| Index: src/core/SkLightingShader_NormalSource.cpp
|
| diff --git a/src/core/SkLightingShader_NormalSource.cpp b/src/core/SkLightingShader_NormalSource.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..b96b1bf083c314b4f6e33f94bb21b5c0c5c0fb59
|
| --- /dev/null
|
| +++ b/src/core/SkLightingShader_NormalSource.cpp
|
| @@ -0,0 +1,290 @@
|
| +/*
|
| + * 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 NormalMapSourceImpl : public SkLightingShader::NormalSource {
|
| +public:
|
| + NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation,
|
| + const SkMatrix *normLocalM)
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| + : fNormalMap(normal)
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| + , 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*,
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| + const SkMatrix& viewM,
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| + const SkMatrix* localMatrix,
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| + SkFilterQuality,
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| + SkSourceGammaTreatment) const override;
|
| +#endif
|
| +
|
| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl)
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| +
|
| +protected:
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| + void flatten(SkWriteBuffer& buf) const override;
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| +
|
| +private:
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| + SkBitmap fNormalMap;
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| + SkMatrix fNormLocalMatrix;
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| + SkVector fInvNormRotation;
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| +
|
| + friend class SkLightingShader::NormalSource;
|
| +
|
| + 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,
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| + const SkVector& invNormRotation)
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| + : fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
|
| + , fNormalTextureAccess(normal, normParams)
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| + , fInvNormRotation(invNormRotation) {
|
| + this->addCoordTransform(&fNormDeviceTransform);
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| + this->addTextureAccess(&fNormalTextureAccess);
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| +
|
| + this->initClassID<NormalMapFP>();
|
| + }
|
| +
|
| + class GLSLNormalMapFP : public GrGLSLFragmentProcessor {
|
| + public:
|
| + GLSLNormalMapFP() {
|
| + fInvNormRotation.set(0.0f, 0.0f);
|
| + }
|
| +
|
| + void emitCode(EmitArgs& args) override {
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| +
|
| + GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
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| + GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
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| +
|
| + // add uniform
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| + const char* xformUniName = nullptr;
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| + fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
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| + kVec2f_GrSLType, kDefault_GrSLPrecision,
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| + "Xform", &xformUniName);
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| +
|
| + fragBuilder->codeAppend("vec4 normalColor = ");
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| + fragBuilder->appendTextureLookup(args.fTexSamplers[0],
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| + args.fCoords[0].c_str(),
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| + args.fCoords[0].getType());
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| + fragBuilder->codeAppend(";");
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| +
|
| + fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
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| +
|
| + // TODO: inverse map the light direction vectors in the vertex shader rather than
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| + // transforming all the normals here!
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| + fragBuilder->codeAppendf(
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| + "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);
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| +
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| + fragBuilder->codeAppend("normal = normalize(m*normal);");
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| + fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor);
|
| + }
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| +
|
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
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| + GrProcessorKeyBuilder* b) {
|
| + b->add32(0x0);
|
| + }
|
| +
|
| + protected:
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| + 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:
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| + SkVector fInvNormRotation;
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| + 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;
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| + GrTextureAccess fNormalTextureAccess;
|
| + SkVector fInvNormRotation;
|
| +};
|
| +
|
| +// TODO same code at SkLightingShader.cpp. Refactor to common source!
|
| +static bool make_mat(const SkBitmap& bm,
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| + const SkMatrix& localMatrix1,
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| + const SkMatrix* localMatrix2,
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| + 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);
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| +
|
| + // 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::NormalSource::MakeMap(
|
| + 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::NormalSource)
|
| + SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl)
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
|
|