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Side by Side Diff: src/core/SkLightingShader.cpp

Issue 1457543003: Add ShaderBuilders to EmitArgs and remove gettings from ProgBuilder. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 1 month ago
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1 1
2 /* 2 /*
3 * Copyright 2015 Google Inc. 3 * Copyright 2015 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 #include "SkBitmapProcState.h" 9 #include "SkBitmapProcState.h"
10 #include "SkColor.h" 10 #include "SkColor.h"
(...skipping 161 matching lines...) Expand 10 before | Expand all | Expand 10 after
172 public: 172 public:
173 LightingGLFP() { 173 LightingGLFP() {
174 fLightDir.fX = 10000.0f; 174 fLightDir.fX = 10000.0f;
175 fLightColor.fX = 0.0f; 175 fLightColor.fX = 0.0f;
176 fAmbientColor.fX = 0.0f; 176 fAmbientColor.fX = 0.0f;
177 fInvNormRotation.set(0.0f, 0.0f); 177 fInvNormRotation.set(0.0f, 0.0f);
178 } 178 }
179 179
180 void emitCode(EmitArgs& args) override { 180 void emitCode(EmitArgs& args) override {
181 181
182 GrGLSLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder (); 182 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
183 183
184 // add uniforms 184 // add uniforms
185 const char* lightDirUniName = nullptr; 185 const char* lightDirUniName = nullptr;
186 fLightDirUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFrag ment_Visibility, 186 fLightDirUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFrag ment_Visibility,
187 kVec3f_GrSLType, kDefault_G rSLPrecision, 187 kVec3f_GrSLType, kDefault_G rSLPrecision,
188 "LightDir", &lightDirUniNam e); 188 "LightDir", &lightDirUniNam e);
189 189
190 const char* lightColorUniName = nullptr; 190 const char* lightColorUniName = nullptr;
191 fLightColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFr agment_Visibility, 191 fLightColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFr agment_Visibility,
192 kVec3f_GrSLType, kDefault _GrSLPrecision, 192 kVec3f_GrSLType, kDefault _GrSLPrecision,
193 "LightColor", &lightColor UniName); 193 "LightColor", &lightColor UniName);
194 194
195 const char* ambientColorUniName = nullptr; 195 const char* ambientColorUniName = nullptr;
196 fAmbientColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::k Fragment_Visibility, 196 fAmbientColorUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::k Fragment_Visibility,
197 kVec3f_GrSLType, kDefau lt_GrSLPrecision, 197 kVec3f_GrSLType, kDefau lt_GrSLPrecision,
198 "AmbientColor", &ambien tColorUniName); 198 "AmbientColor", &ambien tColorUniName);
199 199
200 const char* xformUniName = nullptr; 200 const char* xformUniName = nullptr;
201 fXformUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragmen t_Visibility, 201 fXformUni = args.fBuilder->addUniform(GrGLSLProgramBuilder::kFragmen t_Visibility,
202 kVec2f_GrSLType, kDefault_GrSL Precision, 202 kVec2f_GrSLType, kDefault_GrSL Precision,
203 "Xform", &xformUniName); 203 "Xform", &xformUniName);
204 204
205 fpb->codeAppend("vec4 diffuseColor = "); 205 fragBuilder->codeAppend("vec4 diffuseColor = ");
206 fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers [0], 206 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f Samplers[0],
207 args.fCoords[0].c_str(), 207 args.fCoords[0].c_str(),
208 args.fCoords[0].getType()); 208 args.fCoords[0].getType());
209 fpb->codeAppend(";"); 209 fragBuilder->codeAppend(";");
210 210
211 fpb->codeAppend("vec4 normalColor = "); 211 fragBuilder->codeAppend("vec4 normalColor = ");
212 fpb->appendTextureLookup(args.fSamplers[1], 212 fragBuilder->appendTextureLookup(args.fSamplers[1],
213 args.fCoords[1].c_str(), 213 args.fCoords[1].c_str(),
214 args.fCoords[1].getType()); 214 args.fCoords[1].getType());
215 fpb->codeAppend(";"); 215 fragBuilder->codeAppend(";");
216 216
217 fpb->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); 217 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);" );
218 218
219 fpb->codeAppendf("mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0 .0, 0.0, 1.0);", 219 fragBuilder->codeAppendf(
220 xformUniName, xformUniName, xformUniName, xformUniN ame); 220 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0. 0, 0.0, 0.0, 1.0);",
221 xformUniName, xformUniName, xformUniName, xform UniName);
221 222
222 // TODO: inverse map the light direction vectors in the vertex shade r rather than 223 // TODO: inverse map the light direction vectors in the vertex shade r rather than
223 // transforming all the normals here! 224 // transforming all the normals here!
224 fpb->codeAppend("normal = normalize(m*normal);"); 225 fragBuilder->codeAppend("normal = normalize(m*normal);");
225 226
226 fpb->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", lightDirUniName); 227 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
228 lightDirUniName);
227 // diffuse light 229 // diffuse light
228 fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightCo lorUniName); 230 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
229 // ambient light 231 // ambient light
230 fpb->codeAppendf("result += %s;", ambientColorUniName); 232 fragBuilder->codeAppendf("result += %s;", ambientColorUniName);
231 fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOut putColor); 233 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a rgs.fOutputColor);
232 } 234 }
233 235
234 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, 236 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
235 GrProcessorKeyBuilder* b) { 237 GrProcessorKeyBuilder* b) {
236 // const LightingFP& lightingFP = proc.cast<LightingFP>(); 238 // const LightingFP& lightingFP = proc.cast<LightingFP>();
237 // only one shader generated currently 239 // only one shader generated currently
238 b->add32(0x0); 240 b->add32(0x0);
239 } 241 }
240 242
241 protected: 243 protected:
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714 normLocalM); 716 normLocalM);
715 } 717 }
716 718
717 /////////////////////////////////////////////////////////////////////////////// 719 ///////////////////////////////////////////////////////////////////////////////
718 720
719 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 721 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
720 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 722 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
721 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 723 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
722 724
723 /////////////////////////////////////////////////////////////////////////////// 725 ///////////////////////////////////////////////////////////////////////////////
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