return new LightingView; } | |
391 static SkViewRegister reg(MyFactory); | |
OLD | NEW |