| /* | |
| * 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(GrGLFPBuilder* builder, | |
| const GrFragmentProcessor& fp, | |
| const char* outputColor, | |
| const char* inputColor, | |
| const TransformedCoordsArray& coords, | |
| const TextureSamplerArray& samplers) override { | |
| GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder(); | |
| // add uniforms | |
| const char* lightDirUniName = NULL; | |
| fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, | |
| kVec3f_GrSLType, kDefault_GrSLPrecision, | |
| "LightDir", &lightDirUniName); | |
| const char* lightColorUniName = NULL; | |
| fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, | |
| kVec4f_GrSLType, kDefault_GrSLPrecision, | |
| "LightColor", &lightColorUniName); | |
| const char* ambientColorUniName = NULL; | |
| fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, | |
| kVec4f_GrSLType, kDefault_GrSLPrecision, | |
| "AmbientColor", &ambientColorUniName); | |
| fpb->codeAppend("vec4 diffuseColor = "); | |
| fpb->appendTextureLookupAndModulate(inputColor, samplers[0], | |
| coords[0].c_str(), coords[0].getType()); | |
| fpb->codeAppend(";"); | |
| fpb->codeAppend("vec4 normalColor = "); | |
| fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[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);", outputColor); | |
| } | |
| 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); |