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