| /* | |
| * 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 "include/core/SkColor.h" | |
| #include "include/core/SkPoint3.h" | |
| #include "include/core/SkUnPreMultiply.h" | |
| #include "src/core/SkArenaAlloc.h" | |
| #include "src/core/SkBitmapProcState.h" | |
| #include "src/core/SkMathPriv.h" | |
| #include "src/core/SkNormalSource.h" | |
| #include "src/core/SkReadBuffer.h" | |
| #include "src/core/SkWriteBuffer.h" | |
| #include "src/shaders/SkBitmapProcShader.h" | |
| #include "src/shaders/SkEmptyShader.h" | |
| #include "src/shaders/SkLightingShader.h" | |
| #include "src/shaders/SkShaderBase.h" | |
| //////////////////////////////////////////////////////////////////////////// | |
| /* | |
| SkLightingShader TODOs: | |
| support different light types | |
| support multiple lights | |
| fix non-opaque diffuse textures | |
| To Test: | |
| A8 diffuse textures | |
| down & upsampled draws | |
| */ | |
| /** \class SkLightingShaderImpl | |
| This subclass of shader applies lighting. | |
| */ | |
| class SkLightingShaderImpl : public SkShaderBase { | |
| public: | |
| /** Create a new lighting shader that uses the provided normal map and | |
| lights to light the diffuse bitmap. | |
| @param diffuseShader the shader that provides the diffuse colors | |
| @param normalSource the source of normals for lighting computation | |
| @param lights the lights applied to the geometry | |
| */ | |
| SkLightingShaderImpl(sk_sp<SkShader> diffuseShader, | |
| sk_sp<SkNormalSource> normalSource, | |
| sk_sp<SkLights> lights) | |
| : fDiffuseShader(std::move(diffuseShader)) | |
| , fNormalSource(std::move(normalSource)) | |
| , fLights(std::move(lights)) {} | |
| bool isOpaque() const override; | |
| #if SK_SUPPORT_GPU | |
| std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const override; | |
| #endif | |
| class LightingShaderContext : public Context { | |
| public: | |
| // The context takes ownership of the context and provider. It will call their destructors | |
| // and then indirectly free their memory by calling free() on heapAllocated | |
| LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, | |
| SkShaderBase::Context* diffuseContext, SkNormalSource::Provider*, | |
| void* heapAllocated); | |
| void shadeSpan(int x, int y, SkPMColor[], int count) override; | |
| uint32_t getFlags() const override { return fFlags; } | |
| private: | |
| SkShaderBase::Context* fDiffuseContext; | |
| SkNormalSource::Provider* fNormalProvider; | |
| SkColor fPaintColor; | |
| uint32_t fFlags; | |
| typedef Context INHERITED; | |
| }; | |
| protected: | |
| void flatten(SkWriteBuffer&) const override; | |
| #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT | |
| Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override; | |
| #endif | |
| private: | |
| SK_FLATTENABLE_HOOKS(SkLightingShaderImpl) | |
| sk_sp<SkShader> fDiffuseShader; | |
| sk_sp<SkNormalSource> fNormalSource; | |
| sk_sp<SkLights> fLights; | |
| friend class SkLightingShader; | |
| typedef SkShaderBase INHERITED; | |
| }; | |
| //////////////////////////////////////////////////////////////////////////// | |
| #if SK_SUPPORT_GPU | |
| #include "src/gpu/GrCoordTransform.h" | |
| #include "src/gpu/GrFragmentProcessor.h" | |
| #include "src/gpu/SkGr.h" | |
| #include "src/gpu/glsl/GrGLSLFragmentProcessor.h" | |
| #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h" | |
| #include "src/gpu/glsl/GrGLSLProgramDataManager.h" | |
| #include "src/gpu/glsl/GrGLSLUniformHandler.h" | |
| // This FP expects a premul'd color input for its diffuse color. Premul'ing of the paint's color is | |
| // handled by the asFragmentProcessor() factory, but shaders providing diffuse color must output it | |
| // premul'd. | |
| class LightingFP : public GrFragmentProcessor { | |
| public: | |
| static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> normalFP, | |
| sk_sp<SkLights> lights) { | |
| return std::unique_ptr<GrFragmentProcessor>(new LightingFP(std::move(normalFP), | |
| std::move(lights))); | |
| } | |
| const char* name() const override { return "LightingFP"; } | |
| std::unique_ptr<GrFragmentProcessor> clone() const override { | |
| return std::unique_ptr<GrFragmentProcessor>(new LightingFP(*this)); | |
| } | |
| const SkTArray<SkLights::Light>& directionalLights() const { return fDirectionalLights; } | |
| const SkColor3f& ambientColor() const { return fAmbientColor; } | |
| private: | |
| class GLSLLightingFP : public GrGLSLFragmentProcessor { | |
| public: | |
| GLSLLightingFP() { | |
| fAmbientColor.fX = 0.0f; | |
| } | |
| void emitCode(EmitArgs& args) override { | |
| GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | |
| const LightingFP& lightingFP = args.fFp.cast<LightingFP>(); | |
| const char *lightDirsUniName = nullptr; | |
| const char *lightColorsUniName = nullptr; | |
| if (lightingFP.fDirectionalLights.count() != 0) { | |
| fLightDirsUni = uniformHandler->addUniformArray( | |
| kFragment_GrShaderFlag, | |
| kFloat3_GrSLType, | |
| "LightDir", | |
| lightingFP.fDirectionalLights.count(), | |
| &lightDirsUniName); | |
| fLightColorsUni = uniformHandler->addUniformArray( | |
| kFragment_GrShaderFlag, | |
| kFloat3_GrSLType, | |
| "LightColor", | |
| lightingFP.fDirectionalLights.count(), | |
| &lightColorsUniName); | |
| } | |
| const char* ambientColorUniName = nullptr; | |
| fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat3_GrSLType, | |
| "AmbientColor", &ambientColorUniName); | |
| fragBuilder->codeAppendf("half4 diffuseColor = %s;", args.fInputColor); | |
| SkString dstNormalName = this->invokeChild(0, args); | |
| fragBuilder->codeAppendf("float3 normal = %s.xyz;", dstNormalName.c_str()); | |
| fragBuilder->codeAppend( "half3 result = half3(0.0);"); | |
| // diffuse light | |
| if (lightingFP.fDirectionalLights.count() != 0) { | |
| fragBuilder->codeAppendf("for (int i = 0; i < %d; i++) {", | |
| lightingFP.fDirectionalLights.count()); | |
| // TODO: modulate the contribution from each light based on the shadow map | |
| fragBuilder->codeAppendf(" half NdotL = saturate(half(dot(normal, %s[i])));", | |
| lightDirsUniName); | |
| fragBuilder->codeAppendf(" result += half3(%s[i])*diffuseColor.rgb*NdotL;", | |
| lightColorsUniName); | |
| fragBuilder->codeAppend("}"); | |
| } | |
| // ambient light | |
| fragBuilder->codeAppendf("result += half3(%s) * diffuseColor.rgb;", | |
| ambientColorUniName); | |
| // Clamping to alpha (equivalent to an unpremul'd clamp to 1.0) | |
| fragBuilder->codeAppendf("%s = half4(clamp(result.rgb, 0.0, diffuseColor.a), " | |
| "diffuseColor.a);", args.fOutputColor); | |
| } | |
| static void GenKey(const GrProcessor& proc, const GrShaderCaps&, GrProcessorKeyBuilder* b) { | |
| const LightingFP& lightingFP = proc.cast<LightingFP>(); | |
| b->add32(lightingFP.fDirectionalLights.count()); | |
| } | |
| protected: | |
| void onSetData(const GrGLSLProgramDataManager& pdman, | |
| const GrFragmentProcessor& proc) override { | |
| const LightingFP& lightingFP = proc.cast<LightingFP>(); | |
| const SkTArray<SkLights::Light>& directionalLights = lightingFP.directionalLights(); | |
| if (directionalLights != fDirectionalLights) { | |
| SkTArray<SkColor3f> lightDirs(directionalLights.count()); | |
| SkTArray<SkVector3> lightColors(directionalLights.count()); | |
| for (const SkLights::Light& light : directionalLights) { | |
| lightDirs.push_back(light.dir()); | |
| lightColors.push_back(light.color()); | |
| } | |
| pdman.set3fv(fLightDirsUni, directionalLights.count(), &(lightDirs[0].fX)); | |
| pdman.set3fv(fLightColorsUni, directionalLights.count(), &(lightColors[0].fX)); | |
| fDirectionalLights = directionalLights; | |
| } | |
| const SkColor3f& ambientColor = lightingFP.ambientColor(); | |
| if (ambientColor != fAmbientColor) { | |
| pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX); | |
| fAmbientColor = ambientColor; | |
| } | |
| } | |
| private: | |
| SkTArray<SkLights::Light> fDirectionalLights; | |
| GrGLSLProgramDataManager::UniformHandle fLightDirsUni; | |
| GrGLSLProgramDataManager::UniformHandle fLightColorsUni; | |
| SkColor3f fAmbientColor; | |
| GrGLSLProgramDataManager::UniformHandle fAmbientColorUni; | |
| }; | |
| void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| GLSLLightingFP::GenKey(*this, caps, b); | |
| } | |
| LightingFP(std::unique_ptr<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) | |
| : INHERITED(kLightingFP_ClassID, kPreservesOpaqueInput_OptimizationFlag) { | |
| // fuse all ambient lights into a single one | |
| fAmbientColor = lights->ambientLightColor(); | |
| for (int i = 0; i < lights->numLights(); ++i) { | |
| if (SkLights::Light::kDirectional_LightType == lights->light(i).type()) { | |
| fDirectionalLights.push_back(lights->light(i)); | |
| // TODO get the handle to the shadow map if there is one | |
| } else { | |
| SkDEBUGFAIL("Unimplemented Light Type passed to LightingFP"); | |
| } | |
| } | |
| this->registerChildProcessor(std::move(normalFP)); | |
| } | |
| LightingFP(const LightingFP& that) | |
| : INHERITED(kLightingFP_ClassID, kPreservesOpaqueInput_OptimizationFlag) | |
| , fDirectionalLights(that.fDirectionalLights) | |
| , fAmbientColor(that.fAmbientColor) { | |
| this->registerChildProcessor(that.childProcessor(0).clone()); | |
| } | |
| GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLLightingFP; } | |
| bool onIsEqual(const GrFragmentProcessor& proc) const override { | |
| const LightingFP& lightingFP = proc.cast<LightingFP>(); | |
| return fDirectionalLights == lightingFP.fDirectionalLights && | |
| fAmbientColor == lightingFP.fAmbientColor; | |
| } | |
| SkTArray<SkLights::Light> fDirectionalLights; | |
| SkColor3f fAmbientColor; | |
| typedef GrFragmentProcessor INHERITED; | |
| }; | |
| //////////////////////////////////////////////////////////////////////////// | |
| std::unique_ptr<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(const GrFPArgs& args) const { | |
| std::unique_ptr<GrFragmentProcessor> normalFP(fNormalSource->asFragmentProcessor(args)); | |
| if (!normalFP) { | |
| return nullptr; | |
| } | |
| if (fDiffuseShader) { | |
| std::unique_ptr<GrFragmentProcessor> fpPipeline[] = { | |
| as_SB(fDiffuseShader)->asFragmentProcessor(args), | |
| LightingFP::Make(std::move(normalFP), fLights) | |
| }; | |
| if (!fpPipeline[0] || !fpPipeline[1]) { | |
| return nullptr; | |
| } | |
| std::unique_ptr<GrFragmentProcessor> innerLightFP = GrFragmentProcessor::RunInSeries(fpPipeline, 2); | |
| // FP is wrapped because paint's alpha needs to be applied to output | |
| return GrFragmentProcessor::MulChildByInputAlpha(std::move(innerLightFP)); | |
| } else { | |
| // FP is wrapped because paint comes in unpremul'd to fragment shader, but LightingFP | |
| // expects premul'd color. | |
| return GrFragmentProcessor::PremulInput(LightingFP::Make(std::move(normalFP), fLights)); | |
| } | |
| } | |
| #endif | |
| //////////////////////////////////////////////////////////////////////////// | |
| bool SkLightingShaderImpl::isOpaque() const { | |
| return (fDiffuseShader ? fDiffuseShader->isOpaque() : false); | |
| } | |
| SkLightingShaderImpl::LightingShaderContext::LightingShaderContext( | |
| const SkLightingShaderImpl& shader, const ContextRec& rec, | |
| SkShaderBase::Context* diffuseContext, SkNormalSource::Provider* normalProvider, | |
| void* heapAllocated) | |
| : INHERITED(shader, rec) | |
| , fDiffuseContext(diffuseContext) | |
| , fNormalProvider(normalProvider) { | |
| bool isOpaque = shader.isOpaque(); | |
| // update fFlags | |
| uint32_t flags = 0; | |
| if (isOpaque && (255 == this->getPaintAlpha())) { | |
| flags |= kOpaqueAlpha_Flag; | |
| } | |
| fPaintColor = rec.fPaint->getColor(); | |
| fFlags = flags; | |
| } | |
| static inline SkPMColor convert(SkColor3f color, U8CPU a) { | |
| if (color.fX <= 0.0f) { | |
| color.fX = 0.0f; | |
| } else if (color.fX >= 255.0f) { | |
| color.fX = 255.0f; | |
| } | |
| if (color.fY <= 0.0f) { | |
| color.fY = 0.0f; | |
| } else if (color.fY >= 255.0f) { | |
| color.fY = 255.0f; | |
| } | |
| if (color.fZ <= 0.0f) { | |
| color.fZ = 0.0f; | |
| } else if (color.fZ >= 255.0f) { | |
| color.fZ = 255.0f; | |
| } | |
| return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ); | |
| } | |
| // larger is better (fewer times we have to loop), but we shouldn't | |
| // take up too much stack-space (each one here costs 16 bytes) | |
| #define BUFFER_MAX 16 | |
| void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, | |
| SkPMColor result[], int count) { | |
| const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader); | |
| SkPMColor diffuse[BUFFER_MAX]; | |
| SkPoint3 normals[BUFFER_MAX]; | |
| SkColor diffColor = fPaintColor; | |
| do { | |
| int n = std::min(count, BUFFER_MAX); | |
| fNormalProvider->fillScanLine(x, y, normals, n); | |
| if (fDiffuseContext) { | |
| fDiffuseContext->shadeSpan(x, y, diffuse, n); | |
| } | |
| for (int i = 0; i < n; ++i) { | |
| if (fDiffuseContext) { | |
| diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]); | |
| } | |
| SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); | |
| // Adding ambient light | |
| accum.fX += lightShader.fLights->ambientLightColor().fX * SkColorGetR(diffColor); | |
| accum.fY += lightShader.fLights->ambientLightColor().fY * SkColorGetG(diffColor); | |
| accum.fZ += lightShader.fLights->ambientLightColor().fZ * SkColorGetB(diffColor); | |
| // This is all done in linear unpremul color space (each component 0..255.0f though) | |
| for (int l = 0; l < lightShader.fLights->numLights(); ++l) { | |
| const SkLights::Light& light = lightShader.fLights->light(l); | |
| SkScalar illuminanceScalingFactor = 1.0f; | |
| if (SkLights::Light::kDirectional_LightType == light.type()) { | |
| illuminanceScalingFactor = normals[i].dot(light.dir()); | |
| if (illuminanceScalingFactor < 0.0f) { | |
| illuminanceScalingFactor = 0.0f; | |
| } | |
| } | |
| accum.fX += light.color().fX * SkColorGetR(diffColor) * illuminanceScalingFactor; | |
| accum.fY += light.color().fY * SkColorGetG(diffColor) * illuminanceScalingFactor; | |
| accum.fZ += light.color().fZ * SkColorGetB(diffColor) * illuminanceScalingFactor; | |
| } | |
| // convert() premultiplies the accumulate color with alpha | |
| result[i] = convert(accum, SkColorGetA(diffColor)); | |
| } | |
| result += n; | |
| x += n; | |
| count -= n; | |
| } while (count > 0); | |
| } | |
| //////////////////////////////////////////////////////////////////////////// | |
| sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { | |
| // Discarding SkShader flattenable params | |
| bool hasLocalMatrix = buf.readBool(); | |
| if (hasLocalMatrix) { | |
| return nullptr; | |
| } | |
| sk_sp<SkLights> lights = SkLights::MakeFromBuffer(buf); | |
| sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>()); | |
| bool hasDiffuse = buf.readBool(); | |
| sk_sp<SkShader> diffuseShader = nullptr; | |
| if (hasDiffuse) { | |
| diffuseShader = buf.readFlattenable<SkShaderBase>(); | |
| } | |
| return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource), | |
| std::move(lights)); | |
| } | |
| void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { | |
| this->INHERITED::flatten(buf); | |
| fLights->flatten(buf); | |
| buf.writeFlattenable(fNormalSource.get()); | |
| buf.writeBool(static_cast<bool>(fDiffuseShader)); | |
| if (fDiffuseShader) { | |
| buf.writeFlattenable(fDiffuseShader.get()); | |
| } | |
| } | |
| #ifdef SK_ENABLE_LEGACY_SHADERCONTEXT | |
| SkShaderBase::Context* SkLightingShaderImpl::onMakeContext( | |
| const ContextRec& rec, SkArenaAlloc* alloc) const | |
| { | |
| SkShaderBase::Context *diffuseContext = nullptr; | |
| if (fDiffuseShader) { | |
| diffuseContext = as_SB(fDiffuseShader)->makeContext(rec, alloc); | |
| if (!diffuseContext) { | |
| return nullptr; | |
| } | |
| } | |
| SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec, alloc); | |
| if (!normalProvider) { | |
| return nullptr; | |
| } | |
| // The diffuse shader can inspect the rec and make its decision about rec's colorspace. | |
| // What about the lighting shader? Is lighting sensitive to the rec's (device) colorspace? | |
| return alloc->make<LightingShaderContext>(*this, rec, diffuseContext, normalProvider, nullptr); | |
| } | |
| #endif | |
| /////////////////////////////////////////////////////////////////////////////// | |
| sk_sp<SkShader> SkLightingShader::Make(sk_sp<SkShader> diffuseShader, | |
| sk_sp<SkNormalSource> normalSource, | |
| sk_sp<SkLights> lights) { | |
| SkASSERT(lights); | |
| if (!normalSource) { | |
| normalSource = SkNormalSource::MakeFlat(); | |
| } | |
| return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource), | |
| std::move(lights)); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| void SkLightingShader::RegisterFlattenables() { SK_REGISTER_FLATTENABLE(SkLightingShaderImpl); } |