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Unified Diff: samplecode/SampleLighting.cpp

Issue 1245883003: Move LightingShader to effects (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Address 64b gcc memory issues (seems to require more space than others) Created 5 years, 5 months ago
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Index: samplecode/SampleLighting.cpp
diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp
index 53a542ec2ea833d97ecc097f6fc150fdc76bfc9f..079cb68708a9d138608494e83a3ca4a76338d386 100755
--- a/samplecode/SampleLighting.cpp
+++ b/samplecode/SampleLighting.cpp
@@ -9,339 +9,19 @@
#include "Resources.h"
#include "SkCanvas.h"
-#include "SkErrorInternals.h"
-#include "SkGr.h"
-#include "SkPoint3.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"
-
-///////////////////////////////////////////////////////////////////////////////
-
-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(EmitArgs& args) override {
-
- GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder();
-
- // add uniforms
- const char* lightDirUniName = NULL;
- fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightDir", &lightDirUniName);
-
- const char* lightColorUniName = NULL;
- fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "LightColor", &lightColorUniName);
-
- const char* ambientColorUniName = NULL;
- fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec4f_GrSLType, kDefault_GrSLPrecision,
- "AmbientColor", &ambientColorUniName);
-
- fpb->codeAppend("vec4 diffuseColor = ");
- fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0],
- args.fCoords[0].c_str(), args.fCoords[0].getType());
- fpb->codeAppend(";");
-
- fpb->codeAppend("vec4 normalColor = ");
- fpb->appendTextureLookup(args.fSamplers[1], args.fCoords[0].c_str(),
- args.fCoords[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);", args.fOutputColor);
- }
-
- 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, &params));
- if (!diffuseTexture) {
- SkErrorInternals::SetError(kInternalError_SkError,
- "Couldn't convert bitmap to texture.");
- return false;
- }
-
- SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, &params));
- 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;
-}
+#include "SkImageDecoder.h"
+#include "SkLightingShader.h"
////////////////////////////////////////////////////////////////////////////
class LightingView : public SampleView {
public:
- SkAutoTUnref<LightingShader> fShader;
- SkBitmap fDiffuseBitmap;
- SkBitmap fNormalBitmap;
- SkScalar fLightAngle;
- int fColorFactor;
+ SkAutoTUnref<SkShader> fShader;
+ SkBitmap fDiffuseBitmap;
+ SkBitmap fNormalBitmap;
+ SkScalar fLightAngle;
+ int fColorFactor;
+ SkColor fAmbientColor;
LightingView() {
SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
@@ -352,15 +32,16 @@ public:
fLightAngle = 0.0f;
fColorFactor = 0;
- LightingShader::Light light;
+ SkLightingShader::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);
+ fAmbientColor = SkColorSetRGB(0x1f, 0x1f, 0x1f);
- fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient)));
+ fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
+ light, fAmbientColor));
}
virtual ~LightingView() {}
@@ -379,13 +60,14 @@ protected:
fLightAngle += 0.015f;
fColorFactor++;
- LightingShader::Light light;
+ SkLightingShader::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);
+ fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
+ light, fAmbientColor));
SkPaint paint;
paint.setShader(fShader);
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