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); |
+/////////////////////////////////////////////////////////////////////////////// |