Index: src/core/SkLightingShader_NormalSource.cpp |
diff --git a/src/core/SkLightingShader_NormalSource.cpp b/src/core/SkLightingShader_NormalSource.cpp |
deleted file mode 100644 |
index 8ad3ed9ec57691811a0580574bbb9908831acda3..0000000000000000000000000000000000000000 |
--- a/src/core/SkLightingShader_NormalSource.cpp |
+++ /dev/null |
@@ -1,290 +0,0 @@ |
-/* |
- * 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" |
- |
-// Genretating vtable |
-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) |
- |
-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"; } |
- |
- 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) { |
- |
- 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 { |
- 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 |
- |
-//////////////////////////////////////////////////////////////////////////// |