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

Issue 1842753002: Style bikeshed - remove extraneous whitespace (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 8 months ago
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1
2 /* 1 /*
3 * Copyright 2015 Google Inc. 2 * Copyright 2015 Google Inc.
4 * 3 *
5 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 5 * found in the LICENSE file.
7 */ 6 */
8 7
9 #include "SkBitmapProcState.h" 8 #include "SkBitmapProcState.h"
10 #include "SkColor.h" 9 #include "SkColor.h"
11 #include "SkEmptyShader.h" 10 #include "SkEmptyShader.h"
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46 @param diffuse the diffuse bitmap 45 @param diffuse the diffuse bitmap
47 @param normal the normal map 46 @param normal the normal map
48 @param lights the lights applied to the normal map 47 @param lights the lights applied to the normal map
49 @param invNormRotation rotation applied to the normal map's normals 48 @param invNormRotation rotation applied to the normal map's normals
50 @param diffLocalM the local matrix for the diffuse coordinates 49 @param diffLocalM the local matrix for the diffuse coordinates
51 @param normLocalM the local matrix for the normal coordinates 50 @param normLocalM the local matrix for the normal coordinates
52 */ 51 */
53 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, 52 SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
54 const SkLightingShader::Lights* lights, 53 const SkLightingShader::Lights* lights,
55 const SkVector& invNormRotation, 54 const SkVector& invNormRotation,
56 const SkMatrix* diffLocalM, const SkMatrix* normLocalM) 55 const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
57 : INHERITED(diffLocalM) 56 : INHERITED(diffLocalM)
58 , fDiffuseMap(diffuse) 57 , fDiffuseMap(diffuse)
59 , fNormalMap(normal) 58 , fNormalMap(normal)
60 , fLights(SkRef(lights)) 59 , fLights(SkRef(lights))
61 , fInvNormRotation(invNormRotation) { 60 , fInvNormRotation(invNormRotation) {
62 61
63 if (normLocalM) { 62 if (normLocalM) {
64 fNormLocalMatrix = *normLocalM; 63 fNormLocalMatrix = *normLocalM;
65 } else { 64 } else {
66 fNormLocalMatrix.reset(); 65 fNormLocalMatrix.reset();
(...skipping 130 matching lines...) Expand 10 before | Expand all | Expand 10 after
197 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 196 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
198 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 197 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
199 "AmbientColor", &ambie ntColorUniName); 198 "AmbientColor", &ambie ntColorUniName);
200 199
201 const char* xformUniName = nullptr; 200 const char* xformUniName = nullptr;
202 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 201 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
203 kVec2f_GrSLType, kDefault_GrS LPrecision, 202 kVec2f_GrSLType, kDefault_GrS LPrecision,
204 "Xform", &xformUniName); 203 "Xform", &xformUniName);
205 204
206 fragBuilder->codeAppend("vec4 diffuseColor = "); 205 fragBuilder->codeAppend("vec4 diffuseColor = ");
207 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f Samplers[0], 206 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f Samplers[0],
208 args.fCoords[0].c_str(), 207 args.fCoords[0].c_str(),
209 args.fCoords[0].getType()); 208 args.fCoords[0].getType());
210 fragBuilder->codeAppend(";"); 209 fragBuilder->codeAppend(";");
211 210
212 fragBuilder->codeAppend("vec4 normalColor = "); 211 fragBuilder->codeAppend("vec4 normalColor = ");
213 fragBuilder->appendTextureLookup(args.fSamplers[1], 212 fragBuilder->appendTextureLookup(args.fSamplers[1],
214 args.fCoords[1].c_str(), 213 args.fCoords[1].c_str(),
215 args.fCoords[1].getType()); 214 args.fCoords[1].getType());
216 fragBuilder->codeAppend(";"); 215 fragBuilder->codeAppend(";");
217 216
218 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);" ); 217 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);" );
219 218
220 fragBuilder->codeAppendf( 219 fragBuilder->codeAppendf(
221 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0. 0, 0.0, 0.0, 1.0);", 220 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0. 0, 0.0, 0.0, 1.0);",
222 xformUniName, xformUniName, xformUniName, xform UniName); 221 xformUniName, xformUniName, xformUniName, xform UniName);
223 222
224 // 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
225 // transforming all the normals here! 224 // transforming all the normals here!
226 fragBuilder->codeAppend("normal = normalize(m*normal);"); 225 fragBuilder->codeAppend("normal = normalize(m*normal);");
227 226
228 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", 227 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
229 lightDirUniName); 228 lightDirUniName);
230 // diffuse light 229 // diffuse light
231 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); 230 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName);
232 // ambient light 231 // ambient light
233 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); 232 fragBuilder->codeAppendf("result += %s;", ambientColorUniName);
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295 } 294 }
296 295
297 const SkVector3& lightDir() const { return fLightDir; } 296 const SkVector3& lightDir() const { return fLightDir; }
298 const SkColor3f& lightColor() const { return fLightColor; } 297 const SkColor3f& lightColor() const { return fLightColor; }
299 const SkColor3f& ambientColor() const { return fAmbientColor; } 298 const SkColor3f& ambientColor() const { return fAmbientColor; }
300 const SkVector& invNormRotation() const { return fInvNormRotation; } 299 const SkVector& invNormRotation() const { return fInvNormRotation; }
301 300
302 private: 301 private:
303 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; } 302 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; }
304 303
305 bool onIsEqual(const GrFragmentProcessor& proc) const override { 304 bool onIsEqual(const GrFragmentProcessor& proc) const override {
306 const LightingFP& lightingFP = proc.cast<LightingFP>(); 305 const LightingFP& lightingFP = proc.cast<LightingFP>();
307 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && 306 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
308 fNormDeviceTransform == lightingFP.fNormDeviceTransform && 307 fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
309 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && 308 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
310 fNormalTextureAccess == lightingFP.fNormalTextureAccess && 309 fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
311 fLightDir == lightingFP.fLightDir && 310 fLightDir == lightingFP.fLightDir &&
312 fLightColor == lightingFP.fLightColor && 311 fLightColor == lightingFP.fLightColor &&
313 fAmbientColor == lightingFP.fAmbientColor && 312 fAmbientColor == lightingFP.fAmbientColor &&
314 fInvNormRotation == lightingFP.fInvNormRotation; 313 fInvNormRotation == lightingFP.fInvNormRotation;
315 } 314 }
316 315
317 GrCoordTransform fDiffDeviceTransform; 316 GrCoordTransform fDiffDeviceTransform;
318 GrCoordTransform fNormDeviceTransform; 317 GrCoordTransform fNormDeviceTransform;
319 GrTextureAccess fDiffuseTextureAccess; 318 GrTextureAccess fDiffuseTextureAccess;
320 GrTextureAccess fNormalTextureAccess; 319 GrTextureAccess fNormalTextureAccess;
321 SkVector3 fLightDir; 320 SkVector3 fLightDir;
322 SkColor3f fLightColor; 321 SkColor3f fLightColor;
323 SkColor3f fAmbientColor; 322 SkColor3f fAmbientColor;
324 323
325 SkVector fInvNormRotation; 324 SkVector fInvNormRotation;
326 }; 325 };
327 326
328 //////////////////////////////////////////////////////////////////////////// 327 ////////////////////////////////////////////////////////////////////////////
329 328
330 static bool make_mat(const SkBitmap& bm, 329 static bool make_mat(const SkBitmap& bm,
331 const SkMatrix& localMatrix1, 330 const SkMatrix& localMatrix1,
332 const SkMatrix* localMatrix2, 331 const SkMatrix* localMatrix2,
333 SkMatrix* result) { 332 SkMatrix* result) {
334 333
335 result->setIDiv(bm.width(), bm.height()); 334 result->setIDiv(bm.width(), bm.height());
336 335
337 SkMatrix lmInverse; 336 SkMatrix lmInverse;
338 if (!localMatrix1.invert(&lmInverse)) { 337 if (!localMatrix1.invert(&lmInverse)) {
339 return false; 338 return false;
340 } 339 }
341 if (localMatrix2) { 340 if (localMatrix2) {
342 SkMatrix inv; 341 SkMatrix inv;
343 if (!localMatrix2->invert(&inv)) { 342 if (!localMatrix2->invert(&inv)) {
344 return false; 343 return false;
345 } 344 }
346 lmInverse.postConcat(inv); 345 lmInverse.postConcat(inv);
347 } 346 }
348 result->preConcat(lmInverse); 347 result->preConcat(lmInverse);
349 348
350 return true; 349 return true;
351 } 350 }
352 351
353 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor( 352 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor(
354 GrContext* context, 353 GrContext* context,
355 const SkMatrix& vie wM, 354 const SkMatrix& vie wM,
356 const SkMatrix* loc alMatrix, 355 const SkMatrix* loc alMatrix,
357 SkFilterQuality fil terQuality) const { 356 SkFilterQuality fil terQuality) const {
358 // we assume diffuse and normal maps have same width and height 357 // we assume diffuse and normal maps have same width and height
359 // TODO: support different sizes 358 // TODO: support different sizes
360 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && 359 SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
361 fDiffuseMap.height() == fNormalMap.height()); 360 fDiffuseMap.height() == fNormalMap.height());
362 SkMatrix diffM, normM; 361 SkMatrix diffM, normM;
363 362
364 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { 363 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
365 return nullptr; 364 return nullptr;
366 } 365 }
367 366
368 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { 367 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
369 return nullptr; 368 return nullptr;
370 } 369 }
371 370
372 bool doBicubic; 371 bool doBicubic;
373 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode ( 372 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode (
374 SkTMin(filterQuality, kMedium_SkFilterQu ality), 373 SkTMin(filterQuality, kMedium_SkFilterQu ality),
375 viewM, 374 viewM,
376 this->getLocalMatrix(), 375 this->getLocalMatrix(),
377 &doBicubic); 376 &doBicubic);
378 SkASSERT(!doBicubic); 377 SkASSERT(!doBicubic);
379 378
380 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode ( 379 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode (
381 SkTMin(filterQuality, kMedium_SkFilterQu ality), 380 SkTMin(filterQuality, kMedium_SkFilterQu ality),
382 viewM, 381 viewM,
383 fNormLocalMatrix, 382 fNormLocalMatrix,
384 &doBicubic); 383 &doBicubic);
385 SkASSERT(!doBicubic); 384 SkASSERT(!doBicubic);
386 385
387 // TODO: support other tile modes 386 // TODO: support other tile modes
388 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); 387 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
389 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, 388 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
390 fDiffuseMap, diffParams)); 389 fDiffuseMap, diffParams));
391 if (!diffuseTexture) { 390 if (!diffuseTexture) {
392 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit map to texture."); 391 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit map to texture.");
393 return nullptr; 392 return nullptr;
394 } 393 }
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440 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller. 439 // elsewhere. Call the destructors but leave the freeing of the memory to th e caller.
441 fDiffuseState->~SkBitmapProcState(); 440 fDiffuseState->~SkBitmapProcState();
442 fNormalState->~SkBitmapProcState(); 441 fNormalState->~SkBitmapProcState();
443 } 442 }
444 443
445 static inline SkPMColor convert(SkColor3f color, U8CPU a) { 444 static inline SkPMColor convert(SkColor3f color, U8CPU a) {
446 if (color.fX <= 0.0f) { 445 if (color.fX <= 0.0f) {
447 color.fX = 0.0f; 446 color.fX = 0.0f;
448 } else if (color.fX >= 255.0f) { 447 } else if (color.fX >= 255.0f) {
449 color.fX = 255.0f; 448 color.fX = 255.0f;
450 } 449 }
451 450
452 if (color.fY <= 0.0f) { 451 if (color.fY <= 0.0f) {
453 color.fY = 0.0f; 452 color.fY = 0.0f;
454 } else if (color.fY >= 255.0f) { 453 } else if (color.fY >= 255.0f) {
455 color.fY = 255.0f; 454 color.fY = 255.0f;
456 } 455 }
457 456
458 if (color.fZ <= 0.0f) { 457 if (color.fZ <= 0.0f) {
459 color.fZ = 0.0f; 458 color.fZ = 0.0f;
460 } else if (color.fZ >= 255.0f) { 459 } else if (color.fZ >= 255.0f) {
461 color.fZ = 255.0f; 460 color.fZ = 255.0f;
462 } 461 }
463 462
464 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ; 463 return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ) ;
465 } 464 }
466 465
467 // larger is better (fewer times we have to loop), but we shouldn't 466 // larger is better (fewer times we have to loop), but we shouldn't
468 // take up too much stack-space (each one here costs 16 bytes) 467 // take up too much stack-space (each one here costs 16 bytes)
469 #define TMP_COUNT 16 468 #define TMP_COUNT 16
470 469
471 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, 470 void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
472 SkPMColor result[], int count) { 471 SkPMColor result[], int count) {
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504 503
505 for (int i = 0; i < n; ++i) { 504 for (int i = 0; i < n; ++i) {
506 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul 505 SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul
507 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, 506 norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f,
508 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, 507 SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f,
509 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); 508 SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f);
510 norm.normalize(); 509 norm.normalize();
511 510
512 xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX + 511 xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX +
513 lightShader.fInvNormRotation.fY * norm.fY; 512 lightShader.fInvNormRotation.fY * norm.fY;
514 xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX - 513 xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX -
515 lightShader.fInvNormRotation.fY * norm.fY; 514 lightShader.fInvNormRotation.fY * norm.fY;
516 xformedNorm.fZ = norm.fZ; 515 xformedNorm.fZ = norm.fZ;
517 516
518 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); 517 SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
519 518
520 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); 519 SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
521 // This is all done in linear unpremul color space (each component 0 ..255.0f though) 520 // This is all done in linear unpremul color space (each component 0 ..255.0f though)
522 for (int l = 0; l < lightShader.fLights->numLights(); ++l) { 521 for (int l = 0; l < lightShader.fLights->numLights(); ++l) {
523 const SkLight& light = lightShader.fLights->light(l); 522 const SkLight& light = lightShader.fLights->light(l);
524 523
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594 return nullptr; 593 return nullptr;
595 } 594 }
596 595
597 if (isAmbient) { 596 if (isAmbient) {
598 builder.add(SkLight(color)); 597 builder.add(SkLight(color));
599 } else { 598 } else {
600 SkVector3 dir; 599 SkVector3 dir;
601 if (!buf.readScalarArray(&dir.fX, 3)) { 600 if (!buf.readScalarArray(&dir.fX, 3)) {
602 return nullptr; 601 return nullptr;
603 } 602 }
604 builder.add(SkLight(color, dir)); 603 builder.add(SkLight(color, dir));
605 } 604 }
606 } 605 }
607 606
608 SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish()); 607 SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish());
609 608
610 return new SkLightingShaderImpl(diffuse, normal, lights, SkVector::Make(1.0f , 0.0f), 609 return new SkLightingShaderImpl(diffuse, normal, lights, SkVector::Make(1.0f , 0.0f),
611 &diffLocalM, &normLocalM); 610 &diffLocalM, &normLocalM);
612 } 611 }
613 612
614 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { 613 void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
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717 normLocalM); 716 normLocalM);
718 } 717 }
719 718
720 /////////////////////////////////////////////////////////////////////////////// 719 ///////////////////////////////////////////////////////////////////////////////
721 720
722 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 721 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
723 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 722 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
724 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 723 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
725 724
726 /////////////////////////////////////////////////////////////////////////////// 725 ///////////////////////////////////////////////////////////////////////////////
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