Update SkLightingShader to take a localMatrix
W/o this we can't draw lit objects anywhere but the origin. Review URL: https://codereview.chromium.org/1253223003
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@ -18,12 +18,12 @@ static SkBitmap make_checkerboard(int texSize) {
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sk_tool_utils::draw_checkerboard(&canvas,
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sk_tool_utils::color_to_565(0x0),
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sk_tool_utils::color_to_565(0xFF804020),
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16);
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2);
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return bitmap;
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}
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// Create a hemispherical normal map
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static SkBitmap make_normalmap(int texSize) {
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static SkBitmap make_hemi_normalmap(int texSize) {
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SkBitmap hemi;
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hemi.allocN32Pixels(texSize, texSize);
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@ -49,6 +49,53 @@ static SkBitmap make_normalmap(int texSize) {
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return hemi;
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}
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// Create a truncated pyramid normal map
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static SkBitmap make_frustum_normalmap(int texSize) {
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SkBitmap frustum;
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frustum.allocN32Pixels(texSize, texSize);
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SkIRect inner = SkIRect::MakeWH(texSize, texSize);
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inner.inset(texSize/4, texSize/4);
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SkPoint3 norm;
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const SkPoint3 left = SkPoint3::Make(-SK_ScalarRoot2Over2, 0.0f, SK_ScalarRoot2Over2);
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const SkPoint3 up = SkPoint3::Make(0.0f, -SK_ScalarRoot2Over2, SK_ScalarRoot2Over2);
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const SkPoint3 right = SkPoint3::Make(SK_ScalarRoot2Over2, 0.0f, SK_ScalarRoot2Over2);
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const SkPoint3 down = SkPoint3::Make(0.0f, SK_ScalarRoot2Over2, SK_ScalarRoot2Over2);
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for (int y = 0; y < texSize; ++y) {
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for (int x = 0; x < texSize; ++x) {
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if (inner.contains(x, y)) {
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norm.set(0.0f, 0.0f, 1.0f);
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} else {
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SkScalar locX = x + 0.5f - texSize/2.0f;
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SkScalar locY = y + 0.5f - texSize/2.0f;
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if (locX >= 0.0f) {
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if (locY > 0.0f) {
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norm = locX >= locY ? right : down; // LR corner
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} else {
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norm = locX > -locY ? right : up; // UR corner
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}
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} else {
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if (locY > 0.0f) {
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norm = -locX > locY ? left : down; // LL corner
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} else {
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norm = locX > locY ? up : left; // UL corner
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}
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}
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}
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SkASSERT(SkScalarNearlyEqual(norm.length(), 1.0f));
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unsigned char r = static_cast<unsigned char>((0.5f * norm.fX + 0.5f) * 255);
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unsigned char g = static_cast<unsigned char>((-0.5f * norm.fY + 0.5f) * 255);
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unsigned char b = static_cast<unsigned char>((0.5f * norm.fZ + 0.5f) * 255);
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*frustum.getAddr32(x, y) = SkPackARGB32(0xFF, r, g, b);
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}
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}
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return frustum;
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}
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namespace skiagm {
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@ -57,6 +104,13 @@ class LightingShaderGM : public GM {
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public:
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LightingShaderGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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fLight.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
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fLight.fDirection.fX = 0.0f;
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fLight.fDirection.fY = 0.0f;
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fLight.fDirection.fZ = 1.0f;
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fAmbient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
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}
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protected:
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@ -66,40 +120,58 @@ protected:
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}
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SkISize onISize() override {
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return SkISize::Make(kTexSize, kTexSize);
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return SkISize::Make(kGMSize, kGMSize);
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}
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void onOnceBeforeDraw() override {
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fDiffuse = make_checkerboard(kTexSize);
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fNormalMap = make_normalmap(kTexSize);
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fHemiNormalMap = make_hemi_normalmap(kTexSize);
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fFrustumNormalMap = make_frustum_normalmap(kTexSize);
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}
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void onDraw(SkCanvas* canvas) override {
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void drawRect(SkCanvas* canvas, const SkRect& r, bool hemi) {
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SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
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SkRect bitmapBounds = SkRect::MakeIWH(fDiffuse.width(), fDiffuse.height());
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SkLightingShader::Light light;
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light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
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light.fDirection.fX = 0.0f;
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light.fDirection.fY = 0.0f;
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light.fDirection.fZ = 1.0f;
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SkMatrix matrix;
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matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit);
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SkAutoTUnref<SkShader> fShader(SkLightingShader::Create(fDiffuse, fNormalMap,
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light, ambient));
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SkAutoTUnref<SkShader> fShader(SkLightingShader::Create(
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fDiffuse,
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hemi ? fHemiNormalMap : fFrustumNormalMap,
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fLight, fAmbient,
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&matrix));
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SkPaint paint;
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paint.setShader(fShader);
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SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
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canvas->drawRect(r, paint);
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}
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void onDraw(SkCanvas* canvas) override {
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SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
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this->drawRect(canvas, r, true);
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r.offset(kGMSize - kTexSize, 0);
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this->drawRect(canvas, r, false);
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r.offset(0, kGMSize - kTexSize);
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this->drawRect(canvas, r, true);
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r.offset(kTexSize - kGMSize, 0);
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this->drawRect(canvas, r, false);
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}
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private:
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static const int kTexSize = 128;
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static const int kGMSize = 512;
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SkBitmap fDiffuse;
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SkBitmap fNormalMap;
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SkBitmap fDiffuse;
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SkBitmap fHemiNormalMap;
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SkBitmap fFrustumNormalMap;
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SkLightingShader::Light fLight;
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SkColor fAmbient;
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typedef GM INHERITED;
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};
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@ -41,7 +41,7 @@ public:
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fAmbientColor = SkColorSetRGB(0x1f, 0x1f, 0x1f);
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fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
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light, fAmbientColor));
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light, fAmbientColor, nullptr));
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}
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virtual ~LightingView() {}
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@ -67,7 +67,7 @@ protected:
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light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
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fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
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light, fAmbientColor));
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light, fAmbientColor, nullptr));
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SkPaint paint;
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paint.setShader(fShader);
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@ -51,8 +51,9 @@ public:
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*/
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SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
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const SkLightingShader::Light& light,
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const SkColor ambient)
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: fDiffuseMap(diffuse)
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const SkColor ambient, const SkMatrix* localMatrix)
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: INHERITED(localMatrix)
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, fDiffuseMap(diffuse)
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, fNormalMap(normal)
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, fLight(light)
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, fAmbientColor(ambient) {
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@ -480,6 +481,9 @@ void SkLightingShaderImpl::toString(SkString* str) const {
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#endif
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SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
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SkMatrix localMatrix;
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buf.readMatrix(&localMatrix);
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SkBitmap diffuse;
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if (!buf.readBitmap(&diffuse)) {
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return NULL;
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@ -500,12 +504,12 @@ SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
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SkColor ambient = buf.readColor();
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// TODO: this would be nice to enable
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// return SkCreateLightingShader(diffuse, normal, light, ambient, NULL);
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return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
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return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, &localMatrix));
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}
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void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
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buf.writeMatrix(this->getLocalMatrix());
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buf.writeBitmap(fDiffuseMap);
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buf.writeBitmap(fNormalMap);
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buf.writeScalarArray(&fLight.fDirection.fX, 3);
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@ -565,7 +569,8 @@ static bool bitmap_is_too_big(const SkBitmap& bm) {
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SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal,
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const SkLightingShader::Light& light,
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const SkColor ambient) {
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const SkColor ambient,
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const SkMatrix* localMatrix) {
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if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
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normal.isNull() || bitmap_is_too_big(normal) ||
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diffuse.width() != normal.width() ||
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@ -573,7 +578,7 @@ SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& norm
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return nullptr;
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}
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return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient));
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return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, light, ambient, localMatrix));
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}
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///////////////////////////////////////////////////////////////////////////////
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@ -26,10 +26,11 @@ public:
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It returns a shader with a reference count of 1.
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The caller should decrement the shader's reference count when done with the shader.
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It is an error for count to be < 2.
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@param diffuse the diffuse bitmap
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@param normal the normal map
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@param light the light applied to the normal map
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@param ambient the linear (unpremul) ambient light color. Note: alpha assumed to be 255.
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@param diffuse the diffuse bitmap
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@param normal the normal map
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@param light the light applied to the normal map
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@param ambient the linear (unpremul) ambient light color. Note: alpha assumed to be 255.
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@param localMatrix the matrix mapping the textures to the dest rect
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NULL will be returned if:
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either 'diffuse' or 'normal' are empty
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@ -37,7 +38,8 @@ public:
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'diffuse' and 'normal' aren't the same size
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*/
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static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
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const SkLightingShader::Light& light, const SkColor ambient);
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const SkLightingShader::Light& light, const SkColor ambient,
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const SkMatrix* localMatrix);
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SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
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};
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