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Side by Side Diff: src/core/SkLightingShader_NormalSource.cpp

Issue 2101653002: Revert of Refactoring of CPU NormalMap handling out into its own class (Closed) Base URL: https://skia.googlesource.com/skia@dvonbeck-normals-gpu-cl
Patch Set: Created 4 years, 5 months ago
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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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