| |
| /* |
| * 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 "SampleCode.h" |
| #include "Resources.h" |
| |
| #include "SkCanvas.h" |
| #include "SkErrorInternals.h" |
| #include "SkGr.h" |
| #include "SkPoint3.h" |
| #include "SkReadBuffer.h" |
| #include "SkShader.h" |
| #include "SkWriteBuffer.h" |
| #include "GrFragmentProcessor.h" |
| #include "GrCoordTransform.h" |
| #include "gl/GrGLProcessor.h" |
| #include "gl/builders/GrGLProgramBuilder.h" |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| class LightingShader : public SkShader { |
| public: |
| struct Light { |
| SkVector3 fDirection; |
| SkColor fColor; // assumed to be linear color |
| }; |
| |
| LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light& light, |
| const SkColor ambient) |
| : fDiffuseMap(diffuse) |
| , fNormalMap(normal) |
| , fLight(light) |
| , fAmbientColor(ambient) {} |
| |
| SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader); |
| |
| void flatten(SkWriteBuffer& buf) const override { |
| buf.writeBitmap(fDiffuseMap); |
| buf.writeBitmap(fNormalMap); |
| buf.writeScalarArray(&fLight.fDirection.fX, 3); |
| buf.writeColor(fLight.fColor); |
| buf.writeColor(fAmbientColor); |
| } |
| |
| bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM, |
| const SkMatrix* localMatrix, GrColor* color, |
| GrProcessorDataManager*, GrFragmentProcessor** fp) const override; |
| |
| SkShader::BitmapType asABitmap(SkBitmap* bitmap, SkMatrix* matrix, |
| SkShader::TileMode* xy) const override { |
| if (bitmap) { |
| *bitmap = fDiffuseMap; |
| } |
| if (matrix) { |
| matrix->reset(); |
| } |
| if (xy) { |
| xy[0] = kClamp_TileMode; |
| xy[1] = kClamp_TileMode; |
| } |
| return kDefault_BitmapType; |
| } |
| |
| #ifndef SK_IGNORE_TO_STRING |
| void toString(SkString* str) const override { |
| str->appendf("LightingShader: ()"); |
| } |
| #endif |
| |
| void setLight(const Light& light) { fLight = light; } |
| |
| private: |
| SkBitmap fDiffuseMap; |
| SkBitmap fNormalMap; |
| Light fLight; |
| SkColor fAmbientColor; |
| }; |
| |
| SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) { |
| SkBitmap diffuse; |
| if (!buf.readBitmap(&diffuse)) { |
| return NULL; |
| } |
| diffuse.setImmutable(); |
| |
| SkBitmap normal; |
| if (!buf.readBitmap(&normal)) { |
| return NULL; |
| } |
| normal.setImmutable(); |
| |
| Light light; |
| if (!buf.readScalarArray(&light.fDirection.fX, 3)) { |
| return NULL; |
| } |
| light.fColor = buf.readColor(); |
| |
| SkColor ambient = buf.readColor(); |
| |
| return SkNEW_ARGS(LightingShader, (diffuse, normal, light, ambient)); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| class LightingFP : public GrFragmentProcessor { |
| public: |
| LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix, |
| SkVector3 lightDir, GrColor lightColor, GrColor 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() : fLightColor(GrColor_ILLEGAL) { |
| fLightDir.fX = 10000.0f; |
| } |
| |
| 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, |
| kVec4f_GrSLType, kDefault_GrSLPrecision, |
| "LightColor", &lightColorUniName); |
| |
| const char* ambientColorUniName = NULL; |
| fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, |
| kVec4f_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(2.0*(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.rgb*diffuseColor.rgb*NdotL;", lightColorUniName); |
| // ambient light |
| fpb->codeAppendf("result += %s.rgb;", ambientColorUniName); |
| fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor); |
| } |
| |
| void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override { |
| const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| |
| SkVector3 lightDir = lightingFP.lightDir(); |
| if (lightDir != fLightDir) { |
| pdman.set3fv(fLightDirUni, 1, &lightDir.fX); |
| fLightDir = lightDir; |
| } |
| |
| GrColor lightColor = lightingFP.lightColor(); |
| if (lightColor != fLightColor) { |
| GrGLfloat c[4]; |
| GrColorToRGBAFloat(lightColor, c); |
| pdman.set4fv(fLightColorUni, 1, c); |
| fLightColor = lightColor; |
| } |
| |
| GrColor ambientColor = lightingFP.ambientColor(); |
| if (ambientColor != fAmbientColor) { |
| GrGLfloat c[4]; |
| GrColorToRGBAFloat(ambientColor, c); |
| pdman.set4fv(fAmbientColorUni, 1, c); |
| fAmbientColor = ambientColor; |
| } |
| } |
| |
| static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
| GrProcessorKeyBuilder* b) { |
| // const LightingFP& lightingFP = proc.cast<LightingFP>(); |
| // only one shader generated currently |
| b->add32(0x0); |
| } |
| |
| private: |
| SkVector3 fLightDir; |
| GrGLProgramDataManager::UniformHandle fLightDirUni; |
| |
| GrColor fLightColor; |
| GrGLProgramDataManager::UniformHandle fLightColorUni; |
| |
| GrColor fAmbientColor; |
| GrGLProgramDataManager::UniformHandle fAmbientColorUni; |
| }; |
| |
| GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); } |
| |
| void getGLProcessorKey(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(); |
| } |
| |
| SkVector3 lightDir() const { return fLightDir; } |
| GrColor lightColor() const { return fLightColor; } |
| GrColor ambientColor() const { return fAmbientColor; } |
| |
| private: |
| 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; |
| GrColor fLightColor; |
| GrColor fAmbientColor; |
| }; |
| |
| bool LightingShader::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; |
| } |
| |
| GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG(fLight.fColor), |
| SkColorGetB(fLight.fColor), SkColorGetA(fLight.fColor)); |
| GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGetG(fAmbientColor), |
| SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor)); |
| |
| *fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix, |
| fLight.fDirection, lightColor, ambientColor)); |
| *color = GrColorPackA4(paint.getAlpha()); |
| return true; |
| } |
| |
| //////////////////////////////////////////////////////////////////////////// |
| |
| class LightingView : public SampleView { |
| public: |
| SkAutoTUnref<LightingShader> fShader; |
| SkBitmap fDiffuseBitmap; |
| SkBitmap fNormalBitmap; |
| SkScalar fLightAngle; |
| int fColorFactor; |
| |
| LightingView() { |
| SkString diffusePath = GetResourcePath("brickwork-texture.jpg"); |
| SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap); |
| SkString normalPath = GetResourcePath("brickwork_normal-map.jpg"); |
| SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap); |
| |
| fLightAngle = 0.0f; |
| fColorFactor = 0; |
| |
| LightingShader::Light light; |
| light.fColor = SkColorSetRGB(0xff, 0xff, 0xff); |
| light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f); |
| light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f); |
| light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f); |
| |
| SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f); |
| |
| fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient))); |
| } |
| |
| virtual ~LightingView() {} |
| |
| protected: |
| // overrides from SkEventSink |
| bool onQuery(SkEvent* evt) override { |
| if (SampleCode::TitleQ(*evt)) { |
| SampleCode::TitleR(evt, "Lighting"); |
| return true; |
| } |
| return this->INHERITED::onQuery(evt); |
| } |
| |
| void onDrawContent(SkCanvas* canvas) override { |
| fLightAngle += 0.015f; |
| fColorFactor++; |
| |
| LightingShader::Light light; |
| light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff); |
| light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f); |
| light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f); |
| light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f); |
| |
| fShader.get()->setLight(light); |
| |
| SkPaint paint; |
| paint.setShader(fShader); |
| paint.setColor(SK_ColorBLACK); |
| |
| SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(), |
| (SkScalar)fDiffuseBitmap.height()); |
| canvas->drawRect(r, paint); |
| |
| // so we're constantly updating |
| this->inval(NULL); |
| } |
| |
| SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override { |
| this->inval(NULL); |
| return this->INHERITED::onFindClickHandler(x, y, modi); |
| } |
| |
| private: |
| typedef SampleView INHERITED; |
| }; |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| static SkView* MyFactory() { return new LightingView; } |
| static SkViewRegister reg(MyFactory); |