Index: src/core/SkLightingShader.cpp |
diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp |
index c80f26884ae1f2b89b04d293f53fc3695db08f77..aaf29fcf3a344f0bbf8f909f6768bdfb4053ec68 100644 |
--- a/src/core/SkLightingShader.cpp |
+++ b/src/core/SkLightingShader.cpp |
@@ -5,7 +5,6 @@ |
* found in the LICENSE file. |
*/ |
-#include "SkBitmapProcShader.h" |
#include "SkBitmapProcState.h" |
#include "SkColor.h" |
#include "SkEmptyShader.h" |
@@ -43,19 +42,17 @@ |
/** Create a new lighting shader that uses the provided normal map and |
lights to light the diffuse bitmap. |
- @param diffuse the diffuse bitmap |
- @param normal the normal map |
- @param lights the lights applied to the normal map |
- @param invNormRotation rotation applied to the normal map's normals |
- @param diffLocalM the local matrix for the diffuse coordinates |
- @param normLocalM the local matrix for the normal coordinates |
- @param normalSource the normal source for GPU computations |
+ @param diffuse the diffuse bitmap |
+ @param normal the normal map |
+ @param lights the lights applied to the normal map |
+ @param invNormRotation rotation applied to the normal map's normals |
+ @param diffLocalM the local matrix for the diffuse coordinates |
+ @param normLocalM the local matrix for the normal coordinates |
*/ |
SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, |
const sk_sp<SkLights> lights, |
const SkVector& invNormRotation, |
- const SkMatrix* diffLocalM, const SkMatrix* normLocalM, |
- sk_sp<SkLightingShader::NormalSource> normalSource) |
+ const SkMatrix* diffLocalM, const SkMatrix* normLocalM) |
: INHERITED(diffLocalM) |
, fDiffuseMap(diffuse) |
, fNormalMap(normal) |
@@ -70,7 +67,6 @@ |
// Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe. |
(void)fNormLocalMatrix.getType(); |
- fNormalSource = std::move(normalSource); |
} |
bool isOpaque() const override; |
@@ -120,8 +116,6 @@ |
SkMatrix fNormLocalMatrix; |
SkVector fInvNormRotation; |
- |
- sk_sp<SkLightingShader::NormalSource> fNormalSource; |
friend class SkLightingShader; |
@@ -145,12 +139,19 @@ |
class LightingFP : public GrFragmentProcessor { |
public: |
- LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTextureParams& diffParams, |
- sk_sp<SkLights> lights, sk_sp<GrFragmentProcessor> normalFP) |
+ LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix, |
+ const SkMatrix& normMatrix, const GrTextureParams& diffParams, |
+ const GrTextureParams& normParams, sk_sp<SkLights> lights, |
+ const SkVector& invNormRotation) |
: fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode()) |
- , fDiffuseTextureAccess(diffuse, diffParams) { |
+ , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode()) |
+ , fDiffuseTextureAccess(diffuse, diffParams) |
+ , fNormalTextureAccess(normal, normParams) |
+ , fInvNormRotation(invNormRotation) { |
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); |
@@ -164,16 +165,16 @@ |
} |
} |
- this->registerChildProcessor(std::move(normalFP)); |
this->initClassID<LightingFP>(); |
} |
- class GLSLLightingFP : public GrGLSLFragmentProcessor { |
+ class LightingGLFP : public GrGLSLFragmentProcessor { |
public: |
- GLSLLightingFP() { |
+ LightingGLFP() { |
fLightDir.fX = 10000.0f; |
fLightColor.fX = 0.0f; |
fAmbientColor.fX = 0.0f; |
+ fInvNormRotation.set(0.0f, 0.0f); |
} |
void emitCode(EmitArgs& args) override { |
@@ -197,16 +198,33 @@ |
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(";"); |
- SkString dstNormalName("dstNormal"); |
- this->emitChild(0, nullptr, &dstNormalName, args); |
- |
- fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str()); |
+ 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);"); |
+ |
fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", |
lightDirUniName); |
// diffuse light |
@@ -244,6 +262,12 @@ |
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: |
@@ -255,10 +279,13 @@ |
SkColor3f fAmbientColor; |
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; |
+ |
+ SkVector fInvNormRotation; |
+ GrGLSLProgramDataManager::UniformHandle fXformUni; |
}; |
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
- GLSLLightingFP::GenKey(*this, caps, b); |
+ LightingGLFP::GenKey(*this, caps, b); |
} |
const char* name() const override { return "LightingFP"; } |
@@ -270,24 +297,32 @@ |
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 GLSLLightingFP; } |
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; } |
bool onIsEqual(const GrFragmentProcessor& proc) const override { |
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; |
+ fAmbientColor == lightingFP.fAmbientColor && |
+ fInvNormRotation == lightingFP.fInvNormRotation; |
} |
GrCoordTransform fDiffDeviceTransform; |
+ GrCoordTransform fNormDeviceTransform; |
GrTextureAccess fDiffuseTextureAccess; |
+ GrTextureAccess fNormalTextureAccess; |
SkVector3 fLightDir; |
SkColor3f fLightColor; |
SkColor3f fAmbientColor; |
+ |
+ SkVector fInvNormRotation; |
}; |
//////////////////////////////////////////////////////////////////////////// |
@@ -322,39 +357,56 @@ |
SkFilterQuality filterQuality, |
SkSourceGammaTreatment gammaTreatment) const { |
// we assume diffuse and normal maps have same width and height |
- // TODO: support different sizes, will be addressed when diffuse maps are factored out of |
- // SkLightingShader in a future CL |
+ // TODO: support different sizes |
SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
fDiffuseMap.height() == fNormalMap.height()); |
- SkMatrix diffM; |
+ SkMatrix diffM, normM; |
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), |
- viewM, |
- this->getLocalMatrix(), |
- &doBicubic); |
+ SkTMin(filterQuality, kMedium_SkFilterQuality), |
+ viewM, |
+ this->getLocalMatrix(), |
+ &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, fDiffuseMap, |
- diffParams, gammaTreatment)); |
+ SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, |
+ fDiffuseMap, diffParams, |
+ gammaTreatment)); |
if (!diffuseTexture) { |
SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture."); |
return nullptr; |
} |
- sk_sp<GrFragmentProcessor> normalFP( |
- fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filterQuality, |
- gammaTreatment)); |
+ 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; |
+ } |
+ |
sk_sp<GrFragmentProcessor> inner ( |
- new LightingFP(diffuseTexture, diffM, diffParams, fLights, std::move(normalFP))); |
- |
+ new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights, |
+ fInvNormRotation)); |
return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner)); |
} |
@@ -366,14 +418,14 @@ |
return fDiffuseMap.isOpaque(); |
} |
-SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( |
- const SkLightingShaderImpl& shader, |
- const ContextRec& rec, |
- SkBitmapProcState* diffuseState, |
- SkBitmapProcState* normalState) |
+SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader, |
+ const ContextRec& rec, |
+ SkBitmapProcState* diffuseState, |
+ SkBitmapProcState* normalState) |
: INHERITED(shader, rec) |
, fDiffuseState(diffuseState) |
- , fNormalState(normalState) { |
+ , fNormalState(normalState) |
+{ |
const SkPixmap& pixmap = fDiffuseState->fPixmap; |
bool isOpaque = pixmap.isOpaque(); |
@@ -563,11 +615,8 @@ |
invNormRotation = buf.readPoint(); |
} |
- sk_sp<SkLightingShader::NormalSource> normalSource( |
- buf.readFlattenable<SkLightingShader::NormalSource>()); |
- |
return sk_make_sp<SkLightingShaderImpl>(diffuse, normal, std::move(lights), invNormRotation, |
- &diffLocalM, &normLocalM, std::move(normalSource)); |
+ &diffLocalM, &normLocalM); |
} |
void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
@@ -595,8 +644,6 @@ |
} |
} |
buf.writePoint(fInvNormRotation); |
- |
- buf.writeFlattenable(fNormalSource.get()); |
} |
bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec, |
@@ -638,9 +685,7 @@ |
return nullptr; |
} |
- void* normalStateStorage = (char*)storage + |
- sizeof(LightingShaderContext) + |
- sizeof(SkBitmapProcState); |
+ void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); |
SkBitmapProcState* normalState = new (normalStateStorage) SkBitmapProcState(fNormalMap, |
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, |
SkMipMap::DeduceTreatment(rec)); |
@@ -656,23 +701,31 @@ |
/////////////////////////////////////////////////////////////////////////////// |
+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<SkShader> SkLightingShader::Make(const SkBitmap& diffuse, const SkBitmap& normal, |
sk_sp<SkLights> lights, |
const SkVector& invNormRotation, |
const SkMatrix* diffLocalM, const SkMatrix* normLocalM) { |
- if (diffuse.isNull() || SkBitmapProcShader::BitmapIsTooBig(diffuse) || |
- normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal) || |
- diffuse.width() != normal.width() || |
+ if (diffuse.isNull() || bitmap_is_too_big(diffuse) || |
+ normal.isNull() || bitmap_is_too_big(normal) || |
+ diffuse.width() != normal.width() || |
diffuse.height() != normal.height()) { |
return nullptr; |
} |
+ |
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, std::move(normalSource)); |
+ invNormRotation, diffLocalM, normLocalM); |
} |
/////////////////////////////////////////////////////////////////////////////// |