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