| OLD | NEW |
| (Empty) |
| 1 /* | |
| 2 * Copyright 2016 Google Inc. | |
| 3 * | |
| 4 * Use of this source code is governed by a BSD-style license that can be | |
| 5 * found in the LICENSE file. | |
| 6 */ | |
| 7 | |
| 8 #include "SkBitmapProcShader.h" | |
| 9 #include "SkError.h" | |
| 10 #include "SkErrorInternals.h" | |
| 11 #include "SkLightingShader.h" | |
| 12 #include "SkReadBuffer.h" | |
| 13 #include "SkWriteBuffer.h" | |
| 14 | |
| 15 // Genretating vtable | |
| 16 SkLightingShader::NormalSource::~NormalSource() {} | |
| 17 | |
| 18 /////////////////////////////////////////////////////////////////////////////// | |
| 19 | |
| 20 class NormalMapSourceImpl : public SkLightingShader::NormalSource { | |
| 21 public: | |
| 22 NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation, | |
| 23 const SkMatrix *normLocalM) | |
| 24 : fNormalMap(normal) | |
| 25 , fInvNormRotation(invNormRotation) { | |
| 26 | |
| 27 if (normLocalM) { | |
| 28 fNormLocalMatrix = *normLocalM; | |
| 29 } else { | |
| 30 fNormLocalMatrix.reset(); | |
| 31 } | |
| 32 // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsaf
e. | |
| 33 (void)fNormLocalMatrix.getType(); | |
| 34 } | |
| 35 | |
| 36 #if SK_SUPPORT_GPU | |
| 37 sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*, | |
| 38 const SkMatrix& viewM, | |
| 39 const SkMatrix* localMatrix, | |
| 40 SkFilterQuality, | |
| 41 SkSourceGammaTreatment) const
override; | |
| 42 #endif | |
| 43 | |
| 44 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl) | |
| 45 | |
| 46 protected: | |
| 47 void flatten(SkWriteBuffer& buf) const override; | |
| 48 | |
| 49 private: | |
| 50 SkBitmap fNormalMap; | |
| 51 SkMatrix fNormLocalMatrix; | |
| 52 SkVector fInvNormRotation; | |
| 53 | |
| 54 friend class SkLightingShader::NormalSource; | |
| 55 | |
| 56 typedef SkLightingShader::NormalSource INHERITED; | |
| 57 }; | |
| 58 | |
| 59 //////////////////////////////////////////////////////////////////////////// | |
| 60 | |
| 61 #if SK_SUPPORT_GPU | |
| 62 | |
| 63 #include "GrCoordTransform.h" | |
| 64 #include "GrInvariantOutput.h" | |
| 65 #include "GrTextureParams.h" | |
| 66 #include "glsl/GrGLSLFragmentProcessor.h" | |
| 67 #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| 68 #include "SkGr.h" | |
| 69 | |
| 70 class NormalMapFP : public GrFragmentProcessor { | |
| 71 public: | |
| 72 NormalMapFP(GrTexture* normal, const SkMatrix& normMatrix, const GrTexturePa
rams& normParams, | |
| 73 const SkVector& invNormRotation) | |
| 74 : fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams
.filterMode()) | |
| 75 , fNormalTextureAccess(normal, normParams) | |
| 76 , fInvNormRotation(invNormRotation) { | |
| 77 this->addCoordTransform(&fNormDeviceTransform); | |
| 78 this->addTextureAccess(&fNormalTextureAccess); | |
| 79 | |
| 80 this->initClassID<NormalMapFP>(); | |
| 81 } | |
| 82 | |
| 83 class GLSLNormalMapFP : public GrGLSLFragmentProcessor { | |
| 84 public: | |
| 85 GLSLNormalMapFP() { | |
| 86 fInvNormRotation.set(0.0f, 0.0f); | |
| 87 } | |
| 88 | |
| 89 void emitCode(EmitArgs& args) override { | |
| 90 | |
| 91 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| 92 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
| 93 | |
| 94 // add uniform | |
| 95 const char* xformUniName = nullptr; | |
| 96 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, | |
| 97 kVec2f_GrSLType, kDefault_GrS
LPrecision, | |
| 98 "Xform", &xformUniName); | |
| 99 | |
| 100 fragBuilder->codeAppend("vec4 normalColor = "); | |
| 101 fragBuilder->appendTextureLookup(args.fTexSamplers[0], | |
| 102 args.fCoords[0].c_str(), | |
| 103 args.fCoords[0].getType()); | |
| 104 fragBuilder->codeAppend(";"); | |
| 105 | |
| 106 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"
); | |
| 107 | |
| 108 // TODO: inverse map the light direction vectors in the vertex shade
r rather than | |
| 109 // transforming all the normals here! | |
| 110 fragBuilder->codeAppendf( | |
| 111 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0,
1.0);", | |
| 112 xformUniName, xformUniName, xformUniName, xformUniName); | |
| 113 | |
| 114 fragBuilder->codeAppend("normal = normalize(m*normal);"); | |
| 115 fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor)
; | |
| 116 } | |
| 117 | |
| 118 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
| 119 GrProcessorKeyBuilder* b) { | |
| 120 b->add32(0x0); | |
| 121 } | |
| 122 | |
| 123 protected: | |
| 124 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override { | |
| 125 const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>(); | |
| 126 | |
| 127 const SkVector& invNormRotation = normalMapFP.invNormRotation(); | |
| 128 if (invNormRotation != fInvNormRotation) { | |
| 129 pdman.set2fv(fXformUni, 1, &invNormRotation.fX); | |
| 130 fInvNormRotation = invNormRotation; | |
| 131 } | |
| 132 } | |
| 133 | |
| 134 private: | |
| 135 SkVector fInvNormRotation; | |
| 136 GrGLSLProgramDataManager::UniformHandle fXformUni; | |
| 137 }; | |
| 138 | |
| 139 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b)
const override { | |
| 140 GLSLNormalMapFP::GenKey(*this, caps, b); | |
| 141 } | |
| 142 | |
| 143 const char* name() const override { return "NormalMapFP"; } | |
| 144 | |
| 145 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
| 146 inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput); | |
| 147 } | |
| 148 | |
| 149 const SkVector& invNormRotation() const { return fInvNormRotation; } | |
| 150 | |
| 151 private: | |
| 152 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new
GLSLNormalMapFP; } | |
| 153 | |
| 154 bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
| 155 const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>(); | |
| 156 return fNormDeviceTransform == normalMapFP.fNormDeviceTransform && | |
| 157 fNormalTextureAccess == normalMapFP.fNormalTextureAccess && | |
| 158 fInvNormRotation == normalMapFP.fInvNormRotation; | |
| 159 } | |
| 160 | |
| 161 GrCoordTransform fNormDeviceTransform; | |
| 162 GrTextureAccess fNormalTextureAccess; | |
| 163 SkVector fInvNormRotation; | |
| 164 }; | |
| 165 | |
| 166 // TODO same code at SkLightingShader.cpp. Refactor to common source! | |
| 167 static bool make_mat(const SkBitmap& bm, | |
| 168 const SkMatrix& localMatrix1, | |
| 169 const SkMatrix* localMatrix2, | |
| 170 SkMatrix* result) { | |
| 171 | |
| 172 result->setIDiv(bm.width(), bm.height()); | |
| 173 | |
| 174 SkMatrix lmInverse; | |
| 175 if (!localMatrix1.invert(&lmInverse)) { | |
| 176 return false; | |
| 177 } | |
| 178 if (localMatrix2) { | |
| 179 SkMatrix inv; | |
| 180 if (!localMatrix2->invert(&inv)) { | |
| 181 return false; | |
| 182 } | |
| 183 lmInverse.postConcat(inv); | |
| 184 } | |
| 185 result->preConcat(lmInverse); | |
| 186 | |
| 187 return true; | |
| 188 } | |
| 189 | |
| 190 sk_sp<GrFragmentProcessor> NormalMapSourceImpl::asFragmentProcessor( | |
| 191 GrContext *context, | |
| 192 const SkMatrix &viewM, | |
| 193 const SkMatrix *localMatrix
, | |
| 194 SkFilterQuality filterQuali
ty, | |
| 195 SkSourceGammaTreatment gamm
aTreatment) const { | |
| 196 | |
| 197 // TODO Here, the old code was checking that diffuse map and normal map are
same size, that | |
| 198 // will be addressed when diffuse maps are factored out of SkLightingSh
ader in a future CL | |
| 199 | |
| 200 SkMatrix normM; | |
| 201 if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { | |
| 202 return nullptr; | |
| 203 } | |
| 204 | |
| 205 bool doBicubic; | |
| 206 GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode
( | |
| 207 SkTMin(filterQuality, kMedium_SkFilterQuality), | |
| 208 viewM, | |
| 209 fNormLocalMatrix, | |
| 210 &doBicubic); | |
| 211 SkASSERT(!doBicubic); | |
| 212 | |
| 213 // TODO: support other tile modes | |
| 214 GrTextureParams normParams(SkShader::kClamp_TileMode, normFilterMode); | |
| 215 SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, | |
| 216 fNormalMap, | |
| 217 normParams, | |
| 218 gammaTreatmen
t)); | |
| 219 if (!normalTexture) { | |
| 220 SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bit
map to texture."); | |
| 221 return nullptr; | |
| 222 } | |
| 223 | |
| 224 return sk_make_sp<NormalMapFP>(normalTexture, normM, normParams, fInvNormRot
ation); | |
| 225 } | |
| 226 | |
| 227 #endif // SK_SUPPORT_GPU | |
| 228 | |
| 229 //////////////////////////////////////////////////////////////////////////// | |
| 230 | |
| 231 sk_sp<SkFlattenable> NormalMapSourceImpl::CreateProc(SkReadBuffer& buf) { | |
| 232 | |
| 233 SkMatrix normLocalM; | |
| 234 bool hasNormLocalM = buf.readBool(); | |
| 235 if (hasNormLocalM) { | |
| 236 buf.readMatrix(&normLocalM); | |
| 237 } else { | |
| 238 normLocalM.reset(); | |
| 239 } | |
| 240 | |
| 241 SkBitmap normal; | |
| 242 if (!buf.readBitmap(&normal)) { | |
| 243 return nullptr; | |
| 244 } | |
| 245 normal.setImmutable(); | |
| 246 | |
| 247 SkVector invNormRotation = {1,0}; | |
| 248 if (!buf.isVersionLT(SkReadBuffer::kLightingShaderWritesInvNormRotation)) { | |
| 249 invNormRotation = buf.readPoint(); | |
| 250 } | |
| 251 | |
| 252 return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, &normLocalM)
; | |
| 253 } | |
| 254 | |
| 255 void NormalMapSourceImpl::flatten(SkWriteBuffer& buf) const { | |
| 256 this->INHERITED::flatten(buf); | |
| 257 | |
| 258 bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); | |
| 259 buf.writeBool(hasNormLocalM); | |
| 260 if (hasNormLocalM) { | |
| 261 buf.writeMatrix(fNormLocalMatrix); | |
| 262 } | |
| 263 | |
| 264 buf.writeBitmap(fNormalMap); | |
| 265 buf.writePoint(fInvNormRotation); | |
| 266 } | |
| 267 | |
| 268 //////////////////////////////////////////////////////////////////////////// | |
| 269 | |
| 270 sk_sp<SkLightingShader::NormalSource> SkLightingShader::NormalSource::MakeMap( | |
| 271 const SkBitmap &normal, const SkVector &invNormRotation, const SkMatrix
*normLocalM) { | |
| 272 | |
| 273 // TODO not checking normal and diffuse maps to be same size, will be addres
sed when diffuse | |
| 274 // maps are factored out of SkLightingShader in a future CL | |
| 275 if (normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal)) { | |
| 276 return nullptr; | |
| 277 } | |
| 278 | |
| 279 SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); | |
| 280 | |
| 281 return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, normLocalM); | |
| 282 } | |
| 283 | |
| 284 //////////////////////////////////////////////////////////////////////////// | |
| 285 | |
| 286 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader::NormalSource) | |
| 287 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl) | |
| 288 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
| 289 | |
| 290 //////////////////////////////////////////////////////////////////////////// | |
| OLD | NEW |