Index: src/core/SkLightingShader.cpp |
diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp |
index a2ce52fe28764b2750546faf09ae96194cbc2a85..96a4850dfd0d98eb0dcf9b65a6b3914e725fefcc 100644 |
--- a/src/core/SkLightingShader.cpp |
+++ b/src/core/SkLightingShader.cpp |
@@ -52,7 +52,8 @@ public: |
SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, |
const sk_sp<SkLights> lights, |
const SkVector& invNormRotation, |
- const SkMatrix* diffLocalM, const SkMatrix* normLocalM) |
+ const SkMatrix* diffLocalM, const SkMatrix* normLocalM, |
+ sk_sp<const SkLightingShader::NormalSource> normalSource) |
egdaniel
2016/06/10 14:23:28
putting a const inside of an sk_sp is generally a
dvonbeck
2016/06/10 15:22:29
Done.
|
: INHERITED(diffLocalM) |
, fDiffuseMap(diffuse) |
, fNormalMap(normal) |
@@ -67,6 +68,7 @@ public: |
// Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe. |
(void)fNormLocalMatrix.getType(); |
+ fNormalSource = normalSource; |
egdaniel
2016/06/10 14:23:28
use std::move(
dvonbeck
2016/06/10 15:22:29
Done.
|
} |
bool isOpaque() const override; |
@@ -117,6 +119,8 @@ private: |
SkMatrix fNormLocalMatrix; |
SkVector fInvNormRotation; |
+ sk_sp<const SkLightingShader::NormalSource> fNormalSource; |
egdaniel
2016/06/10 14:23:27
again const sk_sp is bad.
dvonbeck
2016/06/10 15:22:29
Done.
|
+ |
friend class SkLightingShader; |
typedef SkShader INHERITED; |
@@ -139,19 +143,12 @@ private: |
class LightingFP : public GrFragmentProcessor { |
public: |
- LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix, |
- const SkMatrix& normMatrix, const GrTextureParams& diffParams, |
- const GrTextureParams& normParams, sk_sp<SkLights> lights, |
- const SkVector& invNormRotation) |
+ LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTextureParams& diffParams, |
+ sk_sp<SkLights> lights, sk_sp<GrFragmentProcessor> normalFP) |
: fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode()) |
- , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode()) |
- , fDiffuseTextureAccess(diffuse, diffParams) |
- , fNormalTextureAccess(normal, normParams) |
- , fInvNormRotation(invNormRotation) { |
+ , fDiffuseTextureAccess(diffuse, diffParams) { |
this->addCoordTransform(&fDiffDeviceTransform); |
- this->addCoordTransform(&fNormDeviceTransform); |
this->addTextureAccess(&fDiffuseTextureAccess); |
- this->addTextureAccess(&fNormalTextureAccess); |
// fuse all ambient lights into a single one |
fAmbientColor.set(0.0f, 0.0f, 0.0f); |
@@ -165,6 +162,7 @@ public: |
} |
} |
+ this->registerChildProcessor(normalFP); |
egdaniel
2016/06/10 14:23:27
use std::move(noramlFP) here
dvonbeck
2016/06/10 15:22:29
Done.
|
this->initClassID<LightingFP>(); |
} |
@@ -174,7 +172,6 @@ public: |
fLightDir.fX = 10000.0f; |
fLightColor.fX = 0.0f; |
fAmbientColor.fX = 0.0f; |
- fInvNormRotation.set(0.0f, 0.0f); |
} |
void emitCode(EmitArgs& args) override { |
@@ -198,33 +195,16 @@ public: |
kVec3f_GrSLType, kDefault_GrSLPrecision, |
"AmbientColor", &ambientColorUniName); |
- const char* xformUniName = nullptr; |
- fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
- kVec2f_GrSLType, kDefault_GrSLPrecision, |
- "Xform", &xformUniName); |
- |
fragBuilder->codeAppend("vec4 diffuseColor = "); |
fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fTexSamplers[0], |
args.fCoords[0].c_str(), |
args.fCoords[0].getType()); |
fragBuilder->codeAppend(";"); |
- fragBuilder->codeAppend("vec4 normalColor = "); |
- fragBuilder->appendTextureLookup(args.fTexSamplers[1], |
- args.fCoords[1].c_str(), |
- args.fCoords[1].getType()); |
- fragBuilder->codeAppend(";"); |
- |
- fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); |
- |
- 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); |
- |
- // TODO: inverse map the light direction vectors in the vertex shader rather than |
- // transforming all the normals here! |
- fragBuilder->codeAppend("normal = normalize(m*normal);"); |
+ SkString dstNormalName("dstNormal"); |
+ this->emitChild(0, nullptr, &dstNormalName, args); |
+ fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str()); |
fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", |
lightDirUniName); |
// diffuse light |
@@ -262,12 +242,6 @@ public: |
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
fAmbientColor = ambientColor; |
} |
- |
- const SkVector& invNormRotation = lightingFP.invNormRotation(); |
- if (invNormRotation != fInvNormRotation) { |
- pdman.set2fv(fXformUni, 1, &invNormRotation.fX); |
- fInvNormRotation = invNormRotation; |
- } |
} |
private: |
@@ -279,9 +253,6 @@ public: |
SkColor3f fAmbientColor; |
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
- |
- SkVector fInvNormRotation; |
- GrGLSLProgramDataManager::UniformHandle fXformUni; |
}; |
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
@@ -297,32 +268,25 @@ public: |
const SkVector3& lightDir() const { return fLightDir; } |
const SkColor3f& lightColor() const { return fLightColor; } |
const SkColor3f& ambientColor() const { return fAmbientColor; } |
- const SkVector& invNormRotation() const { return fInvNormRotation; } |
private: |
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; } |
bool onIsEqual(const GrFragmentProcessor& proc) const override { |
+ // TODO add comparison of NormalFPs |
egdaniel
2016/06/10 14:23:27
The base class of isEquals takes care of calling c
dvonbeck
2016/06/10 15:22:29
Done.
|
const LightingFP& lightingFP = proc.cast<LightingFP>(); |
return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform && |
- fNormDeviceTransform == lightingFP.fNormDeviceTransform && |
fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
- fNormalTextureAccess == lightingFP.fNormalTextureAccess && |
fLightDir == lightingFP.fLightDir && |
fLightColor == lightingFP.fLightColor && |
- fAmbientColor == lightingFP.fAmbientColor && |
- fInvNormRotation == lightingFP.fInvNormRotation; |
+ fAmbientColor == lightingFP.fAmbientColor; |
} |
GrCoordTransform fDiffDeviceTransform; |
- GrCoordTransform fNormDeviceTransform; |
GrTextureAccess fDiffuseTextureAccess; |
- GrTextureAccess fNormalTextureAccess; |
SkVector3 fLightDir; |
SkColor3f fLightColor; |
SkColor3f fAmbientColor; |
- |
- SkVector fInvNormRotation; |
}; |
//////////////////////////////////////////////////////////////////////////// |
@@ -360,16 +324,12 @@ sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor( |
// TODO: support different sizes |
SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
fDiffuseMap.height() == fNormalMap.height()); |
- SkMatrix diffM, normM; |
+ SkMatrix diffM; |
if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { |
return nullptr; |
} |
- if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { |
- return nullptr; |
- } |
- |
bool doBicubic; |
GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode( |
SkTMin(filterQuality, kMedium_SkFilterQuality), |
@@ -378,13 +338,6 @@ sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor( |
&doBicubic); |
SkASSERT(!doBicubic); |
- GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode( |
- SkTMin(filterQuality, kMedium_SkFilterQuality), |
- viewM, |
- fNormLocalMatrix, |
- &doBicubic); |
- SkASSERT(!doBicubic); |
- |
// TODO: support other tile modes |
GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); |
SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, |
@@ -395,18 +348,15 @@ sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor( |
return nullptr; |
} |
- GrTextureParams normParams(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? FPs were changed to use sk_sp so it is different from |
egdaniel
2016/06/10 14:23:28
This should still be fine still
dvonbeck
2016/06/10 15:22:29
Done.
|
+ * last patch |
+ */ |
+ sk_sp<GrFragmentProcessor> normalFP( |
+ fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filterQuality, |
+ gammaTreatment)); |
sk_sp<GrFragmentProcessor> inner ( |
- new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights, |
- fInvNormRotation)); |
+ new LightingFP(diffuseTexture, diffM, diffParams, fLights, normalFP)); |
egdaniel
2016/06/10 14:23:27
I believe you want to use std::move here around no
dvonbeck
2016/06/10 15:22:29
Done.
|
+ |
return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); |
} |
@@ -615,8 +565,11 @@ sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { |
invNormRotation = buf.readPoint(); |
} |
+ sk_sp<SkLightingShader::NormalSource> normalSource( |
+ static_cast<SkLightingShader::NormalSource*>(buf.readFlattenable(kNormalSource_Type))); |
+ |
return sk_make_sp<SkLightingShaderImpl>(diffuse, normal, std::move(lights), invNormRotation, |
- &diffLocalM, &normLocalM); |
+ &diffLocalM, &normLocalM, normalSource); |
egdaniel
2016/06/10 14:23:27
wrap normalSouce in std::move
dvonbeck
2016/06/10 15:22:29
Done.
|
} |
void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
@@ -644,6 +597,8 @@ void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
} |
} |
buf.writePoint(fInvNormRotation); |
+ |
+ buf.writeFlattenable(fNormalSource.get()); |
} |
bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec, |
@@ -721,9 +676,10 @@ sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse, const SkBitmap& |
} |
SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); |
- |
+ sk_sp<SkLightingShader::NormalSource> normalSource = |
+ SkLightingShader::NormalMapSource::Make(normal, invNormRotation, normLocalM); |
return sk_make_sp<SkLightingShaderImpl>(diffuse, normal, std::move(lights), |
- invNormRotation, diffLocalM, normLocalM); |
+ invNormRotation, diffLocalM, normLocalM, normalSource); |
} |
/////////////////////////////////////////////////////////////////////////////// |