Chromium Code Reviews| Index: src/core/SkNormalSourceImpl.cpp |
| diff --git a/src/core/SkNormalSourceImpl.cpp b/src/core/SkNormalSourceImpl.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..3cfbdf555e7420b101ea4b0b6b855652ee0b60ed |
| --- /dev/null |
| +++ b/src/core/SkNormalSourceImpl.cpp |
| @@ -0,0 +1,226 @@ |
| +/* |
| + * Copyright 2016 Google Inc. |
| + * |
| + * Use of this source code is governed by a BSD-style license that can be |
| + * found in the LICENSE file. |
| + */ |
| + |
| +#include "SkNormalSourceImpl.h" |
| +#include "SkShader.h" |
| + |
| +class NormalMapFP : public GrFragmentProcessor { |
| +public: |
| + NormalMapFP(GrTexture* normal, const SkMatrix& normMatrix, const GrTextureParams& normParams, |
| + const SkVector& invNormRotation) |
| + : fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode()) |
|
egdaniel
2016/06/09 16:56:38
Skia's style has these initiliazers only tabbed in
dvonbeck
2016/06/09 18:51:29
Done.
|
| + , fNormalTextureAccess(normal, normParams) |
| + , fInvNormRotation(invNormRotation) { |
| + this->addCoordTransform(&fNormDeviceTransform); |
| + this->addTextureAccess(&fNormalTextureAccess); |
| + |
| + this->initClassID<NormalMapFP>(); |
| + } |
| + |
| + class NormalMapGLFP : public GrGLSLFragmentProcessor { |
|
egdaniel
2016/06/09 16:56:38
Usually we put the GL in front of the class name,
dvonbeck
2016/06/09 18:51:29
Done.
|
| + public: |
| + NormalMapGLFP() { |
| + fInvNormRotation.set(0.0f, 0.0f); |
| + } |
| + |
| + void emitCode(EmitArgs& args) override { |
| + |
| + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
| + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
| + |
| + // add uniform |
| + const char* xformUniName = nullptr; |
| + fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
| + kVec2f_GrSLType, kDefault_GrSLPrecision, |
| + "Xform", &xformUniName); |
| + |
| + fragBuilder->codeAppend("vec4 normalColor = "); |
| + fragBuilder->appendTextureLookup(args.fTexSamplers[0], |
| + args.fCoords[0].c_str(), |
| + args.fCoords[0].getType()); |
| + fragBuilder->codeAppend(";"); |
| + |
| + fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); |
| + |
| + // TODO: inverse map the light direction vectors in the vertex shader rather than |
| + // transforming all the normals here! |
| + fragBuilder->codeAppendf( |
| + "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0, 1.0);", |
| + xformUniName, xformUniName, xformUniName, xformUniName); |
| + |
| + fragBuilder->codeAppend("normal = normalize(m*normal);"); |
| + fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor); |
| + } |
| + |
| + // TODO does this need changing now? |
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| + GrProcessorKeyBuilder* b) { |
| +// const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| + // only one shader generated currently |
| + b->add32(0x0); |
|
egdaniel
2016/06/09 16:56:38
This should be fine outputing zero. Clean up the c
dvonbeck
2016/06/09 18:51:29
Done.
|
| + } |
| + |
| + protected: |
| + void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { |
| + const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>(); |
| + |
| + const SkVector& invNormRotation = normalMapFP.invNormRotation(); |
| + if (invNormRotation != fInvNormRotation) { |
| + pdman.set2fv(fXformUni, 1, &invNormRotation.fX); |
| + fInvNormRotation = invNormRotation; |
| + } |
| + } |
| + |
| + private: |
| + SkVector fInvNormRotation; |
| + GrGLSLProgramDataManager::UniformHandle fXformUni; |
| + }; |
| + |
| + void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
| + NormalMapGLFP::GenKey(*this, caps, b); |
| + } |
| + |
| + const char* name() const override { return "NormalMapFP"; } |
| + |
| + // TODO what is this? keep? delete? |
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| + inout->mulByUnknownFourComponents(); |
|
egdaniel
2016/06/09 16:56:38
Since this guy doesn't actually use his input, and
dvonbeck
2016/06/09 18:51:29
The object doesn't have a setUnknownFourComponents
egdaniel
2016/06/10 14:23:27
Sorry that was the function on the inner struct. T
dvonbeck
2016/06/10 15:22:28
Done.
|
| + } |
| + |
| + const SkVector& invNormRotation() const { return fInvNormRotation; } |
| + |
| +private: |
| + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new NormalMapGLFP; } |
| + |
| + bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| + const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>(); |
| + return fNormDeviceTransform == normalMapFP.fNormDeviceTransform && |
| + fNormalTextureAccess == normalMapFP.fNormalTextureAccess && |
| + fInvNormRotation == normalMapFP.fInvNormRotation; |
| + } |
| + |
| + GrCoordTransform fNormDeviceTransform; |
| + GrTextureAccess fNormalTextureAccess; |
| + |
| + SkVector fInvNormRotation; |
| +}; |
| + |
| +// TODO same code at SkLightingShader.cpp. Refactor to common source! |
| +static bool make_mat(const SkBitmap& bm, |
| + const SkMatrix& localMatrix1, |
| + const SkMatrix* localMatrix2, |
| + SkMatrix* result) { |
| + |
| + result->setIDiv(bm.width(), bm.height()); |
| + |
| + SkMatrix lmInverse; |
| + if (!localMatrix1.invert(&lmInverse)) { |
| + return false; |
| + } |
| + if (localMatrix2) { |
| + SkMatrix inv; |
| + if (!localMatrix2->invert(&inv)) { |
| + return false; |
| + } |
| + lmInverse.postConcat(inv); |
| + } |
| + result->preConcat(lmInverse); |
| + |
| + return true; |
| +} |
| + |
| +class NormalMapSourceImpl : public NormalSource { |
| +public: |
| + NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation, |
| + const SkMatrix *normLocalM) |
|
egdaniel
2016/06/09 16:56:38
alight with other parameters
dvonbeck
2016/06/09 18:51:29
Done.
|
| + : fNormalMap(normal) |
|
egdaniel
2016/06/09 16:56:38
again remove one tab
dvonbeck
2016/06/09 18:51:29
Done.
|
| + , fInvNormRotation(invNormRotation) { |
| + |
| + if (normLocalM) { |
| + fNormLocalMatrix = *normLocalM; |
| + } else { |
| + fNormLocalMatrix.reset(); |
| + } |
| + // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe. |
| + (void)fNormLocalMatrix.getType(); |
| + } |
| + |
| + const GrFragmentProcessor* asFragmentProcessor( |
| + GrContext* context, |
| + const SkMatrix& viewM, |
| + const SkMatrix* localMatrix, |
| + SkFilterQuality filterQuality, |
| + SkSourceGammaTreatment gammaTreatment) const override; |
| + |
| +private: |
| + SkBitmap fNormalMap; |
| + SkMatrix fNormLocalMatrix; |
| + SkVector fInvNormRotation; |
| +}; |
| + |
| +const GrFragmentProcessor* NormalMapSourceImpl::asFragmentProcessor( |
| + GrContext *context, |
| + const SkMatrix &viewM, |
| + const SkMatrix *localMatrix, |
| + SkFilterQuality filterQuality, |
| + SkSourceGammaTreatment gammaTreatment) const { |
| + |
| + // TODO Here, the old code was checking that diffuse map and normal map are same size, that |
|
egdaniel
2016/06/09 16:56:38
We should really have a way so that the diffuse bi
dvonbeck
2016/06/09 18:51:29
Acknowledged.
|
| + // TODO needs to happen somewhere again! |
| + |
| + SkMatrix normM; |
| + if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { |
| + return nullptr; |
| + } |
| + |
| + bool doBicubic; |
| + GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode( |
| + SkTMin(filterQuality, kMedium_SkFilterQuality), |
| + viewM, |
| + fNormLocalMatrix, |
| + &doBicubic); |
| + SkASSERT(!doBicubic); |
| + |
| + // TODO: support other tile modes |
| + GrTextureParams normParams(SkShader::kClamp_TileMode, normFilterMode); |
| + SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, |
| + fNormalMap, |
| + normParams, |
| + gammaTreatment)); |
| + if (!normalTexture) { |
| + SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture."); |
| + return nullptr; |
| + } |
| + |
| + // TODO is this correct memory handling? |
|
egdaniel
2016/06/09 16:56:38
yes this is fine here. It is the callers responsib
dvonbeck
2016/06/09 18:51:29
Done.
|
| + return new NormalMapFP(normalTexture, normM, normParams, fInvNormRotation); |
| +} |
| + |
| +// TODO This function is also in SkLightingShader. Refactor to common source? |
| +// TODO what does it mean for the funciton to be static |
| +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; |
| +} |
| + |
| +sk_sp<NormalSource> NormalMapSource::Make(const SkBitmap &normal, const SkVector &invNormRotation, |
| + const SkMatrix *normLocalM) { |
| + |
| + // TODO not checking normal and diffuse maps to be same size |
| + if (normal.isNull() || bitmap_is_too_big(normal)) { |
| + return nullptr; |
| + } |
| + |
| + SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); |
| + |
| + return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, normLocalM); |
| +} |