| Index: samplecode/SampleLighting.cpp
|
| diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp
|
| new file mode 100755
|
| index 0000000000000000000000000000000000000000..40e6fbb073bb1075f2d9402a9cb97273a8c56c92
|
| --- /dev/null
|
| +++ b/samplecode/SampleLighting.cpp
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| @@ -0,0 +1,429 @@
|
| +
|
| +/*
|
| + * 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 "SampleCode.h"
|
| +#include "Resources.h"
|
| +
|
| +#include "SkCanvas.h"
|
| +#include "SkErrorInternals.h"
|
| +#include "SkGr.h"
|
| +#include "SkReadBuffer.h"
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| +#include "SkShader.h"
|
| +#include "SkWriteBuffer.h"
|
| +#include "GrFragmentProcessor.h"
|
| +#include "GrCoordTransform.h"
|
| +#include "gl/GrGLProcessor.h"
|
| +#include "gl/builders/GrGLProgramBuilder.h"
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| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +struct SkVector3 {
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| + SkScalar fX, fY, fZ;
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| +
|
| + bool operator==(const SkVector3& other) const {
|
| + return fX == other.fX && fY == other.fY && fZ == other.fZ;
|
| + }
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| +
|
| + bool operator!=(const SkVector3& other) const {
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| + return !(*this == other);
|
| + }
|
| +};
|
| +
|
| +class LightingShader : public SkShader {
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| +public:
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| + struct Light {
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| + SkVector3 fDirection;
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| + SkColor fColor; // assumed to be linear color
|
| + };
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| +
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| + LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light& light,
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| + const SkColor ambient)
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| + : fDiffuseMap(diffuse)
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| + , fNormalMap(normal)
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| + , fLight(light)
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| + , fAmbientColor(ambient) {}
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| +
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| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader);
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| +
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| + void flatten(SkWriteBuffer& buf) const override {
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| + buf.writeBitmap(fDiffuseMap);
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| + buf.writeBitmap(fNormalMap);
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| + buf.writeScalarArray(&fLight.fDirection.fX, 3);
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| + buf.writeColor(fLight.fColor);
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| + buf.writeColor(fAmbientColor);
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| + }
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| +
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| + bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
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| + const SkMatrix* localMatrix, GrColor* color,
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| + GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
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| +
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| + SkShader::BitmapType asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
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| + SkShader::TileMode* xy) const override {
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| + if (bitmap) {
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| + *bitmap = fDiffuseMap;
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| + }
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| + if (matrix) {
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| + matrix->reset();
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| + }
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| + if (xy) {
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| + xy[0] = kClamp_TileMode;
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| + xy[1] = kClamp_TileMode;
|
| + }
|
| + return kDefault_BitmapType;
|
| + }
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| +
|
| +#ifndef SK_IGNORE_TO_STRING
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| + void toString(SkString* str) const override {
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| + str->appendf("LightingShader: ()");
|
| + }
|
| +#endif
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| +
|
| + void setLight(const Light& light) { fLight = light; }
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| +
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| +private:
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| + SkBitmap fDiffuseMap;
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| + SkBitmap fNormalMap;
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| + Light fLight;
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| + SkColor fAmbientColor;
|
| +};
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| +
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| +SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) {
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| + SkBitmap diffuse;
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| + if (!buf.readBitmap(&diffuse)) {
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| + return NULL;
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| + }
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| + diffuse.setImmutable();
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| +
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| + SkBitmap normal;
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| + if (!buf.readBitmap(&normal)) {
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| + return NULL;
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| + }
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| + normal.setImmutable();
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| +
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| + Light light;
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| + if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
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| + return NULL;
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| + }
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| + light.fColor = buf.readColor();
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| +
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| + SkColor ambient = buf.readColor();
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| +
|
| + return SkNEW_ARGS(LightingShader, (diffuse, normal, light, ambient));
|
| +}
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| +
|
| +////////////////////////////////////////////////////////////////////////////
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| +
|
| +class LightingFP : public GrFragmentProcessor {
|
| +public:
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| + LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
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| + SkVector3 lightDir, GrColor lightColor, GrColor ambientColor)
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| + : fDeviceTransform(kDevice_GrCoordSet, matrix)
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| + , fDiffuseTextureAccess(diffuse)
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| + , fNormalTextureAccess(normal)
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| + , fLightDir(lightDir)
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| + , fLightColor(lightColor)
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| + , fAmbientColor(ambientColor) {
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| + this->addCoordTransform(&fDeviceTransform);
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| + this->addTextureAccess(&fDiffuseTextureAccess);
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| + this->addTextureAccess(&fNormalTextureAccess);
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| +
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| + this->initClassID<LightingFP>();
|
| + }
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| +
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| + class LightingGLFP : public GrGLFragmentProcessor {
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| + public:
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| + LightingGLFP() : fLightColor(GrColor_ILLEGAL) {
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| + fLightDir.fX = 10000.0f;
|
| + }
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| +
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| + void emitCode(GrGLFPBuilder* builder,
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| + const GrFragmentProcessor& fp,
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| + const char* outputColor,
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| + const char* inputColor,
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| + const TransformedCoordsArray& coords,
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| + const TextureSamplerArray& samplers) override {
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| +
|
| + GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder();
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| +
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| + // add uniforms
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| + const char* lightDirUniName = NULL;
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| + fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
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| + kVec3f_GrSLType, kDefault_GrSLPrecision,
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| + "LightDir", &lightDirUniName);
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| +
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| + const char* lightColorUniName = NULL;
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| + fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
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| + kVec4f_GrSLType, kDefault_GrSLPrecision,
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| + "LightColor", &lightColorUniName);
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| +
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| + const char* ambientColorUniName = NULL;
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| + fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
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| + kVec4f_GrSLType, kDefault_GrSLPrecision,
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| + "AmbientColor", &ambientColorUniName);
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| +
|
| + fpb->codeAppend("vec4 diffuseColor = ");
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| + fpb->appendTextureLookupAndModulate(inputColor, samplers[0],
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| + coords[0].c_str(), coords[0].getType());
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| + fpb->codeAppend(";");
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| +
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| + fpb->codeAppend("vec4 normalColor = ");
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| + fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].getType());
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| + fpb->codeAppend(";");
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| +
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| + fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));");
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| + fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
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| + fpb->codeAppend("float NdotL = dot(normal, lightDir);");
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| + // diffuse light
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| + fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName);
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| + // ambient light
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| + fpb->codeAppendf("result += %s.rgb;", ambientColorUniName);
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| + fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outputColor);
|
| + }
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| +
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| + void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
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| + const LightingFP& lightingFP = proc.cast<LightingFP>();
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| +
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| + SkVector3 lightDir = lightingFP.lightDir();
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| + if (lightDir != fLightDir) {
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| + pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
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| + fLightDir = lightDir;
|
| + }
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| +
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| + GrColor lightColor = lightingFP.lightColor();
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| + if (lightColor != fLightColor) {
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| + GrGLfloat c[4];
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| + GrColorToRGBAFloat(lightColor, c);
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| + pdman.set4fv(fLightColorUni, 1, c);
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| + fLightColor = lightColor;
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| + }
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| +
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| + GrColor ambientColor = lightingFP.ambientColor();
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| + if (ambientColor != fAmbientColor) {
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| + GrGLfloat c[4];
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| + GrColorToRGBAFloat(ambientColor, c);
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| + pdman.set4fv(fAmbientColorUni, 1, c);
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| + fAmbientColor = ambientColor;
|
| + }
|
| + }
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| +
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| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
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| + GrProcessorKeyBuilder* b) {
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| +// const LightingFP& lightingFP = proc.cast<LightingFP>();
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| + // only one shader generated currently
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| + b->add32(0x0);
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| + }
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| +
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| + private:
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| + SkVector3 fLightDir;
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| + GrGLProgramDataManager::UniformHandle fLightDirUni;
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| +
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| + GrColor fLightColor;
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| + GrGLProgramDataManager::UniformHandle fLightColorUni;
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| +
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| + GrColor fAmbientColor;
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| + GrGLProgramDataManager::UniformHandle fAmbientColorUni;
|
| + };
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| +
|
| + GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); }
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| +
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| + void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
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| + LightingGLFP::GenKey(*this, caps, b);
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| + }
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| +
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| + const char* name() const override { return "LightingFP"; }
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| +
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| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
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| + inout->mulByUnknownFourComponents();
|
| + }
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| +
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| + SkVector3 lightDir() const { return fLightDir; }
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| + GrColor lightColor() const { return fLightColor; }
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| + GrColor ambientColor() const { return fAmbientColor; }
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| +
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| +private:
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| + bool onIsEqual(const GrFragmentProcessor& proc) const override {
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| + const LightingFP& lightingFP = proc.cast<LightingFP>();
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| + return fDeviceTransform == lightingFP.fDeviceTransform &&
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| + fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
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| + fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
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| + fLightDir == lightingFP.fLightDir &&
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| + fLightColor == lightingFP.fLightColor &&
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| + fAmbientColor == lightingFP.fAmbientColor;
|
| + }
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| +
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| + GrCoordTransform fDeviceTransform;
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| + GrTextureAccess fDiffuseTextureAccess;
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| + GrTextureAccess fNormalTextureAccess;
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| + SkVector3 fLightDir;
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| + GrColor fLightColor;
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| + GrColor fAmbientColor;
|
| +};
|
| +
|
| +bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
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| + const SkMatrix& viewM, const SkMatrix* localMatrix,
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| + GrColor* color, GrProcessorDataManager*,
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| + GrFragmentProcessor** fp) const {
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| + // we assume diffuse and normal maps have same width and height
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| + // TODO: support different sizes
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| + SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
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| + fDiffuseMap.height() == fNormalMap.height());
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| + SkMatrix matrix;
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| + matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
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| +
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| + SkMatrix lmInverse;
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| + if (!this->getLocalMatrix().invert(&lmInverse)) {
|
| + return false;
|
| + }
|
| + if (localMatrix) {
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| + SkMatrix inv;
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| + if (!localMatrix->invert(&inv)) {
|
| + return false;
|
| + }
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| + lmInverse.postConcat(inv);
|
| + }
|
| + matrix.preConcat(lmInverse);
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| +
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| + // Must set wrap and filter on the sampler before requesting a texture. In two places below
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| + // we check the matrix scale factors to determine how to interpret the filter quality setting.
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| + // This completely ignores the complexity of the drawVertices case where explicit local coords
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| + // are provided by the caller.
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| + 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;
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| + matrix.setConcat(viewM, this->getLocalMatrix());
|
| + if (matrix.getMinScale() < SK_Scalar1) {
|
| + textureFilterMode = GrTextureParams::kMipMap_FilterMode;
|
| + } else {
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| + // Don't trigger MIP level generation unnecessarily.
|
| + textureFilterMode = GrTextureParams::kBilerp_FilterMode;
|
| + }
|
| + break;
|
| + }
|
| + case kHigh_SkFilterQuality:
|
| + default:
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| + SkErrorInternals::SetError(kInvalidPaint_SkError,
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| + "Sorry, I don't understand the filtering "
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| + "mode you asked for. Falling back to "
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| + "MIPMaps.");
|
| + textureFilterMode = GrTextureParams::kMipMap_FilterMode;
|
| + break;
|
| +
|
| + }
|
| +
|
| + // TODO: support other tile modes
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| + GrTextureParams params(kClamp_TileMode, textureFilterMode);
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| + SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, ¶ms));
|
| + if (!diffuseTexture) {
|
| + SkErrorInternals::SetError(kInternalError_SkError,
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| + "Couldn't convert bitmap to texture.");
|
| + return false;
|
| + }
|
| +
|
| + SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms));
|
| + 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),
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| + SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor));
|
| +
|
| + *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
|
| + fLight.fDirection, lightColor, ambientColor));
|
| + *color = GrColorPackA4(paint.getAlpha());
|
| + return true;
|
| +}
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +class LightingView : public SampleView {
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| +public:
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| + SkAutoTUnref<LightingShader> fShader;
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| + SkBitmap fDiffuseBitmap;
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| + SkBitmap fNormalBitmap;
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| + SkScalar fLightAngle;
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| + int fColorFactor;
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| +
|
| + LightingView() {
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| + SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
|
| + SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap);
|
| + SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
|
| + SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);
|
| +
|
| + fLightAngle = 0.0f;
|
| + fColorFactor = 0;
|
| +
|
| + LightingShader::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);
|
| +
|
| + fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient)));
|
| + }
|
| +
|
| + virtual ~LightingView() {}
|
| +
|
| +protected:
|
| + // overrides from SkEventSink
|
| + bool onQuery(SkEvent* evt) override {
|
| + if (SampleCode::TitleQ(*evt)) {
|
| + SampleCode::TitleR(evt, "Lighting");
|
| + return true;
|
| + }
|
| + return this->INHERITED::onQuery(evt);
|
| + }
|
| +
|
| + void onDrawContent(SkCanvas* canvas) override {
|
| + fLightAngle += 0.015f;
|
| + fColorFactor++;
|
| +
|
| + LightingShader::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);
|
| +
|
| + SkPaint paint;
|
| + paint.setShader(fShader);
|
| + paint.setColor(SK_ColorBLACK);
|
| +
|
| + SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(),
|
| + (SkScalar)fDiffuseBitmap.height());
|
| + canvas->drawRect(r, paint);
|
| +
|
| + // so we're constantly updating
|
| + this->inval(NULL);
|
| + }
|
| +
|
| + SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
|
| + this->inval(NULL);
|
| + return this->INHERITED::onFindClickHandler(x, y, modi);
|
| + }
|
| +
|
| +private:
|
| + typedef SampleView INHERITED;
|
| +};
|
| +
|
| +//////////////////////////////////////////////////////////////////////////////
|
| +
|
| +static SkView* MyFactory() { return new LightingView; }
|
| +static SkViewRegister reg(MyFactory);
|
|
|