Chromium Code Reviews| Index: src/core/SkLightingShader_NormalSource.cpp |
| diff --git a/src/core/SkLightingShader_NormalSource.cpp b/src/core/SkLightingShader_NormalSource.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..7d195054e20652690842ed0194fcc8cf69bbf51b |
| --- /dev/null |
| +++ b/src/core/SkLightingShader_NormalSource.cpp |
| @@ -0,0 +1,291 @@ |
| +/* |
| + * 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 "SkBitmapProcShader.h" |
| +#include "SkError.h" |
| +#include "SkErrorInternals.h" |
| +#include "SkLightingShader.h" |
| +#include "SkReadBuffer.h" |
| +#include "SkWriteBuffer.h" |
| + |
| +SkLightingShader::NormalSource::~NormalSource(){} |
| + |
| +/////////////////////////////////////////////////////////////////////////////// |
| + |
| +class SK_API NormalMapSourceImpl : public SkLightingShader::NormalSource { |
| +public: |
| + NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation, |
| + const SkMatrix *normLocalM) |
| + : fNormalMap(normal) |
| + , fInvNormRotation(invNormRotation) { |
| + |
| + if (normLocalM) { |
| + fNormLocalMatrix = *normLocalM; |
| + } else { |
| + fNormLocalMatrix.reset(); |
| + } |
| + // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe. |
| + (void)fNormLocalMatrix.getType(); |
| + } |
| + |
| +#if SK_SUPPORT_GPU |
| + sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, |
| + const SkMatrix& viewM, |
| + const SkMatrix* localMatrix, |
| + SkFilterQuality, |
| + SkSourceGammaTreatment) const override; |
| +#endif |
| + |
| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl) |
|
dvonbeck
2016/06/10 18:31:22
FLATTENABLE: Macro
|
| + |
| +protected: |
| + void flatten(SkWriteBuffer& buf) const override; |
| + |
| +private: |
| + SkBitmap fNormalMap; |
| + SkMatrix fNormLocalMatrix; |
| + SkVector fInvNormRotation; |
| + |
| + friend class SkLightingShader::NormalMapSource; |
| + |
| + typedef SkLightingShader::NormalSource INHERITED; |
| +}; |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +#if SK_SUPPORT_GPU |
| + |
| +#include "GrCoordTransform.h" |
| +#include "GrInvariantOutput.h" |
| +#include "GrTextureParams.h" |
| +#include "glsl/GrGLSLFragmentProcessor.h" |
| +#include "glsl/GrGLSLFragmentShaderBuilder.h" |
| +#include "SkGr.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()) |
| + , fNormalTextureAccess(normal, normParams) |
| + , fInvNormRotation(invNormRotation) { |
| + this->addCoordTransform(&fNormDeviceTransform); |
| + this->addTextureAccess(&fNormalTextureAccess); |
| + |
| + this->initClassID<NormalMapFP>(); |
| + } |
| + |
| + class GLSLNormalMapFP : public GrGLSLFragmentProcessor { |
| + public: |
| + GLSLNormalMapFP() { |
| + 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); |
| + } |
| + |
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| + GrProcessorKeyBuilder* b) { |
| + b->add32(0x0); |
| + } |
| + |
| + 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 { |
| + GLSLNormalMapFP::GenKey(*this, caps, b); |
| + } |
| + |
| + const char* name() const override { return "NormalMapFP"; } |
| + |
| + // TODO what is this? keep? delete? |
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| + inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput); |
| + } |
| + |
| + const SkVector& invNormRotation() const { return fInvNormRotation; } |
| + |
| +private: |
| + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalMapFP; } |
| + |
| + 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; |
| +} |
| + |
| +sk_sp<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 |
| + // will be addressed when diffuse maps are factored out of SkLightingShader in a future CL |
| + |
| + 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; |
| + } |
| + |
| + return sk_make_sp<NormalMapFP>(normalTexture, normM, normParams, fInvNormRotation); |
| +} |
| + |
| +#endif // SK_SUPPORT_GPU |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +sk_sp<SkFlattenable> NormalMapSourceImpl::CreateProc(SkReadBuffer& buf) { |
|
dvonbeck
2016/06/10 18:31:21
FLATTENABLE: Reading NormalMapSourceImpl from buff
|
| + |
| + SkMatrix normLocalM; |
| + bool hasNormLocalM = buf.readBool(); |
| + if (hasNormLocalM) { |
| + buf.readMatrix(&normLocalM); |
| + } else { |
| + normLocalM.reset(); |
| + } |
| + |
| + SkBitmap normal; |
| + if (!buf.readBitmap(&normal)) { |
| + return nullptr; |
| + } |
| + normal.setImmutable(); |
| + |
| + SkVector invNormRotation = {1,0}; |
| + if (!buf.isVersionLT(SkReadBuffer::kLightingShaderWritesInvNormRotation)) { |
| + invNormRotation = buf.readPoint(); |
| + } |
| + |
| + return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, &normLocalM); |
| +} |
| + |
| +void NormalMapSourceImpl::flatten(SkWriteBuffer& buf) const { |
|
dvonbeck
2016/06/10 18:31:22
FLATTENABLE: Flattening NormalMapSourceImpl
|
| + this->INHERITED::flatten(buf); |
| + |
| + bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); |
| + buf.writeBool(hasNormLocalM); |
| + if (hasNormLocalM) { |
| + buf.writeMatrix(fNormLocalMatrix); |
| + } |
| + |
| + buf.writeBitmap(fNormalMap); |
| + buf.writePoint(fInvNormRotation); |
| +} |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +sk_sp<SkLightingShader::NormalSource> SkLightingShader::NormalMapSource::Make( |
| + const SkBitmap &normal, const SkVector &invNormRotation, const SkMatrix *normLocalM) { |
| + |
| + // TODO not checking normal and diffuse maps to be same size, will be addressed when diffuse |
| + // maps are factored out of SkLightingShader in a future CL |
| + if (normal.isNull() || SkBitmapProcShader::bitmapIsTooBig(normal)) { |
| + return nullptr; |
| + } |
| + |
| + SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); |
| + |
| + return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, normLocalM); |
| +} |
| + |
| +//////////////////////////////////////////////////////////////////////////// |
| + |
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader::NormalMapSource) |
| + SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl) |
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| + |
| +//////////////////////////////////////////////////////////////////////////// |