Chromium Code Reviews| Index: src/effects/SkLightingShader.cpp |
| diff --git a/samplecode/SampleLighting.cpp b/src/effects/SkLightingShader.cpp |
| old mode 100755 |
| new mode 100644 |
| similarity index 54% |
| copy from samplecode/SampleLighting.cpp |
| copy to src/effects/SkLightingShader.cpp |
| index a002a9320f9843762dae1a492ad84a391ab10d31..507f67387f332ae9e4305031ba8f8ce0b6bff5bb |
| --- a/samplecode/SampleLighting.cpp |
| +++ b/src/effects/SkLightingShader.cpp |
| @@ -5,106 +5,26 @@ |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| -#include "SampleCode.h" |
| -#include "Resources.h" |
| -#include "SkCanvas.h" |
| +#include "SkBitmapProcState.h" |
| +#include "SkColor.h" |
| +#include "SkEmptyShader.h" |
| #include "SkErrorInternals.h" |
| -#include "SkGr.h" |
| -#include "SkPoint3.h" |
| +#include "SkLightingShader.h" |
| +#include "SkMathPriv.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)); |
| -} |
| +#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: |
| @@ -163,7 +83,7 @@ public: |
| fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].getType()); |
| fpb->codeAppend(";"); |
| - fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));"); |
| + fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5));"); |
| fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); |
|
jvanverth1
2015/07/23 17:40:14
From external discussion, and for a future change:
|
| fpb->codeAppend("float NdotL = dot(normal, lightDir);"); |
| // diffuse light |
| @@ -252,10 +172,12 @@ private: |
| GrColor fAmbientColor; |
| }; |
| -bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& paint, |
| - const SkMatrix& viewM, const SkMatrix* localMatrix, |
| - GrColor* color, GrProcessorDataManager*, |
| - GrFragmentProcessor** fp) const { |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +bool SkLightingShader::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() && |
| @@ -336,83 +258,246 @@ bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& pain |
| *color = GrColorPackA4(paint.getAlpha()); |
| return true; |
| } |
| +#else |
| + |
| +bool SkLightingShader::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 |
| //////////////////////////////////////////////////////////////////////////// |
| -class LightingView : public SampleView { |
| -public: |
| - SkAutoTUnref<LightingShader> fShader; |
| - SkBitmap fDiffuseBitmap; |
| - SkBitmap fNormalBitmap; |
| - SkScalar fLightAngle; |
| - int fColorFactor; |
| - |
| - LightingView() { |
| - SkString diffusePath = GetResourcePath("brickwork-texture.jpg"); |
| - SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap); |
| - SkString normalPath = GetResourcePath("brickwork_normal-map.jpg"); |
| - SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap); |
| - |
| - fLightAngle = 0.0f; |
| - fColorFactor = 0; |
| - |
| - LightingShader::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); |
| - |
| - fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient))); |
| +bool SkLightingShader::isOpaque() const { |
| + return fDiffuseMap.isOpaque(); |
| +} |
| + |
| +size_t SkLightingShader::contextSize() const { |
| + return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext); |
| +} |
| + |
| +SkLightingShader::LightingShaderContext::LightingShaderContext(const SkLightingShader& 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; |
| +} |
| + |
| +SkLightingShader::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 SkLightingShader::LightingShaderContext::shadeSpan(int x, int y, |
| + SkPMColor result[], int count) { |
| + const SkLightingShader& lightShader = static_cast<const SkLightingShader&>(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); |
| - virtual ~LightingView() {} |
| + // 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)); |
| -protected: |
| - // overrides from SkEventSink |
| - bool onQuery(SkEvent* evt) override { |
| - if (SampleCode::TitleQ(*evt)) { |
| - SampleCode::TitleR(evt, "Lighting"); |
| - return true; |
| + result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); |
| } |
| - return this->INHERITED::onQuery(evt); |
| + |
| + result += n; |
| + x += n; |
| + count -= n; |
| + } while (count > 0); |
| +} |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +#ifndef SK_IGNORE_TO_STRING |
| +void SkLightingShader::toString(SkString* str) const { |
| + str->appendf("LightingShader: ()"); |
| +} |
| +#endif |
| + |
| +SkFlattenable* SkLightingShader::CreateProc(SkReadBuffer& buf) { |
| + SkBitmap diffuse; |
| + if (!buf.readBitmap(&diffuse)) { |
| + return NULL; |
| + } |
| + diffuse.setImmutable(); |
| + |
| + SkBitmap normal; |
| + if (!buf.readBitmap(&normal)) { |
| + return NULL; |
| } |
| + normal.setImmutable(); |
| - void onDrawContent(SkCanvas* canvas) override { |
| - fLightAngle += 0.015f; |
| - fColorFactor++; |
| + Light light; |
| + if (!buf.readScalarArray(&light.fDirection.fX, 3)) { |
| + return NULL; |
| + } |
| + light.fColor = buf.readColor(); |
| - LightingShader::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); |
| + SkColor ambient = buf.readColor(); |
| - fShader.get()->setLight(light); |
| + // TODO: this would be nice to enable |
| + // return SkCreateLightingShader(diffuse, normal, light, ambient, NULL); |
| + return SkNEW_ARGS(SkLightingShader, (diffuse, normal, light, ambient)); |
| +} |
| - SkPaint paint; |
| - paint.setShader(fShader); |
| - paint.setColor(SK_ColorBLACK); |
| +void SkLightingShader::flatten(SkWriteBuffer& buf) const { |
| + buf.writeBitmap(fDiffuseMap); |
| + buf.writeBitmap(fNormalMap); |
| + buf.writeScalarArray(&fLight.fDirection.fX, 3); |
| + buf.writeColor(fLight.fColor); |
| + buf.writeColor(fAmbientColor); |
| +} |
| - SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(), |
| - (SkScalar)fDiffuseBitmap.height()); |
| - canvas->drawRect(r, paint); |
| +SkShader::Context* SkLightingShader::onCreateContext(const ContextRec& rec, void* storage) const { |
| - // so we're constantly updating |
| - this->inval(NULL); |
| + SkMatrix totalInverse; |
| + // Do this first, so we know the matrix can be inverted. |
| + if (!this->computeTotalInverse(rec, &totalInverse)) { |
| + return NULL; |
| } |
| - SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override { |
| - this->inval(NULL); |
| - return this->INHERITED::onFindClickHandler(x, y, modi); |
| + 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; |
| } |
| -private: |
| - typedef SampleView INHERITED; |
| -}; |
| + 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)); |
| +} |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| +// TODO: it would be nice to be able to call this from SkShader but this |
| +// would need to reside in core. |
| +#if 0 |
| +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* SkCreateLightingShader(const SkBitmap& diffuse, const SkBitmap& normal, |
| + const SkLightingShader::Light& light, const SkColor ambient, |
| + SkTBlitterAllocator* allocator) { |
| + SkShader* shader; |
| + |
| + if (diffuse.isNull() || bitmap_is_too_big(diffuse) || |
| + normal.isNull() || bitmap_is_too_big(normal) || |
| + diffuse.width() != normal.width() || |
| + diffuse.height() != normal.height()) { |
| + if (!allocator) { |
| + shader = SkNEW(SkEmptyShader); |
| + } else { |
| + shader = allocator->createT<SkEmptyShader>(); |
| + } |
| + } else { |
| + if (!allocator) { |
| + shader = SkNEW_ARGS(SkLightingShader, (diffuse, normal, light, ambient)); |
| + } else { |
| + shader = allocator->createT<SkLightingShader>(diffuse, normal, light, ambient); |
| + } |
| + } |
| + return shader; |
| +} |
| +#endif |
| -static SkView* MyFactory() { return new LightingView; } |
| -static SkViewRegister reg(MyFactory); |
| +/////////////////////////////////////////////////////////////////////////////// |