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Side by Side Diff: samplecode/SampleLighting.cpp

Issue 1245883003: Move LightingShader to effects (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: update Created 5 years, 5 months ago
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1 1
2 /* 2 /*
3 * Copyright 2015 Google Inc. 3 * Copyright 2015 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 #include "SampleCode.h" 8 #include "SampleCode.h"
9 #include "Resources.h" 9 #include "Resources.h"
10 10
11 #include "SkCanvas.h" 11 #include "SkCanvas.h"
12 #include "SkErrorInternals.h" 12 #include "SkImageDecoder.h"
13 #include "SkGr.h" 13 #include "SkLightingShader.h"
14 #include "SkPoint3.h"
15 #include "SkReadBuffer.h"
16 #include "SkShader.h"
17 #include "SkWriteBuffer.h"
18 #include "GrFragmentProcessor.h"
19 #include "GrCoordTransform.h"
20 #include "gl/GrGLProcessor.h"
21 #include "gl/builders/GrGLProgramBuilder.h"
22
23 ///////////////////////////////////////////////////////////////////////////////
24
25 class LightingShader : public SkShader {
26 public:
27 struct Light {
28 SkVector3 fDirection;
29 SkColor fColor; // assumed to be linear color
30 };
31
32 LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light& light,
33 const SkColor ambient)
34 : fDiffuseMap(diffuse)
35 , fNormalMap(normal)
36 , fLight(light)
37 , fAmbientColor(ambient) {}
38
39 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader);
40
41 void flatten(SkWriteBuffer& buf) const override {
42 buf.writeBitmap(fDiffuseMap);
43 buf.writeBitmap(fNormalMap);
44 buf.writeScalarArray(&fLight.fDirection.fX, 3);
45 buf.writeColor(fLight.fColor);
46 buf.writeColor(fAmbientColor);
47 }
48
49 bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& v iewM,
50 const SkMatrix* localMatrix, GrColor* color,
51 GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
52
53 SkShader::BitmapType asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
54 SkShader::TileMode* xy) const override {
55 if (bitmap) {
56 *bitmap = fDiffuseMap;
57 }
58 if (matrix) {
59 matrix->reset();
60 }
61 if (xy) {
62 xy[0] = kClamp_TileMode;
63 xy[1] = kClamp_TileMode;
64 }
65 return kDefault_BitmapType;
66 }
67
68 #ifndef SK_IGNORE_TO_STRING
69 void toString(SkString* str) const override {
70 str->appendf("LightingShader: ()");
71 }
72 #endif
73
74 void setLight(const Light& light) { fLight = light; }
75
76 private:
77 SkBitmap fDiffuseMap;
78 SkBitmap fNormalMap;
79 Light fLight;
80 SkColor fAmbientColor;
81 };
82
83 SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) {
84 SkBitmap diffuse;
85 if (!buf.readBitmap(&diffuse)) {
86 return NULL;
87 }
88 diffuse.setImmutable();
89
90 SkBitmap normal;
91 if (!buf.readBitmap(&normal)) {
92 return NULL;
93 }
94 normal.setImmutable();
95
96 Light light;
97 if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
98 return NULL;
99 }
100 light.fColor = buf.readColor();
101
102 SkColor ambient = buf.readColor();
103
104 return SkNEW_ARGS(LightingShader, (diffuse, normal, light, ambient));
105 }
106
107 ////////////////////////////////////////////////////////////////////////////
108
109 class LightingFP : public GrFragmentProcessor {
110 public:
111 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
112 SkVector3 lightDir, GrColor lightColor, GrColor ambientColor)
113 : fDeviceTransform(kDevice_GrCoordSet, matrix)
114 , fDiffuseTextureAccess(diffuse)
115 , fNormalTextureAccess(normal)
116 , fLightDir(lightDir)
117 , fLightColor(lightColor)
118 , fAmbientColor(ambientColor) {
119 this->addCoordTransform(&fDeviceTransform);
120 this->addTextureAccess(&fDiffuseTextureAccess);
121 this->addTextureAccess(&fNormalTextureAccess);
122
123 this->initClassID<LightingFP>();
124 }
125
126 class LightingGLFP : public GrGLFragmentProcessor {
127 public:
128 LightingGLFP() : fLightColor(GrColor_ILLEGAL) {
129 fLightDir.fX = 10000.0f;
130 }
131
132 void emitCode(GrGLFPBuilder* builder,
133 const GrFragmentProcessor& fp,
134 const char* outputColor,
135 const char* inputColor,
136 const TransformedCoordsArray& coords,
137 const TextureSamplerArray& samplers) override {
138
139 GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder();
140
141 // add uniforms
142 const char* lightDirUniName = NULL;
143 fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Vis ibility,
144 kVec3f_GrSLType, kDefault_GrSLPre cision,
145 "LightDir", &lightDirUniName);
146
147 const char* lightColorUniName = NULL;
148 fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_V isibility,
149 kVec4f_GrSLType, kDefault_GrSLP recision,
150 "LightColor", &lightColorUniNam e);
151
152 const char* ambientColorUniName = NULL;
153 fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment _Visibility,
154 kVec4f_GrSLType, kDefault_GrS LPrecision,
155 "AmbientColor", &ambientColor UniName);
156
157 fpb->codeAppend("vec4 diffuseColor = ");
158 fpb->appendTextureLookupAndModulate(inputColor, samplers[0],
159 coords[0].c_str(), coords[0].get Type());
160 fpb->codeAppend(";");
161
162 fpb->codeAppend("vec4 normalColor = ");
163 fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].g etType());
164 fpb->codeAppend(";");
165
166 fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3 (0.5)));");
167 fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
168 fpb->codeAppend("float NdotL = dot(normal, lightDir);");
169 // diffuse light
170 fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lig htColorUniName);
171 // ambient light
172 fpb->codeAppendf("result += %s.rgb;", ambientColorUniName);
173 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outputCol or);
174 }
175
176 void setData(const GrGLProgramDataManager& pdman, const GrProcessor& pro c) override {
177 const LightingFP& lightingFP = proc.cast<LightingFP>();
178
179 SkVector3 lightDir = lightingFP.lightDir();
180 if (lightDir != fLightDir) {
181 pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
182 fLightDir = lightDir;
183 }
184
185 GrColor lightColor = lightingFP.lightColor();
186 if (lightColor != fLightColor) {
187 GrGLfloat c[4];
188 GrColorToRGBAFloat(lightColor, c);
189 pdman.set4fv(fLightColorUni, 1, c);
190 fLightColor = lightColor;
191 }
192
193 GrColor ambientColor = lightingFP.ambientColor();
194 if (ambientColor != fAmbientColor) {
195 GrGLfloat c[4];
196 GrColorToRGBAFloat(ambientColor, c);
197 pdman.set4fv(fAmbientColorUni, 1, c);
198 fAmbientColor = ambientColor;
199 }
200 }
201
202 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
203 GrProcessorKeyBuilder* b) {
204 // const LightingFP& lightingFP = proc.cast<LightingFP>();
205 // only one shader generated currently
206 b->add32(0x0);
207 }
208
209 private:
210 SkVector3 fLightDir;
211 GrGLProgramDataManager::UniformHandle fLightDirUni;
212
213 GrColor fLightColor;
214 GrGLProgramDataManager::UniformHandle fLightColorUni;
215
216 GrColor fAmbientColor;
217 GrGLProgramDataManager::UniformHandle fAmbientColorUni;
218 };
219
220 GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(Ligh tingGLFP); }
221
222 void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) con st override {
223 LightingGLFP::GenKey(*this, caps, b);
224 }
225
226 const char* name() const override { return "LightingFP"; }
227
228 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
229 inout->mulByUnknownFourComponents();
230 }
231
232 SkVector3 lightDir() const { return fLightDir; }
233 GrColor lightColor() const { return fLightColor; }
234 GrColor ambientColor() const { return fAmbientColor; }
235
236 private:
237 bool onIsEqual(const GrFragmentProcessor& proc) const override {
238 const LightingFP& lightingFP = proc.cast<LightingFP>();
239 return fDeviceTransform == lightingFP.fDeviceTransform &&
240 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
241 fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
242 fLightDir == lightingFP.fLightDir &&
243 fLightColor == lightingFP.fLightColor &&
244 fAmbientColor == lightingFP.fAmbientColor;
245 }
246
247 GrCoordTransform fDeviceTransform;
248 GrTextureAccess fDiffuseTextureAccess;
249 GrTextureAccess fNormalTextureAccess;
250 SkVector3 fLightDir;
251 GrColor fLightColor;
252 GrColor fAmbientColor;
253 };
254
255 bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& pain t,
256 const SkMatrix& viewM, const SkMatrix* localMatrix,
257 GrColor* color, GrProcessorDataManager* ,
258 GrFragmentProcessor** fp) const {
259 // we assume diffuse and normal maps have same width and height
260 // TODO: support different sizes
261 SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
262 fDiffuseMap.height() == fNormalMap.height());
263 SkMatrix matrix;
264 matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
265
266 SkMatrix lmInverse;
267 if (!this->getLocalMatrix().invert(&lmInverse)) {
268 return false;
269 }
270 if (localMatrix) {
271 SkMatrix inv;
272 if (!localMatrix->invert(&inv)) {
273 return false;
274 }
275 lmInverse.postConcat(inv);
276 }
277 matrix.preConcat(lmInverse);
278
279 // Must set wrap and filter on the sampler before requesting a texture. In t wo places below
280 // we check the matrix scale factors to determine how to interpret the filte r quality setting.
281 // This completely ignores the complexity of the drawVertices case where exp licit local coords
282 // are provided by the caller.
283 GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_Fil terMode;
284 switch (paint.getFilterQuality()) {
285 case kNone_SkFilterQuality:
286 textureFilterMode = GrTextureParams::kNone_FilterMode;
287 break;
288 case kLow_SkFilterQuality:
289 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
290 break;
291 case kMedium_SkFilterQuality:{
292 SkMatrix matrix;
293 matrix.setConcat(viewM, this->getLocalMatrix());
294 if (matrix.getMinScale() < SK_Scalar1) {
295 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
296 } else {
297 // Don't trigger MIP level generation unnecessarily.
298 textureFilterMode = GrTextureParams::kBilerp_FilterMode;
299 }
300 break;
301 }
302 case kHigh_SkFilterQuality:
303 default:
304 SkErrorInternals::SetError(kInvalidPaint_SkError,
305 "Sorry, I don't understand the filtering "
306 "mode you asked for. Falling back to "
307 "MIPMaps.");
308 textureFilterMode = GrTextureParams::kMipMap_FilterMode;
309 break;
310
311 }
312
313 // TODO: support other tile modes
314 GrTextureParams params(kClamp_TileMode, textureFilterMode);
315 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDi ffuseMap, &params));
316 if (!diffuseTexture) {
317 SkErrorInternals::SetError(kInternalError_SkError,
318 "Couldn't convert bitmap to texture.");
319 return false;
320 }
321
322 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNor malMap, &params));
323 if (!normalTexture) {
324 SkErrorInternals::SetError(kInternalError_SkError,
325 "Couldn't convert bitmap to texture.");
326 return false;
327 }
328
329 GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG (fLight.fColor),
330 SkColorGetB(fLight.fColor), SkColorGetA (fLight.fColor));
331 GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGe tG(fAmbientColor),
332 SkColorGetB(fAmbientColor), SkColorGe tA(fAmbientColor));
333
334 *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
335 fLight.fDirection, lightColor, ambientColor));
336 *color = GrColorPackA4(paint.getAlpha());
337 return true;
338 }
339 14
340 //////////////////////////////////////////////////////////////////////////// 15 ////////////////////////////////////////////////////////////////////////////
341 16
342 class LightingView : public SampleView { 17 class LightingView : public SampleView {
343 public: 18 public:
344 SkAutoTUnref<LightingShader> fShader; 19 SkAutoTUnref<SkLightingShader> fShader;
345 SkBitmap fDiffuseBitmap; 20 SkBitmap fDiffuseBitmap;
346 SkBitmap fNormalBitmap; 21 SkBitmap fNormalBitmap;
347 SkScalar fLightAngle; 22 SkScalar fLightAngle;
348 int fColorFactor; 23 int fColorFactor;
349 24
350 LightingView() { 25 LightingView() {
351 SkString diffusePath = GetResourcePath("brickwork-texture.jpg"); 26 SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
352 SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap); 27 SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap);
353 SkString normalPath = GetResourcePath("brickwork_normal-map.jpg"); 28 SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
354 SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap); 29 SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);
355 30
356 fLightAngle = 0.0f; 31 fLightAngle = 0.0f;
357 fColorFactor = 0; 32 fColorFactor = 0;
358 33
359 LightingShader::Light light; 34 SkLightingShader::Light light;
360 light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); 35 light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
361 light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f); 36 light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f);
362 light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f); 37 light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f);
363 light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f); 38 light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
364 39
365 SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f); 40 SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
366 41
367 fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient))); 42 fShader.reset(SkNEW_ARGS(SkLightingShader, (fDiffuseBitmap, fNormalBitma p, light, ambient)));
368 } 43 }
369 44
370 virtual ~LightingView() {} 45 virtual ~LightingView() {}
371 46
372 protected: 47 protected:
373 // overrides from SkEventSink 48 // overrides from SkEventSink
374 bool onQuery(SkEvent* evt) override { 49 bool onQuery(SkEvent* evt) override {
375 if (SampleCode::TitleQ(*evt)) { 50 if (SampleCode::TitleQ(*evt)) {
376 SampleCode::TitleR(evt, "Lighting"); 51 SampleCode::TitleR(evt, "Lighting");
377 return true; 52 return true;
378 } 53 }
379 return this->INHERITED::onQuery(evt); 54 return this->INHERITED::onQuery(evt);
380 } 55 }
381 56
382 void onDrawContent(SkCanvas* canvas) override { 57 void onDrawContent(SkCanvas* canvas) override {
383 fLightAngle += 0.015f; 58 fLightAngle += 0.015f;
384 fColorFactor++; 59 fColorFactor++;
385 60
386 LightingShader::Light light; 61 SkLightingShader::Light light;
387 light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff); 62 light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff);
388 light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f); 63 light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f);
389 light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f); 64 light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0 .25f);
390 light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f); 65 light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
391 66
392 fShader.get()->setLight(light); 67 fShader.get()->setLight(light);
393 68
394 SkPaint paint; 69 SkPaint paint;
395 paint.setShader(fShader); 70 paint.setShader(fShader);
396 paint.setColor(SK_ColorBLACK); 71 paint.setColor(SK_ColorBLACK);
(...skipping 12 matching lines...) Expand all
409 } 84 }
410 85
411 private: 86 private:
412 typedef SampleView INHERITED; 87 typedef SampleView INHERITED;
413 }; 88 };
414 89
415 ////////////////////////////////////////////////////////////////////////////// 90 //////////////////////////////////////////////////////////////////////////////
416 91
417 static SkView* MyFactory() { return new LightingView; } 92 static SkView* MyFactory() { return new LightingView; }
418 static SkViewRegister reg(MyFactory); 93 static SkViewRegister reg(MyFactory);
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