Index: samplecode/SampleLighting.cpp |
diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp |
new file mode 100755 |
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+++ b/samplecode/SampleLighting.cpp |
@@ -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" |
+#include "SkShader.h" |
+#include "SkWriteBuffer.h" |
+#include "GrFragmentProcessor.h" |
+#include "GrCoordTransform.h" |
+#include "gl/GrGLProcessor.h" |
+#include "gl/builders/GrGLProgramBuilder.h" |
+ |
+/////////////////////////////////////////////////////////////////////////////// |
+ |
+struct SkVector3 { |
+ SkScalar fX, fY, fZ; |
+ |
+ bool operator==(const SkVector3& other) const { |
+ return fX == other.fX && fY == other.fY && fZ == other.fZ; |
+ } |
+ |
+ bool operator!=(const SkVector3& other) const { |
+ return !(*this == other); |
+ } |
+}; |
+ |
+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(GrGLFPBuilder* builder, |
+ const GrFragmentProcessor& fp, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TransformedCoordsArray& coords, |
+ const TextureSamplerArray& samplers) override { |
+ |
+ GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder(); |
+ |
+ // add uniforms |
+ const char* lightDirUniName = NULL; |
+ fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
+ kVec3f_GrSLType, kDefault_GrSLPrecision, |
+ "LightDir", &lightDirUniName); |
+ |
+ const char* lightColorUniName = NULL; |
+ fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
+ kVec4f_GrSLType, kDefault_GrSLPrecision, |
+ "LightColor", &lightColorUniName); |
+ |
+ const char* ambientColorUniName = NULL; |
+ fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
+ kVec4f_GrSLType, kDefault_GrSLPrecision, |
+ "AmbientColor", &ambientColorUniName); |
+ |
+ fpb->codeAppend("vec4 diffuseColor = "); |
+ fpb->appendTextureLookupAndModulate(inputColor, samplers[0], |
+ coords[0].c_str(), coords[0].getType()); |
+ fpb->codeAppend(";"); |
+ |
+ fpb->codeAppend("vec4 normalColor = "); |
+ fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[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);", outputColor); |
+ } |
+ |
+ 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, ¶ms)); |
+ if (!diffuseTexture) { |
+ SkErrorInternals::SetError(kInternalError_SkError, |
+ "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), |
+ 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 { |
+public: |
+ SkAutoTUnref<LightingShader> fShader; |
+ SkBitmap fDiffuseBitmap; |
+ SkBitmap fNormalBitmap; |
+ SkScalar fLightAngle; |
+ int fColorFactor; |
+ |
+ LightingView() { |
+ 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); |