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Unified Diff: src/effects/SkLightingShader.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: src/effects/SkLightingShader.cpp
diff --git a/src/effects/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..be92ccf36129a5054fe838f42f630cdddd709396
--- /dev/null
+++ b/src/effects/SkLightingShader.cpp
@@ -0,0 +1,579 @@
+
+/*
+ * 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 "SkBitmapProcState.h"
+#include "SkColor.h"
+#include "SkEmptyShader.h"
+#include "SkErrorInternals.h"
+#include "SkLightingShader.h"
+#include "SkMathPriv.h"
+#include "SkReadBuffer.h"
+#include "SkWriteBuffer.h"
+
+///////////////////////////////////////////////////////////////////////////////////////////
+
+/*
+ SkLightingShader TODOs:
+ support other than clamp mode
+ allow 'diffuse' & 'normal' to be of different dimensions?
+ support different light types
+ support multiple lights
+ enforce normal map is 4 channel
+ use SkImages instead if SkBitmaps
+ vec3 for ambient and light-color
+ add dox for both lighting equation, and how we compute normal from bitmap
+
+ To Test:
+ non-opaque diffuse textures
+ A8 diffuse textures
+ down & upsampled draws
+*/
+
+
+
+/** \class SkLightingShaderImpl
+ This subclass of shader applies lighting.
+*/
+class SK_API SkLightingShaderImpl : public SkShader {
+public:
+
+ /** Create a new lighting shader that use the provided normal map, light
+ and ambient color to light the diffuse bitmap.
+ @param diffuse the diffuse bitmap
+ @param normal the normal map
+ @param light the light applied to the normal map
+ @param ambient the linear (unpremul) ambient light color
+ */
+ SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
+ const SkLightingShader::Light& light,
+ const SkColor ambient)
+ : fDiffuseMap(diffuse)
+ , fNormalMap(normal)
+ , fLight(light)
+ , fAmbientColor(ambient) {
+ if (!fLight.fDirection.normalize()) {
+ fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
+ }
+ SkColorSetA(fLight.fColor, 0xFF);
+ SkColorSetA(fAmbientColor, 0xFF);
+ }
+
+ bool isOpaque() const override;
+
+ bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
+ const SkMatrix* localMatrix, GrColor* color,
+ GrProcessorDataManager*, GrFragmentProcessor** fp) const override;
+
+ size_t contextSize() const override;
+
+ class LightingShaderContext : public SkShader::Context {
+ public:
+ // The context takes ownership of the states. It will call their destructors
+ // but will NOT free the memory.
+ LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
+ SkBitmapProcState* diffuseState, SkBitmapProcState* normalState);
+ ~LightingShaderContext() override;
+
+ void shadeSpan(int x, int y, SkPMColor[], int count) override;
+
+ uint32_t getFlags() const override { return fFlags; }
+
+ private:
+ SkBitmapProcState* fDiffuseState;
+ SkBitmapProcState* fNormalState;
+ uint32_t fFlags;
+
+ typedef SkShader::Context INHERITED;
+ };
+
+ SK_TO_STRING_OVERRIDE()
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader)
+
+protected:
+ void flatten(SkWriteBuffer&) const override;
+ Context* onCreateContext(const ContextRec&, void*) const override;
+
+private:
+ SkBitmap fDiffuseMap;
+ SkBitmap fNormalMap;
+ SkLightingShader::Light fLight;
+ SkColor fAmbientColor; // linear (unpremul) color
+
+ typedef SkShader INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrCoordTransform.h"
+#include "GrFragmentProcessor.h"
+#include "GrTextureAccess.h"
+#include "gl/GrGLProcessor.h"
+#include "gl/builders/GrGLProgramBuilder.h"
+#include "SkGr.h"
+
+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), fAmbientColor(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(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 SkLightingShaderImpl::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;
+}
+#else
+
+bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint,
+ const SkMatrix& viewM, const SkMatrix* localMatrix,
+ GrColor* color, GrProcessorDataManager*,
+ GrFragmentProcessor** fp) const {
+ SkDEBUGFAIL("Should not call in GPU-less build");
+ return false;
+}
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////
+
+bool SkLightingShaderImpl::isOpaque() const {
+ return fDiffuseMap.isOpaque();
+}
+
+size_t SkLightingShaderImpl::contextSize() const {
+ return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext);
+}
+
+SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
+ const ContextRec& rec,
+ SkBitmapProcState* diffuseState,
+ SkBitmapProcState* normalState)
+ : INHERITED(shader, rec)
+ , fDiffuseState(diffuseState)
+ , fNormalState(normalState)
+{
+ const SkPixmap& pixmap = fDiffuseState->fPixmap;
+ bool isOpaque = pixmap.isOpaque();
+
+ // update fFlags
+ uint32_t flags = 0;
+ if (isOpaque && (255 == this->getPaintAlpha())) {
+ flags |= kOpaqueAlpha_Flag;
+ }
+
+ fFlags = flags;
+}
+
+SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
+ // The bitmap proc states have been created outside of the context on memory that will be freed
+ // elsewhere. Call the destructors but leave the freeing of the memory to the caller.
+ fDiffuseState->~SkBitmapProcState();
+ fNormalState->~SkBitmapProcState();
+}
+
+static inline int light(int light, int diff, SkScalar NdotL, int ambient) {
+ int color = int(light * diff * NdotL + 255 * ambient);
+ if (color <= 0) {
+ return 0;
+ } else if (color >= 255*255) {
+ return 255;
+ } else {
+ return SkDiv255Round(color);
+ }
+}
+
+// larger is better (fewer times we have to loop), but we shouldn't
+// take up too much stack-space (each could here costs 16 bytes)
+#define TMP_COUNT 16
+
+void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
+ SkPMColor result[], int count) {
+ const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
+
+ SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT];
+ SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT];
+
+ SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
+ SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
+
+ SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc();
+ SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32();
+
+ SkASSERT(fDiffuseState->fPixmap.addr());
+ SkASSERT(fNormalState->fPixmap.addr());
+
+ SkPoint3 norm;
+ SkScalar NdotL;
+ int r, g, b;
+
+ do {
+ int n = count;
+ if (n > TMP_COUNT) {
+ n = TMP_COUNT;
+ }
+
+ diffMProc(*fDiffuseState, tmpColor, n, x, y);
+ diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
+
+ normalMProc(*fNormalState, tmpNormal, n, x, y);
+ normalSProc(*fNormalState, tmpNormal, n, tmpNormal2);
+
+ for (int i = 0; i < n; ++i) {
+ SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
+ norm.set(SkIntToScalar(SkColorGetR(tmpNormal2[i]))-127.0f,
+ SkIntToScalar(SkColorGetG(tmpNormal2[i]))-127.0f,
+ SkIntToScalar(SkColorGetB(tmpNormal2[i]))-127.0f);
+ norm.normalize();
+
+ SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
+ NdotL = norm.dot(lightShader.fLight.fDirection);
+
+ // This is all done in linear unpremul color space
+ r = light(SkColorGetR(lightShader.fLight.fColor), SkColorGetR(diffColor), NdotL,
+ SkColorGetR(lightShader.fAmbientColor));
+ g = light(SkColorGetG(lightShader.fLight.fColor), SkColorGetG(diffColor), NdotL,
+ SkColorGetG(lightShader.fAmbientColor));
+ b = light(SkColorGetB(lightShader.fLight.fColor), SkColorGetB(diffColor), NdotL,
+ SkColorGetB(lightShader.fAmbientColor));
+
+ result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b);
+ }
+
+ result += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+#ifndef SK_IGNORE_TO_STRING
+void SkLightingShaderImpl::toString(SkString* str) const {
+ str->appendf("LightingShader: ()");
+}
+#endif
+
+SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
+ SkBitmap diffuse;
+ if (!buf.readBitmap(&diffuse)) {
+ return NULL;
+ }
+ diffuse.setImmutable();
+
+ SkBitmap normal;
+ if (!buf.readBitmap(&normal)) {
+ return NULL;
+ }
+ normal.setImmutable();
+
+ SkLightingShader::Light light;
+ if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
+ return NULL;
+ }
+ light.fColor = buf.readColor();
+
+ SkColor ambient = buf.readColor();
+
+ // TODO: this would be nice to enable
+ // return SkCreateLightingShader(diffuse, normal, light, ambient, NULL);
+ return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
+}
+
+void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
+ buf.writeBitmap(fDiffuseMap);
+ buf.writeBitmap(fNormalMap);
+ buf.writeScalarArray(&fLight.fDirection.fX, 3);
+ buf.writeColor(fLight.fColor);
+ buf.writeColor(fAmbientColor);
+}
+
+SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
+ void* storage) const {
+
+ SkMatrix totalInverse;
+ // Do this first, so we know the matrix can be inverted.
+ if (!this->computeTotalInverse(rec, &totalInverse)) {
+ return NULL;
+ }
+
+ void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext);
+ SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState);
+ SkASSERT(diffuseState);
+
+ diffuseState->fTileModeX = SkShader::kClamp_TileMode;
+ diffuseState->fTileModeY = SkShader::kClamp_TileMode;
+ diffuseState->fOrigBitmap = fDiffuseMap;
+ if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) {
+ diffuseState->~SkBitmapProcState();
+ return NULL;
+ }
+
+ void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
+ SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState);
+ SkASSERT(normalState);
+
+ normalState->fTileModeX = SkShader::kClamp_TileMode;
+ normalState->fTileModeY = SkShader::kClamp_TileMode;
+ normalState->fOrigBitmap = fNormalMap;
+ if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) {
+ diffuseState->~SkBitmapProcState();
+ normalState->~SkBitmapProcState();
+ return NULL;
+ }
+
+ return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec,
+ diffuseState, normalState));
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+static bool bitmap_is_too_big(const SkBitmap& bm) {
+ // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
+ // communicates between its matrix-proc and its sampler-proc. Until we can
+ // widen that, we have to reject bitmaps that are larger.
+ //
+ static const int kMaxSize = 65535;
+
+ return bm.width() > kMaxSize || bm.height() > kMaxSize;
+}
+
+SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
+ const SkLightingShader::Light& light,
+ const SkColor ambient) {
+ if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
+ normal.isNull() || bitmap_is_too_big(normal) ||
+ diffuse.width() != normal.width() ||
+ diffuse.height() != normal.height()) {
+ return nullptr;
+ }
+
+ return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
+}
+
+///////////////////////////////////////////////////////////////////////////////
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