| 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, ¶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;
|
| -}
|
| +#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);
|
|
|