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Unified Diff: src/effects/SkLightingShader.cpp

Issue 1291783003: Update SkLightingShader to support rotation (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix gyp file Created 5 years, 4 months ago
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Index: src/effects/SkLightingShader.cpp
diff --git a/src/effects/SkLightingShader.cpp b/src/effects/SkLightingShader.cpp
deleted file mode 100644
index d441d9ba9fd298c6b6a44503e591e0939f47e91c..0000000000000000000000000000000000000000
--- a/src/effects/SkLightingShader.cpp
+++ /dev/null
@@ -1,588 +0,0 @@
-
-/*
- * 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
-
- 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 SkColor3f& ambient, const SkMatrix* localMatrix)
- : INHERITED(localMatrix)
- , fDiffuseMap(diffuse)
- , fNormalMap(normal)
- , fLight(light)
- , fAmbientColor(ambient) {
- if (!fLight.fDirection.normalize()) {
- fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f);
- }
- }
-
- 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(SkLightingShaderImpl)
-
-protected:
- void flatten(SkWriteBuffer&) const override;
- Context* onCreateContext(const ContextRec&, void*) const override;
-
-private:
- SkBitmap fDiffuseMap;
- SkBitmap fNormalMap;
- SkLightingShader::Light fLight;
- SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel.
-
- friend class SkLightingShader;
-
- 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,
- const SkVector3& lightDir, const SkColor3f& lightColor,
- const SkColor3f& 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() {
- fLightDir.fX = 10000.0f;
- fLightColor.fX = 0.0f;
- fAmbientColor.fX = 0.0f;
- }
-
- 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,
- kVec3f_GrSLType, kDefault_GrSLPrecision,
- "LightColor", &lightColorUniName);
-
- const char* ambientColorUniName = NULL;
- fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
- kVec3f_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*diffuseColor.rgb*NdotL;", lightColorUniName);
- // ambient light
- fpb->codeAppendf("result += %s;", ambientColorUniName);
- fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor);
- }
-
- static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
- GrProcessorKeyBuilder* b) {
-// const LightingFP& lightingFP = proc.cast<LightingFP>();
- // only one shader generated currently
- b->add32(0x0);
- }
-
- protected:
- void onSetData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
- const LightingFP& lightingFP = proc.cast<LightingFP>();
-
- const SkVector3& lightDir = lightingFP.lightDir();
- if (lightDir != fLightDir) {
- pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
- fLightDir = lightDir;
- }
-
- const SkColor3f& lightColor = lightingFP.lightColor();
- if (lightColor != fLightColor) {
- pdman.set3fv(fLightColorUni, 1, &lightColor.fX);
- fLightColor = lightColor;
- }
-
- const SkColor3f& ambientColor = lightingFP.ambientColor();
- if (ambientColor != fAmbientColor) {
- pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
- fAmbientColor = ambientColor;
- }
- }
-
- private:
- SkVector3 fLightDir;
- GrGLProgramDataManager::UniformHandle fLightDirUni;
-
- SkColor3f fLightColor;
- GrGLProgramDataManager::UniformHandle fLightColorUni;
-
- SkColor3f fAmbientColor;
- GrGLProgramDataManager::UniformHandle fAmbientColorUni;
- };
-
- void onGetGLProcessorKey(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();
- }
-
- const SkVector3& lightDir() const { return fLightDir; }
- const SkColor3f& lightColor() const { return fLightColor; }
- const SkColor3f& ambientColor() const { return fAmbientColor; }
-
-private:
- GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(LightingGLFP); }
-
- 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;
- SkColor3f fLightColor;
- SkColor3f 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;
- }
-
- *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
- fLight.fDirection, fLight.fColor, fAmbientColor));
- *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(SkScalar light, int diff, SkScalar NdotL, SkScalar ambient) {
- SkScalar color = light * diff * NdotL + 255 * ambient;
- if (color <= 0.0f) {
- return 0;
- } else if (color >= 255.0f) {
- return 255;
- } else {
- return (int) 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(SkGetPackedR32(tmpNormal2[i]))-127.0f,
- SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
- SkIntToScalar(SkGetPackedB32(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(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), NdotL,
- lightShader.fAmbientColor.fX);
- g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), NdotL,
- lightShader.fAmbientColor.fY);
- b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), NdotL,
- lightShader.fAmbientColor.fZ);
-
- 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) {
- SkMatrix localMatrix;
- buf.readMatrix(&localMatrix);
-
- 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;
- }
- if (!buf.readScalarArray(&light.fColor.fX, 3)) {
- return NULL;
- }
-
- SkColor3f ambient;
- if (!buf.readScalarArray(&ambient.fX, 3)) {
- return NULL;
- }
-
- return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &localMatrix));
-}
-
-void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
- buf.writeMatrix(this->getLocalMatrix());
-
- buf.writeBitmap(fDiffuseMap);
- buf.writeBitmap(fNormalMap);
- buf.writeScalarArray(&fLight.fDirection.fX, 3);
- buf.writeScalarArray(&fLight.fColor.fX, 3);
- buf.writeScalarArray(&fAmbientColor.fX, 3);
-}
-
-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 SkColor3f& ambient,
- const SkMatrix* localMatrix) {
- 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, localMatrix));
-}
-
-///////////////////////////////////////////////////////////////////////////////
-
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
- SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
-SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
-
-///////////////////////////////////////////////////////////////////////////////
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