Chromium Code Reviews| Index: samplecode/SampleLighting.cpp |
| diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp |
| new file mode 100755 |
| index 0000000000000000000000000000000000000000..db0976ca5305308ef470862ff6b7d9509c7a2ace |
| --- /dev/null |
| +++ b/samplecode/SampleLighting.cpp |
| @@ -0,0 +1,391 @@ |
| + |
| +/* |
| + * 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 x, y, z; |
| + |
| + bool operator!=(const SkVector3& other) { |
| + return x != other.x || y != other.y || z != other.z; |
| + } |
| +}; |
| + |
| +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.writeMatrix(fDeviceMatrix); |
| + } |
| + |
| + bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM, |
| + const SkMatrix* localMatrix, GrColor* color, |
| + GrFragmentProcessor** fp) const override; |
| + |
| +#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) { |
| + //SkMatrix matrix; |
| + //buf.readMatrix(&matrix); |
| + //return SkNEW_ARGS(LightingShader, (matrix)); |
| + |
| + return NULL; |
| +} |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +class LightingFP : public GrFragmentProcessor { |
| +public: |
| + LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, |
| + SkVector3 lightDir, GrColor lightColor, GrColor ambientColor) |
| + : fDiffuseTextureAccess(diffuse) |
| + , fNormalTextureAccess(normal) |
| + , fDeviceTransform(kDevice_GrCoordSet, matrix) |
| + , fLightDir(lightDir) |
| + , fLightColor(lightColor) |
| + , fAmbientColor(ambientColor) { |
| + this->addCoordTransform(&fDeviceTransform); |
| + this->addTextureAccess(&fDiffuseTextureAccess); |
| + this->addTextureAccess(&fNormalTextureAccess); |
| + |
| + this->initClassID<LightingFP>(); |
| + } |
| + |
|
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
|
| + void getGLProcessorKey(const GrGLSLCaps& caps, |
| + GrProcessorKeyBuilder* b) const override {} |
| + |
| + GrGLFragmentProcessor* createGLInstance() const override { |
| + class LightingGLFP : public GrGLFragmentProcessor { |
| + public: |
| + LightingGLFP() |
| + : fLightColor(GrColor_ILLEGAL) { |
| + fLightDir.x = 10000.0f; |
| + } |
| + |
| + void emitCode(GrGLFPBuilder* builder, |
|
robertphillips
2015/07/08 16:15:14
tab these over ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + const GrFragmentProcessor& fp, |
| + const char* outputColor, |
| + const char* inputColor, |
| + const TransformedCoordsArray& coords, |
|
robertphillips
2015/07/08 16:15:14
override ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + const TextureSamplerArray& samplers) { |
| + |
| + 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, |
|
robertphillips
2015/07/08 16:15:14
tabs ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + kVec4f_GrSLType, kDefault_GrSLPrecision, |
| + "AmbientColor", &ambientColorUniName); |
| + |
| + fpb->codeAppend("vec4 diffuseColor = "); |
| + fpb->appendTextureLookupAndModulate(inputColor, |
|
robertphillips
2015/07/08 16:15:14
tabs ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + 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.x); |
| + 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; |
| + } |
| + } |
| + private: |
| + SkVector3 fLightDir; |
| + GrGLProgramDataManager::UniformHandle fLightDirUni; |
| + |
| + GrColor fLightColor; |
| + GrGLProgramDataManager::UniformHandle fLightColorUni; |
| + |
| + GrColor fAmbientColor; |
| + GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
| + }; |
| + return SkNEW(LightingGLFP); |
| + } |
| + |
| + const char* name() const override { return "LightingGLFP"; } |
| + |
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| + inout->mulByUnknownFourComponents(); |
| + } |
| + |
| + SkVector3 lightDir() const { return fLightDir; } |
| + GrColor lightColor() const { return fLightColor; } |
| + GrColor ambientColor() const { return fAmbientColor; } |
| + |
| +private: |
|
robertphillips
2015/07/08 16:15:14
??
jvanverth1
2015/07/08 19:58:06
Done.
|
| + bool onIsEqual(const GrFragmentProcessor&) const override { return true; } |
| + |
| + 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, 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: |
|
robertphillips
2015/07/08 16:15:14
Can this be an AutoTUnref ?
jvanverth1
2015/07/08 19:58:06
Done, I think.
|
| + SkShader* fShader; |
| + SkBitmap fDiffuseBitmap; |
| + SkBitmap fNormalBitmap; |
| + SkScalar fLightAngle; |
| + SkScalar fAngleDelta; |
| + |
| + 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 = 0.785f; |
| + fAngleDelta = -0.01f; |
| + |
| + LightingShader::Light light; |
| + light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); |
| + light.fDirection.x = 0; |
| + light.fDirection.y = SkScalarSin(fLightAngle); |
| + light.fDirection.z = SkScalarCos(fLightAngle); |
| + |
| + SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f); |
| + |
| + fShader = new LightingShader(fDiffuseBitmap, fNormalBitmap, light, ambient); |
| + } |
| + |
| + virtual ~LightingView() { |
| + SkSafeUnref(fShader); |
| + } |
| + |
| +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 += fAngleDelta; |
| + if (fLightAngle > 0.785f) { |
| + fAngleDelta = -0.01f; |
| + } else if (fLightAngle < -0.785f) { |
| + fAngleDelta = 0.01f; |
| + } |
| + |
|
robertphillips
2015/07/08 16:15:14
Color animation ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + LightingShader::Light light; |
| + light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); |
| + light.fDirection.x = 0; |
| + light.fDirection.y = SkScalarSin(fLightAngle); |
| + light.fDirection.z = SkScalarCos(fLightAngle); |
| + |
|
robertphillips
2015/07/08 16:15:14
Can we just store it as a LightingShader ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + reinterpret_cast<LightingShader*>(fShader)->setLight(light); |
| + |
| + SkPaint paint; |
| + paint.setShader(fShader); |
| + |
| + SkRect r; |
| + int w = fDiffuseBitmap.width(); |
| + int h = fDiffuseBitmap.height(); |
| + r.set(0, 0, SkIntToScalar(w), SkIntToScalar(h)); |
| + |
| + 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); |
| + } |
| + |
|
robertphillips
2015/07/08 16:15:14
rm this ?
jvanverth1
2015/07/08 19:58:06
Done.
|
| + bool onClick(Click* click) override { |
| + return this->INHERITED::onClick(click); |
| + } |
| + |
| +private: |
| + typedef SampleView INHERITED; |
| +}; |
| + |
| +////////////////////////////////////////////////////////////////////////////// |
| + |
| +static SkView* MyFactory() { return new LightingView; } |
| +static SkViewRegister reg(MyFactory); |