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| 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 //////////////////////////////////////////////////////////////////////////// |
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