Chromium Code Reviews| OLD | NEW |
|---|---|
| 1 /* | 1 /* |
| 2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 Google Inc. |
| 3 * | 3 * |
| 4 * 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 |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "SkBitmapProcState.h" | 8 #include "SkBitmapProcState.h" |
| 9 #include "SkColor.h" | 9 #include "SkColor.h" |
| 10 #include "SkEmptyShader.h" | 10 #include "SkEmptyShader.h" |
| 11 #include "SkErrorInternals.h" | 11 #include "SkErrorInternals.h" |
| 12 #include "SkLightingShader.h" | 12 #include "SkLightingShader.h" |
| 13 #include "SkMathPriv.h" | 13 #include "SkMathPriv.h" |
| 14 #include "SkPoint3.h" | 14 #include "SkPoint3.h" |
| 15 #include "SkReadBuffer.h" | 15 #include "SkReadBuffer.h" |
| 16 #include "SkWriteBuffer.h" | 16 #include "SkWriteBuffer.h" |
| 17 #include "SkNormalSourceImpl.h" | |
|
egdaniel
2016/06/09 16:56:37
we place include in alphabetical order, so move th
dvonbeck
2016/06/09 18:51:29
Done.
| |
| 17 | 18 |
| 18 //////////////////////////////////////////////////////////////////////////// | 19 //////////////////////////////////////////////////////////////////////////// |
| 19 | 20 |
| 20 /* | 21 /* |
| 21 SkLightingShader TODOs: | 22 SkLightingShader TODOs: |
| 22 support other than clamp mode | 23 support other than clamp mode |
| 23 allow 'diffuse' & 'normal' to be of different dimensions? | 24 allow 'diffuse' & 'normal' to be of different dimensions? |
| 24 support different light types | 25 support different light types |
| 25 support multiple lights | 26 support multiple lights |
| 26 enforce normal map is 4 channel | 27 enforce normal map is 4 channel |
| (...skipping 33 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 60 , fInvNormRotation(invNormRotation) { | 61 , fInvNormRotation(invNormRotation) { |
| 61 | 62 |
| 62 if (normLocalM) { | 63 if (normLocalM) { |
| 63 fNormLocalMatrix = *normLocalM; | 64 fNormLocalMatrix = *normLocalM; |
| 64 } else { | 65 } else { |
| 65 fNormLocalMatrix.reset(); | 66 fNormLocalMatrix.reset(); |
| 66 } | 67 } |
| 67 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf e. | 68 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf e. |
| 68 (void)fNormLocalMatrix.getType(); | 69 (void)fNormLocalMatrix.getType(); |
| 69 | 70 |
| 71 fNormalSource = NormalMapSource::Make(fNormalMap, fInvNormRotation, &fNo rmLocalMatrix); | |
| 70 } | 72 } |
| 71 | 73 |
| 72 bool isOpaque() const override; | 74 bool isOpaque() const override; |
| 73 | 75 |
| 74 #if SK_SUPPORT_GPU | 76 #if SK_SUPPORT_GPU |
| 75 const GrFragmentProcessor* asFragmentProcessor(GrContext*, | 77 const GrFragmentProcessor* asFragmentProcessor(GrContext*, |
| 76 const SkMatrix& viewM, | 78 const SkMatrix& viewM, |
| 77 const SkMatrix* localMatrix, | 79 const SkMatrix* localMatrix, |
| 78 SkFilterQuality, | 80 SkFilterQuality, |
| 79 SkSourceGammaTreatment) const override; | 81 SkSourceGammaTreatment) const override; |
| (...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 112 SkBitmap fDiffuseMap; | 114 SkBitmap fDiffuseMap; |
| 113 SkBitmap fNormalMap; | 115 SkBitmap fNormalMap; |
| 114 | 116 |
| 115 sk_sp<SkLights> fLights; | 117 sk_sp<SkLights> fLights; |
| 116 | 118 |
| 117 SkMatrix fNormLocalMatrix; | 119 SkMatrix fNormLocalMatrix; |
| 118 SkVector fInvNormRotation; | 120 SkVector fInvNormRotation; |
| 119 | 121 |
| 120 friend class SkLightingShader; | 122 friend class SkLightingShader; |
| 121 | 123 |
| 124 sk_sp<NormalSource> fNormalSource; | |
| 125 | |
| 122 typedef SkShader INHERITED; | 126 typedef SkShader INHERITED; |
| 123 }; | 127 }; |
| 124 | 128 |
| 125 //////////////////////////////////////////////////////////////////////////// | 129 //////////////////////////////////////////////////////////////////////////// |
| 126 | 130 |
| 127 #if SK_SUPPORT_GPU | 131 #if SK_SUPPORT_GPU |
| 128 | 132 |
| 129 #include "GrCoordTransform.h" | 133 #include "GrCoordTransform.h" |
| 130 #include "GrFragmentProcessor.h" | 134 #include "GrFragmentProcessor.h" |
| 131 #include "GrInvariantOutput.h" | 135 #include "GrInvariantOutput.h" |
| 132 #include "GrTextureAccess.h" | 136 #include "GrTextureAccess.h" |
| 133 #include "glsl/GrGLSLFragmentProcessor.h" | 137 #include "glsl/GrGLSLFragmentProcessor.h" |
| 134 #include "glsl/GrGLSLFragmentShaderBuilder.h" | 138 #include "glsl/GrGLSLFragmentShaderBuilder.h" |
| 135 #include "glsl/GrGLSLProgramDataManager.h" | 139 #include "glsl/GrGLSLProgramDataManager.h" |
| 136 #include "glsl/GrGLSLUniformHandler.h" | 140 #include "glsl/GrGLSLUniformHandler.h" |
| 137 #include "SkGr.h" | 141 #include "SkGr.h" |
| 138 #include "SkGrPriv.h" | 142 #include "SkGrPriv.h" |
| 139 | 143 |
| 140 class LightingFP : public GrFragmentProcessor { | 144 class LightingFP : public GrFragmentProcessor { |
| 141 public: | 145 public: |
| 142 LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix , | 146 LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTexturePa rams& diffParams, |
| 143 const SkMatrix& normMatrix, const GrTextureParams& diffParams, | 147 sk_sp<SkLights> lights, const GrFragmentProcessor* normalFP) |
| 144 const GrTextureParams& normParams, sk_sp<SkLights> lights, | |
| 145 const SkVector& invNormRotation) | |
| 146 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam s.filterMode()) | 148 : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParam s.filterMode()) |
| 147 , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams .filterMode()) | 149 , fDiffuseTextureAccess(diffuse, diffParams) { |
| 148 , fDiffuseTextureAccess(diffuse, diffParams) | |
| 149 , fNormalTextureAccess(normal, normParams) | |
| 150 , fInvNormRotation(invNormRotation) { | |
| 151 this->addCoordTransform(&fDiffDeviceTransform); | 150 this->addCoordTransform(&fDiffDeviceTransform); |
| 152 this->addCoordTransform(&fNormDeviceTransform); | |
| 153 this->addTextureAccess(&fDiffuseTextureAccess); | 151 this->addTextureAccess(&fDiffuseTextureAccess); |
| 154 this->addTextureAccess(&fNormalTextureAccess); | |
| 155 | 152 |
| 156 // fuse all ambient lights into a single one | 153 // fuse all ambient lights into a single one |
| 157 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 154 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
| 158 for (int i = 0; i < lights->numLights(); ++i) { | 155 for (int i = 0; i < lights->numLights(); ++i) { |
| 159 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | 156 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
| 160 fAmbientColor += lights->light(i).color(); | 157 fAmbientColor += lights->light(i).color(); |
| 161 } else { | 158 } else { |
| 162 // TODO: handle more than one of these | 159 // TODO: handle more than one of these |
| 163 fLightColor = lights->light(i).color(); | 160 fLightColor = lights->light(i).color(); |
| 164 fLightDir = lights->light(i).dir(); | 161 fLightDir = lights->light(i).dir(); |
| 165 } | 162 } |
| 166 } | 163 } |
| 167 | 164 |
| 165 this->registerChildProcessor(normalFP); | |
| 168 this->initClassID<LightingFP>(); | 166 this->initClassID<LightingFP>(); |
| 169 } | 167 } |
| 170 | 168 |
| 171 class LightingGLFP : public GrGLSLFragmentProcessor { | 169 class LightingGLFP : public GrGLSLFragmentProcessor { |
| 172 public: | 170 public: |
| 173 LightingGLFP() { | 171 LightingGLFP() { |
| 174 fLightDir.fX = 10000.0f; | 172 fLightDir.fX = 10000.0f; |
| 175 fLightColor.fX = 0.0f; | 173 fLightColor.fX = 0.0f; |
| 176 fAmbientColor.fX = 0.0f; | 174 fAmbientColor.fX = 0.0f; |
| 177 fInvNormRotation.set(0.0f, 0.0f); | |
| 178 } | 175 } |
| 179 | 176 |
| 180 void emitCode(EmitArgs& args) override { | 177 void emitCode(EmitArgs& args) override { |
| 181 | 178 |
| 182 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 179 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| 183 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 180 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| 184 | 181 |
| 185 // add uniforms | 182 // add uniforms |
| 186 const char* lightDirUniName = nullptr; | 183 const char* lightDirUniName = nullptr; |
| 187 fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 184 fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 188 kVec3f_GrSLType, kDefault_ GrSLPrecision, | 185 kVec3f_GrSLType, kDefault_ GrSLPrecision, |
| 189 "LightDir", &lightDirUniNa me); | 186 "LightDir", &lightDirUniNa me); |
| 190 | 187 |
| 191 const char* lightColorUniName = nullptr; | 188 const char* lightColorUniName = nullptr; |
| 192 fLightColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | 189 fLightColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| 193 kVec3f_GrSLType, kDefaul t_GrSLPrecision, | 190 kVec3f_GrSLType, kDefaul t_GrSLPrecision, |
| 194 "LightColor", &lightColo rUniName); | 191 "LightColor", &lightColo rUniName); |
| 195 | 192 |
| 196 const char* ambientColorUniName = nullptr; | 193 const char* ambientColorUniName = nullptr; |
| 197 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 194 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
| 198 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 195 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
| 199 "AmbientColor", &ambie ntColorUniName); | 196 "AmbientColor", &ambie ntColorUniName); |
| 200 | 197 |
| 201 const char* xformUniName = nullptr; | |
| 202 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 203 kVec2f_GrSLType, kDefault_GrS LPrecision, | |
| 204 "Xform", &xformUniName); | |
| 205 | |
| 206 fragBuilder->codeAppend("vec4 diffuseColor = "); | 198 fragBuilder->codeAppend("vec4 diffuseColor = "); |
| 207 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f TexSamplers[0], | 199 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f TexSamplers[0], |
| 208 args.fCoords[0].c_str(), | 200 args.fCoords[0].c_str(), |
| 209 args.fCoords[0].getType()); | 201 args.fCoords[0].getType()); |
| 210 fragBuilder->codeAppend(";"); | 202 fragBuilder->codeAppend(";"); |
| 211 | 203 |
| 212 fragBuilder->codeAppend("vec4 normalColor = "); | 204 SkString dstNormalName("dstNormal"); |
| 213 fragBuilder->appendTextureLookup(args.fTexSamplers[1], | 205 this->emitChild(0, nullptr, &dstNormalName, args); |
| 214 args.fCoords[1].c_str(), | |
| 215 args.fCoords[1].getType()); | |
| 216 fragBuilder->codeAppend(";"); | |
| 217 | 206 |
| 218 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);" ); | 207 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st r()); |
| 219 | |
| 220 fragBuilder->codeAppendf( | |
| 221 "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); | |
| 223 | |
| 224 // TODO: inverse map the light direction vectors in the vertex shade r rather than | |
| 225 // transforming all the normals here! | |
| 226 fragBuilder->codeAppend("normal = normalize(m*normal);"); | |
| 227 | |
| 228 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", | 208 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", |
| 229 lightDirUniName); | 209 lightDirUniName); |
| 230 // diffuse light | 210 // diffuse light |
| 231 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); | 211 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); |
| 232 // ambient light | 212 // ambient light |
| 233 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); | 213 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); |
| 234 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a rgs.fOutputColor); | 214 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a rgs.fOutputColor); |
| 235 } | 215 } |
| 236 | 216 |
| 217 // TODO does this need changing now? | |
|
egdaniel
2016/06/09 16:56:37
It shouldn't need to. The parent and child process
dvonbeck
2016/06/09 18:51:28
Done.
| |
| 237 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 218 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| 238 GrProcessorKeyBuilder* b) { | 219 GrProcessorKeyBuilder* b) { |
| 239 // const LightingFP& lightingFP = proc.cast<LightingFP>(); | 220 // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 240 // only one shader generated currently | 221 // only one shader generated currently |
| 241 b->add32(0x0); | 222 b->add32(0x0); |
| 242 } | 223 } |
| 243 | 224 |
| 244 protected: | 225 protected: |
| 245 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { | 226 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
| 246 const LightingFP& lightingFP = proc.cast<LightingFP>(); | 227 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 247 | 228 |
| 248 const SkVector3& lightDir = lightingFP.lightDir(); | 229 const SkVector3& lightDir = lightingFP.lightDir(); |
| 249 if (lightDir != fLightDir) { | 230 if (lightDir != fLightDir) { |
| 250 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); | 231 pdman.set3fv(fLightDirUni, 1, &lightDir.fX); |
| 251 fLightDir = lightDir; | 232 fLightDir = lightDir; |
| 252 } | 233 } |
| 253 | 234 |
| 254 const SkColor3f& lightColor = lightingFP.lightColor(); | 235 const SkColor3f& lightColor = lightingFP.lightColor(); |
| 255 if (lightColor != fLightColor) { | 236 if (lightColor != fLightColor) { |
| 256 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); | 237 pdman.set3fv(fLightColorUni, 1, &lightColor.fX); |
| 257 fLightColor = lightColor; | 238 fLightColor = lightColor; |
| 258 } | 239 } |
| 259 | 240 |
| 260 const SkColor3f& ambientColor = lightingFP.ambientColor(); | 241 const SkColor3f& ambientColor = lightingFP.ambientColor(); |
| 261 if (ambientColor != fAmbientColor) { | 242 if (ambientColor != fAmbientColor) { |
| 262 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | 243 pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| 263 fAmbientColor = ambientColor; | 244 fAmbientColor = ambientColor; |
| 264 } | 245 } |
| 265 | |
| 266 const SkVector& invNormRotation = lightingFP.invNormRotation(); | |
| 267 if (invNormRotation != fInvNormRotation) { | |
| 268 pdman.set2fv(fXformUni, 1, &invNormRotation.fX); | |
| 269 fInvNormRotation = invNormRotation; | |
| 270 } | |
| 271 } | 246 } |
| 272 | 247 |
| 273 private: | 248 private: |
| 274 SkVector3 fLightDir; | 249 SkVector3 fLightDir; |
| 275 GrGLSLProgramDataManager::UniformHandle fLightDirUni; | 250 GrGLSLProgramDataManager::UniformHandle fLightDirUni; |
| 276 | 251 |
| 277 SkColor3f fLightColor; | 252 SkColor3f fLightColor; |
| 278 GrGLSLProgramDataManager::UniformHandle fLightColorUni; | 253 GrGLSLProgramDataManager::UniformHandle fLightColorUni; |
| 279 | 254 |
| 280 SkColor3f fAmbientColor; | 255 SkColor3f fAmbientColor; |
| 281 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | 256 GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
| 282 | |
| 283 SkVector fInvNormRotation; | |
| 284 GrGLSLProgramDataManager::UniformHandle fXformUni; | |
| 285 }; | 257 }; |
| 286 | 258 |
| 287 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | 259 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
| 288 LightingGLFP::GenKey(*this, caps, b); | 260 LightingGLFP::GenKey(*this, caps, b); |
| 289 } | 261 } |
| 290 | 262 |
| 291 const char* name() const override { return "LightingFP"; } | 263 const char* name() const override { return "LightingFP"; } |
| 292 | 264 |
| 293 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | 265 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| 294 inout->mulByUnknownFourComponents(); | 266 inout->mulByUnknownFourComponents(); |
| 295 } | 267 } |
| 296 | 268 |
| 297 const SkVector3& lightDir() const { return fLightDir; } | 269 const SkVector3& lightDir() const { return fLightDir; } |
| 298 const SkColor3f& lightColor() const { return fLightColor; } | 270 const SkColor3f& lightColor() const { return fLightColor; } |
| 299 const SkColor3f& ambientColor() const { return fAmbientColor; } | 271 const SkColor3f& ambientColor() const { return fAmbientColor; } |
| 300 const SkVector& invNormRotation() const { return fInvNormRotation; } | |
| 301 | 272 |
| 302 private: | 273 private: |
| 303 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; } | 274 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; } |
| 304 | 275 |
| 305 bool onIsEqual(const GrFragmentProcessor& proc) const override { | 276 bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| 306 const LightingFP& lightingFP = proc.cast<LightingFP>(); | 277 const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| 307 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && | 278 return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && |
| 308 fNormDeviceTransform == lightingFP.fNormDeviceTransform && | |
| 309 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && | 279 fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
| 310 fNormalTextureAccess == lightingFP.fNormalTextureAccess && | |
| 311 fLightDir == lightingFP.fLightDir && | 280 fLightDir == lightingFP.fLightDir && |
| 312 fLightColor == lightingFP.fLightColor && | 281 fLightColor == lightingFP.fLightColor && |
| 313 fAmbientColor == lightingFP.fAmbientColor && | 282 fAmbientColor == lightingFP.fAmbientColor; |
| 314 fInvNormRotation == lightingFP.fInvNormRotation; | |
| 315 } | 283 } |
| 316 | 284 |
| 317 GrCoordTransform fDiffDeviceTransform; | 285 GrCoordTransform fDiffDeviceTransform; |
| 318 GrCoordTransform fNormDeviceTransform; | |
| 319 GrTextureAccess fDiffuseTextureAccess; | 286 GrTextureAccess fDiffuseTextureAccess; |
| 320 GrTextureAccess fNormalTextureAccess; | |
| 321 SkVector3 fLightDir; | 287 SkVector3 fLightDir; |
| 322 SkColor3f fLightColor; | 288 SkColor3f fLightColor; |
| 323 SkColor3f fAmbientColor; | 289 SkColor3f fAmbientColor; |
| 324 | |
| 325 SkVector fInvNormRotation; | |
| 326 }; | 290 }; |
| 327 | 291 |
| 328 //////////////////////////////////////////////////////////////////////////// | 292 //////////////////////////////////////////////////////////////////////////// |
| 329 | 293 |
| 330 static bool make_mat(const SkBitmap& bm, | 294 static bool make_mat(const SkBitmap& bm, |
| 331 const SkMatrix& localMatrix1, | 295 const SkMatrix& localMatrix1, |
| 332 const SkMatrix* localMatrix2, | 296 const SkMatrix* localMatrix2, |
| 333 SkMatrix* result) { | 297 SkMatrix* result) { |
| 334 | 298 |
| 335 result->setIDiv(bm.width(), bm.height()); | 299 result->setIDiv(bm.width(), bm.height()); |
| 336 | 300 |
| 337 SkMatrix lmInverse; | 301 SkMatrix lmInverse; |
| 338 if (!localMatrix1.invert(&lmInverse)) { | 302 if (!localMatrix1.invert(&lmInverse)) { |
| 339 return false; | 303 return false; |
| 340 } | 304 } |
| 341 if (localMatrix2) { | 305 if (localMatrix2) { |
| 342 SkMatrix inv; | 306 SkMatrix inv; |
| 343 if (!localMatrix2->invert(&inv)) { | 307 if (!localMatrix2->invert(&inv)) { |
| 344 return false; | 308 return false; |
| 345 } | 309 } |
| 346 lmInverse.postConcat(inv); | 310 lmInverse.postConcat(inv); |
| 347 } | 311 } |
| 348 result->preConcat(lmInverse); | 312 result->preConcat(lmInverse); |
| 349 | 313 |
| 350 return true; | 314 return true; |
| 351 } | 315 } |
| 352 | 316 |
| 317 //const GrFragmentProcessor* | |
| 318 | |
| 353 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor( | 319 const GrFragmentProcessor* SkLightingShaderImpl::asFragmentProcessor( |
| 354 GrContext* context, | 320 GrContext* context, |
| 355 const SkMatrix& viewM, | 321 const SkMatrix& viewM, |
| 356 const SkMatrix* localMatrix , | 322 const SkMatrix* localMatrix , |
| 357 SkFilterQuality filterQuali ty, | 323 SkFilterQuality filterQuali ty, |
| 358 SkSourceGammaTreatment gamm aTreatment) const { | 324 SkSourceGammaTreatment gamm aTreatment) const { |
| 359 // we assume diffuse and normal maps have same width and height | 325 // we assume diffuse and normal maps have same width and height |
| 360 // TODO: support different sizes | 326 // TODO: support different sizes |
| 361 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && | 327 SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
| 362 fDiffuseMap.height() == fNormalMap.height()); | 328 fDiffuseMap.height() == fNormalMap.height()); |
| 363 SkMatrix diffM, normM; | 329 SkMatrix diffM; |
| 364 | 330 |
| 365 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { | 331 if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { |
| 366 return nullptr; | 332 return nullptr; |
| 367 } | 333 } |
| 368 | 334 |
| 369 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { | |
| 370 return nullptr; | |
| 371 } | |
| 372 | |
| 373 bool doBicubic; | 335 bool doBicubic; |
| 374 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode ( | 336 GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode ( |
| 375 SkTMin(filterQuality, kMedium_SkFilterQu ality), | 337 SkTMin(filterQuality, kMedium_SkFilterQu ality), |
| 376 viewM, | 338 viewM, |
| 377 this->getLocalMatrix(), | 339 this->getLocalMatrix(), |
| 378 &doBicubic); | 340 &doBicubic); |
| 379 SkASSERT(!doBicubic); | 341 SkASSERT(!doBicubic); |
| 380 | 342 |
| 381 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode ( | |
| 382 SkTMin(filterQuality, kMedium_SkFilterQu ality), | |
| 383 viewM, | |
| 384 fNormLocalMatrix, | |
| 385 &doBicubic); | |
| 386 SkASSERT(!doBicubic); | |
| 387 | |
| 388 // TODO: support other tile modes | 343 // TODO: support other tile modes |
| 389 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); | 344 GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); |
| 390 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, | 345 SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, |
| 391 fDiffuseMap, diffParams, | 346 fDiffuseMap, diffParams, |
| 392 gammaTreatme nt)); | 347 gammaTreatme nt)); |
| 393 if (!diffuseTexture) { | 348 if (!diffuseTexture) { |
| 394 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit map to texture."); | 349 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit map to texture."); |
| 395 return nullptr; | 350 return nullptr; |
| 396 } | 351 } |
| 397 | 352 |
| 398 GrTextureParams normParams(kClamp_TileMode, normFilterMode); | 353 // TODO is this correct memory handling? |
|
egdaniel
2016/06/09 16:56:37
should work. When you pass it into LightingFP and
dvonbeck
2016/06/09 18:51:28
The master upstream changed and asFragmentProcesso
| |
| 399 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, | 354 SkAutoTUnref<const GrFragmentProcessor> normalFP( |
| 400 fNormalMap, n ormParams, | 355 fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filt erQuality, |
| 401 gammaTreatmen t)); | 356 gammaTreatment) |
| 402 if (!normalTexture) { | 357 ); |
| 403 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit map to texture."); | |
| 404 return nullptr; | |
| 405 } | |
| 406 | |
| 407 SkAutoTUnref<const GrFragmentProcessor> inner ( | 358 SkAutoTUnref<const GrFragmentProcessor> inner ( |
| 408 new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights, | 359 new LightingFP(diffuseTexture, diffM, diffParams, fLights, normalFP)); |
| 409 fInvNormRotation)); | |
| 410 return GrFragmentProcessor::MulOutputByInputAlpha(inner); | 360 return GrFragmentProcessor::MulOutputByInputAlpha(inner); |
| 411 } | 361 } |
| 412 | 362 |
| 413 #endif | 363 #endif |
| 414 | 364 |
| 415 //////////////////////////////////////////////////////////////////////////// | 365 //////////////////////////////////////////////////////////////////////////// |
| 416 | 366 |
| 417 bool SkLightingShaderImpl::isOpaque() const { | 367 bool SkLightingShaderImpl::isOpaque() const { |
| 418 return fDiffuseMap.isOpaque(); | 368 return fDiffuseMap.isOpaque(); |
| 419 } | 369 } |
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| 726 invNormRotation, diffLocalM, normLoc alM); | 676 invNormRotation, diffLocalM, normLoc alM); |
| 727 } | 677 } |
| 728 | 678 |
| 729 /////////////////////////////////////////////////////////////////////////////// | 679 /////////////////////////////////////////////////////////////////////////////// |
| 730 | 680 |
| 731 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 681 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
| 732 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 682 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
| 733 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 683 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 734 | 684 |
| 735 /////////////////////////////////////////////////////////////////////////////// | 685 /////////////////////////////////////////////////////////////////////////////// |
| OLD | NEW |