| |
| /* |
| * Copyright 2015 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "SkBitmapProcState.h" |
| #include "SkColor.h" |
| #include "SkEmptyShader.h" |
| #include "SkErrorInternals.h" |
| #include "SkLightingShader.h" |
| #include "SkMathPriv.h" |
| #include "SkReadBuffer.h" |
| #include "SkWriteBuffer.h" |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| /* |
| SkLightingShader TODOs: |
| support other than clamp mode |
| allow 'diffuse' & 'normal' to be of different dimensions? |
| support different light types |
| support multiple lights |
| enforce normal map is 4 channel |
| use SkImages instead if SkBitmaps |
| |
| To Test: |
| non-opaque diffuse textures |
| A8 diffuse textures |
| down & upsampled draws |
| */ |
| |
| |
| |
| /** \class SkLightingShaderImpl |
| This subclass of shader applies lighting. |
| */ |
| class SK_API SkLightingShaderImpl : public SkShader { |
| public: |
| |
| /** Create a new lighting shader that use the provided normal map, light |
| and ambient color to light the diffuse bitmap. |
| @param diffuse the diffuse bitmap |
| @param normal the normal map |
| @param light the light applied to the normal map |
| @param ambient the linear (unpremul) ambient light color |
| */ |
| SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, |
| const SkLightingShader::Light& light, |
| const SkColor3f& ambient, const SkMatrix* localMatrix) |
| : INHERITED(localMatrix) |
| , fDiffuseMap(diffuse) |
| , fNormalMap(normal) |
| , fLight(light) |
| , fAmbientColor(ambient) { |
| if (!fLight.fDirection.normalize()) { |
| fLight.fDirection = SkPoint3::Make(0.0f, 0.0f, 1.0f); |
| } |
| } |
| |
| bool isOpaque() const override; |
| |
| bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM, |
| const SkMatrix* localMatrix, GrColor* color, |
| GrProcessorDataManager*, GrFragmentProcessor** fp) const override; |
| |
| size_t contextSize() const override; |
| |
| class LightingShaderContext : public SkShader::Context { |
| public: |
| // The context takes ownership of the states. It will call their destructors |
| // but will NOT free the memory. |
| LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, |
| SkBitmapProcState* diffuseState, SkBitmapProcState* normalState); |
| ~LightingShaderContext() override; |
| |
| void shadeSpan(int x, int y, SkPMColor[], int count) override; |
| |
| uint32_t getFlags() const override { return fFlags; } |
| |
| private: |
| SkBitmapProcState* fDiffuseState; |
| SkBitmapProcState* fNormalState; |
| uint32_t fFlags; |
| |
| typedef SkShader::Context INHERITED; |
| }; |
| |
| SK_TO_STRING_OVERRIDE() |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) |
| |
| protected: |
| void flatten(SkWriteBuffer&) const override; |
| Context* onCreateContext(const ContextRec&, void*) const override; |
| |
| private: |
| SkBitmap fDiffuseMap; |
| SkBitmap fNormalMap; |
| SkLightingShader::Light fLight; |
| SkColor3f fAmbientColor; // linear (unpremul) color. Range is 0..1/channel. |
| |
| friend class SkLightingShader; |
| |
| typedef SkShader INHERITED; |
| }; |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| #if SK_SUPPORT_GPU |
| |
| #include "GrCoordTransform.h" |
| #include "GrFragmentProcessor.h" |
| #include "GrTextureAccess.h" |
| #include "gl/GrGLProcessor.h" |
| #include "gl/builders/GrGLProgramBuilder.h" |
| #include "SkGr.h" |
| |
| class LightingFP : public GrFragmentProcessor { |
| public: |
| LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, |
| const SkVector3& lightDir, const SkColor3f& lightColor, |
| const SkColor3f& ambientColor) |
| : fDeviceTransform(kDevice_GrCoordSet, matrix) |
| , fDiffuseTextureAccess(diffuse) |
| , fNormalTextureAccess(normal) |
| , fLightDir(lightDir) |
| , fLightColor(lightColor) |
| , fAmbientColor(ambientColor) { |
| this->addCoordTransform(&fDeviceTransform); |
| this->addTextureAccess(&fDiffuseTextureAccess); |
| this->addTextureAccess(&fNormalTextureAccess); |
| |
| this->initClassID<LightingFP>(); |
| } |
| |
| class LightingGLFP : public GrGLFragmentProcessor { |
| public: |
| LightingGLFP() { |
| fLightDir.fX = 10000.0f; |
| fLightColor.fX = 0.0f; |
| fAmbientColor.fX = 0.0f; |
| } |
| |
| void emitCode(EmitArgs& args) override { |
| |
| GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder(); |
| |
| // add uniforms |
| const char* lightDirUniName = NULL; |
| fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "LightDir", &lightDirUniName); |
| |
| const char* lightColorUniName = NULL; |
| fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "LightColor", &lightColorUniName); |
| |
| const char* ambientColorUniName = NULL; |
| fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
| kVec3f_GrSLType, kDefault_GrSLPrecision, |
| "AmbientColor", &ambientColorUniName); |
| |
| fpb->codeAppend("vec4 diffuseColor = "); |
| fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], |
| args.fCoords[0].c_str(), |
| args.fCoords[0].getType()); |
| fpb->codeAppend(";"); |
| |
| fpb->codeAppend("vec4 normalColor = "); |
| fpb->appendTextureLookup(args.fSamplers[1], |
| args.fCoords[0].c_str(), |
| args.fCoords[0].getType()); |
| fpb->codeAppend(";"); |
| |
| fpb->codeAppend("vec3 normal = normalize(normalColor.rgb - vec3(0.5));"); |
| fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); |
| fpb->codeAppend("float NdotL = dot(normal, lightDir);"); |
| // diffuse light |
| fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); |
| // ambient light |
| fpb->codeAppendf("result += %s;", ambientColorUniName); |
| fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor); |
| } |
| |
| static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| GrProcessorKeyBuilder* b) { |
| // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| // only one shader generated currently |
| b->add32(0x0); |
| } |
| |
| protected: |
| void onSetData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override { |
| const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| |
| const SkVector3& lightDir = lightingFP.lightDir(); |
| if (lightDir != fLightDir) { |
| pdman.set3fv(fLightDirUni, 1, &lightDir.fX); |
| fLightDir = lightDir; |
| } |
| |
| const SkColor3f& lightColor = lightingFP.lightColor(); |
| if (lightColor != fLightColor) { |
| pdman.set3fv(fLightColorUni, 1, &lightColor.fX); |
| fLightColor = lightColor; |
| } |
| |
| const SkColor3f& ambientColor = lightingFP.ambientColor(); |
| if (ambientColor != fAmbientColor) { |
| pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); |
| fAmbientColor = ambientColor; |
| } |
| } |
| |
| private: |
| SkVector3 fLightDir; |
| GrGLProgramDataManager::UniformHandle fLightDirUni; |
| |
| SkColor3f fLightColor; |
| GrGLProgramDataManager::UniformHandle fLightColorUni; |
| |
| SkColor3f fAmbientColor; |
| GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
| }; |
| |
| void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { |
| LightingGLFP::GenKey(*this, caps, b); |
| } |
| |
| const char* name() const override { return "LightingFP"; } |
| |
| void onComputeInvariantOutput(GrInvariantOutput* inout) const override { |
| inout->mulByUnknownFourComponents(); |
| } |
| |
| const SkVector3& lightDir() const { return fLightDir; } |
| const SkColor3f& lightColor() const { return fLightColor; } |
| const SkColor3f& ambientColor() const { return fAmbientColor; } |
| |
| private: |
| GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(LightingGLFP); } |
| |
| bool onIsEqual(const GrFragmentProcessor& proc) const override { |
| const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| return fDeviceTransform == lightingFP.fDeviceTransform && |
| fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess && |
| fNormalTextureAccess == lightingFP.fNormalTextureAccess && |
| fLightDir == lightingFP.fLightDir && |
| fLightColor == lightingFP.fLightColor && |
| fAmbientColor == lightingFP.fAmbientColor; |
| } |
| |
| GrCoordTransform fDeviceTransform; |
| GrTextureAccess fDiffuseTextureAccess; |
| GrTextureAccess fNormalTextureAccess; |
| SkVector3 fLightDir; |
| SkColor3f fLightColor; |
| SkColor3f fAmbientColor; |
| }; |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, |
| const SkMatrix& viewM, const SkMatrix* localMatrix, |
| GrColor* color, GrProcessorDataManager*, |
| GrFragmentProcessor** fp) const { |
| // we assume diffuse and normal maps have same width and height |
| // TODO: support different sizes |
| SkASSERT(fDiffuseMap.width() == fNormalMap.width() && |
| fDiffuseMap.height() == fNormalMap.height()); |
| SkMatrix matrix; |
| matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height()); |
| |
| SkMatrix lmInverse; |
| if (!this->getLocalMatrix().invert(&lmInverse)) { |
| return false; |
| } |
| if (localMatrix) { |
| SkMatrix inv; |
| if (!localMatrix->invert(&inv)) { |
| return false; |
| } |
| lmInverse.postConcat(inv); |
| } |
| matrix.preConcat(lmInverse); |
| |
| // Must set wrap and filter on the sampler before requesting a texture. In two places below |
| // we check the matrix scale factors to determine how to interpret the filter quality setting. |
| // This completely ignores the complexity of the drawVertices case where explicit local coords |
| // are provided by the caller. |
| GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| switch (paint.getFilterQuality()) { |
| case kNone_SkFilterQuality: |
| textureFilterMode = GrTextureParams::kNone_FilterMode; |
| break; |
| case kLow_SkFilterQuality: |
| textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| break; |
| case kMedium_SkFilterQuality:{ |
| SkMatrix matrix; |
| matrix.setConcat(viewM, this->getLocalMatrix()); |
| if (matrix.getMinScale() < SK_Scalar1) { |
| textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| } else { |
| // Don't trigger MIP level generation unnecessarily. |
| textureFilterMode = GrTextureParams::kBilerp_FilterMode; |
| } |
| break; |
| } |
| case kHigh_SkFilterQuality: |
| default: |
| SkErrorInternals::SetError(kInvalidPaint_SkError, |
| "Sorry, I don't understand the filtering " |
| "mode you asked for. Falling back to " |
| "MIPMaps."); |
| textureFilterMode = GrTextureParams::kMipMap_FilterMode; |
| break; |
| |
| } |
| |
| // TODO: support other tile modes |
| GrTextureParams params(kClamp_TileMode, textureFilterMode); |
| SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, ¶ms)); |
| if (!diffuseTexture) { |
| SkErrorInternals::SetError(kInternalError_SkError, |
| "Couldn't convert bitmap to texture."); |
| return false; |
| } |
| |
| SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms)); |
| if (!normalTexture) { |
| SkErrorInternals::SetError(kInternalError_SkError, |
| "Couldn't convert bitmap to texture."); |
| return false; |
| } |
| |
| *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, |
| fLight.fDirection, fLight.fColor, fAmbientColor)); |
| *color = GrColorPackA4(paint.getAlpha()); |
| return true; |
| } |
| #else |
| |
| bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, |
| const SkMatrix& viewM, const SkMatrix* localMatrix, |
| GrColor* color, GrProcessorDataManager*, |
| GrFragmentProcessor** fp) const { |
| SkDEBUGFAIL("Should not call in GPU-less build"); |
| return false; |
| } |
| |
| #endif |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| bool SkLightingShaderImpl::isOpaque() const { |
| return fDiffuseMap.isOpaque(); |
| } |
| |
| size_t SkLightingShaderImpl::contextSize() const { |
| return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext); |
| } |
| |
| SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader, |
| const ContextRec& rec, |
| SkBitmapProcState* diffuseState, |
| SkBitmapProcState* normalState) |
| : INHERITED(shader, rec) |
| , fDiffuseState(diffuseState) |
| , fNormalState(normalState) |
| { |
| const SkPixmap& pixmap = fDiffuseState->fPixmap; |
| bool isOpaque = pixmap.isOpaque(); |
| |
| // update fFlags |
| uint32_t flags = 0; |
| if (isOpaque && (255 == this->getPaintAlpha())) { |
| flags |= kOpaqueAlpha_Flag; |
| } |
| |
| fFlags = flags; |
| } |
| |
| SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { |
| // The bitmap proc states have been created outside of the context on memory that will be freed |
| // elsewhere. Call the destructors but leave the freeing of the memory to the caller. |
| fDiffuseState->~SkBitmapProcState(); |
| fNormalState->~SkBitmapProcState(); |
| } |
| |
| static inline int light(SkScalar light, int diff, SkScalar NdotL, SkScalar ambient) { |
| SkScalar color = light * diff * NdotL + 255 * ambient; |
| if (color <= 0.0f) { |
| return 0; |
| } else if (color >= 255.0f) { |
| return 255; |
| } else { |
| return (int) color; |
| } |
| } |
| |
| // larger is better (fewer times we have to loop), but we shouldn't |
| // take up too much stack-space (each could here costs 16 bytes) |
| #define TMP_COUNT 16 |
| |
| void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, |
| SkPMColor result[], int count) { |
| const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader); |
| |
| SkPMColor tmpColor[TMP_COUNT], tmpColor2[TMP_COUNT]; |
| SkPMColor tmpNormal[TMP_COUNT], tmpNormal2[TMP_COUNT]; |
| |
| SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); |
| SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32(); |
| |
| SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); |
| SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(); |
| |
| SkASSERT(fDiffuseState->fPixmap.addr()); |
| SkASSERT(fNormalState->fPixmap.addr()); |
| |
| SkPoint3 norm; |
| SkScalar NdotL; |
| int r, g, b; |
| |
| do { |
| int n = count; |
| if (n > TMP_COUNT) { |
| n = TMP_COUNT; |
| } |
| |
| diffMProc(*fDiffuseState, tmpColor, n, x, y); |
| diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); |
| |
| normalMProc(*fNormalState, tmpNormal, n, x, y); |
| normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); |
| |
| for (int i = 0; i < n; ++i) { |
| SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul |
| norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, |
| SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, |
| SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); |
| norm.normalize(); |
| |
| SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); |
| NdotL = norm.dot(lightShader.fLight.fDirection); |
| |
| // This is all done in linear unpremul color space |
| r = light(lightShader.fLight.fColor.fX, SkColorGetR(diffColor), NdotL, |
| lightShader.fAmbientColor.fX); |
| g = light(lightShader.fLight.fColor.fY, SkColorGetG(diffColor), NdotL, |
| lightShader.fAmbientColor.fY); |
| b = light(lightShader.fLight.fColor.fZ, SkColorGetB(diffColor), NdotL, |
| lightShader.fAmbientColor.fZ); |
| |
| result[i] = SkPreMultiplyARGB(SkColorGetA(diffColor), r, g, b); |
| } |
| |
| result += n; |
| x += n; |
| count -= n; |
| } while (count > 0); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| #ifndef SK_IGNORE_TO_STRING |
| void SkLightingShaderImpl::toString(SkString* str) const { |
| str->appendf("LightingShader: ()"); |
| } |
| #endif |
| |
| SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { |
| SkMatrix localMatrix; |
| buf.readMatrix(&localMatrix); |
| |
| SkBitmap diffuse; |
| if (!buf.readBitmap(&diffuse)) { |
| return NULL; |
| } |
| diffuse.setImmutable(); |
| |
| SkBitmap normal; |
| if (!buf.readBitmap(&normal)) { |
| return NULL; |
| } |
| normal.setImmutable(); |
| |
| SkLightingShader::Light light; |
| if (!buf.readScalarArray(&light.fDirection.fX, 3)) { |
| return NULL; |
| } |
| if (!buf.readScalarArray(&light.fColor.fX, 3)) { |
| return NULL; |
| } |
| |
| SkColor3f ambient; |
| if (!buf.readScalarArray(&ambient.fX, 3)) { |
| return NULL; |
| } |
| |
| return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &localMatrix)); |
| } |
| |
| void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { |
| buf.writeMatrix(this->getLocalMatrix()); |
| |
| buf.writeBitmap(fDiffuseMap); |
| buf.writeBitmap(fNormalMap); |
| buf.writeScalarArray(&fLight.fDirection.fX, 3); |
| buf.writeScalarArray(&fLight.fColor.fX, 3); |
| buf.writeScalarArray(&fAmbientColor.fX, 3); |
| } |
| |
| SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, |
| void* storage) const { |
| |
| SkMatrix totalInverse; |
| // Do this first, so we know the matrix can be inverted. |
| if (!this->computeTotalInverse(rec, &totalInverse)) { |
| return NULL; |
| } |
| |
| void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); |
| SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState); |
| SkASSERT(diffuseState); |
| |
| diffuseState->fTileModeX = SkShader::kClamp_TileMode; |
| diffuseState->fTileModeY = SkShader::kClamp_TileMode; |
| diffuseState->fOrigBitmap = fDiffuseMap; |
| if (!diffuseState->chooseProcs(totalInverse, *rec.fPaint)) { |
| diffuseState->~SkBitmapProcState(); |
| return NULL; |
| } |
| |
| void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); |
| SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState); |
| SkASSERT(normalState); |
| |
| normalState->fTileModeX = SkShader::kClamp_TileMode; |
| normalState->fTileModeY = SkShader::kClamp_TileMode; |
| normalState->fOrigBitmap = fNormalMap; |
| if (!normalState->chooseProcs(totalInverse, *rec.fPaint)) { |
| diffuseState->~SkBitmapProcState(); |
| normalState->~SkBitmapProcState(); |
| return NULL; |
| } |
| |
| return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, |
| diffuseState, normalState)); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| 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; |
| } |
| |
| SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal, |
| const SkLightingShader::Light& light, |
| const SkColor3f& ambient, |
| const SkMatrix* localMatrix) { |
| 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; |
| } |
| |
| return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, localMatrix)); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
| SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
| SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| |
| /////////////////////////////////////////////////////////////////////////////// |