Add normal map sample
This adds an example of an SkShader that does normal mapping. It has a single directional light and an ambient light. Review URL: https://codereview.chromium.org/1212813009
This commit is contained in:
parent
0007bde420
commit
8e0da72ba8
@ -86,6 +86,7 @@
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'../samplecode/SampleLayerMask.cpp',
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'../samplecode/SampleLayers.cpp',
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'../samplecode/SampleLCD.cpp',
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'../samplecode/SampleLighting.cpp',
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'../samplecode/SampleLines.cpp',
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'../samplecode/SampleLua.cpp',
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'../samplecode/SampleManyRects.cpp',
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BIN
resources/brickwork-texture.jpg
Normal file
BIN
resources/brickwork-texture.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 151 KiB |
BIN
resources/brickwork_normal-map.jpg
Normal file
BIN
resources/brickwork_normal-map.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 176 KiB |
430
samplecode/SampleLighting.cpp
Executable file
430
samplecode/SampleLighting.cpp
Executable file
@ -0,0 +1,430 @@
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SampleCode.h"
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#include "Resources.h"
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#include "SkCanvas.h"
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#include "SkErrorInternals.h"
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#include "SkGr.h"
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#include "SkReadBuffer.h"
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#include "SkShader.h"
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#include "SkWriteBuffer.h"
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#include "GrFragmentProcessor.h"
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#include "GrCoordTransform.h"
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#include "gl/GrGLProcessor.h"
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#include "gl/builders/GrGLProgramBuilder.h"
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///////////////////////////////////////////////////////////////////////////////
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struct SkVector3 {
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SkScalar fX, fY, fZ;
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bool operator==(const SkVector3& other) const {
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return fX == other.fX && fY == other.fY && fZ == other.fZ;
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}
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bool operator!=(const SkVector3& other) const {
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return !(*this == other);
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}
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};
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class LightingShader : public SkShader {
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public:
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struct Light {
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SkVector3 fDirection;
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SkColor fColor; // assumed to be linear color
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};
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LightingShader(const SkBitmap& diffuse, const SkBitmap& normal, const Light& light,
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const SkColor ambient)
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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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SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(LightingShader);
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void flatten(SkWriteBuffer& buf) const override {
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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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buf.writeColor(fLight.fColor);
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buf.writeColor(fAmbientColor);
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}
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bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM,
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const SkMatrix* localMatrix, GrColor* color,
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GrShaderDataManager*, GrFragmentProcessor** fp) const override;
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SkShader::BitmapType asABitmap(SkBitmap* bitmap, SkMatrix* matrix,
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SkShader::TileMode* xy) const override {
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if (bitmap) {
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*bitmap = fDiffuseMap;
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}
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if (matrix) {
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matrix->reset();
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}
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if (xy) {
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xy[0] = kClamp_TileMode;
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xy[1] = kClamp_TileMode;
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}
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return kDefault_BitmapType;
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}
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#ifndef SK_IGNORE_TO_STRING
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void toString(SkString* str) const override {
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str->appendf("LightingShader: ()");
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}
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#endif
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void setLight(const Light& light) { fLight = light; }
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private:
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SkBitmap fDiffuseMap;
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SkBitmap fNormalMap;
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Light fLight;
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SkColor fAmbientColor;
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};
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SkFlattenable* LightingShader::CreateProc(SkReadBuffer& buf) {
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SkBitmap diffuse;
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if (!buf.readBitmap(&diffuse)) {
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return NULL;
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}
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diffuse.setImmutable();
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SkBitmap normal;
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if (!buf.readBitmap(&normal)) {
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return NULL;
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}
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normal.setImmutable();
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Light light;
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if (!buf.readScalarArray(&light.fDirection.fX, 3)) {
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return NULL;
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}
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light.fColor = buf.readColor();
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SkColor ambient = buf.readColor();
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return SkNEW_ARGS(LightingShader, (diffuse, normal, light, ambient));
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}
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////////////////////////////////////////////////////////////////////////////
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class LightingFP : public GrFragmentProcessor {
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public:
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LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& matrix,
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SkVector3 lightDir, GrColor lightColor, GrColor ambientColor)
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: fDeviceTransform(kDevice_GrCoordSet, matrix)
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, fDiffuseTextureAccess(diffuse)
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, fNormalTextureAccess(normal)
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, fLightDir(lightDir)
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, fLightColor(lightColor)
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, fAmbientColor(ambientColor) {
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this->addCoordTransform(&fDeviceTransform);
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this->addTextureAccess(&fDiffuseTextureAccess);
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this->addTextureAccess(&fNormalTextureAccess);
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this->initClassID<LightingFP>();
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}
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class LightingGLFP : public GrGLFragmentProcessor {
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public:
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LightingGLFP() : fLightColor(GrColor_ILLEGAL) {
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fLightDir.fX = 10000.0f;
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}
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void emitCode(GrGLFPBuilder* builder,
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const GrFragmentProcessor& fp,
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const char* outputColor,
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const char* inputColor,
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const TransformedCoordsArray& coords,
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const TextureSamplerArray& samplers) override {
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GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder();
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// add uniforms
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const char* lightDirUniName = NULL;
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fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
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kVec3f_GrSLType, kDefault_GrSLPrecision,
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"LightDir", &lightDirUniName);
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const char* lightColorUniName = NULL;
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fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
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kVec4f_GrSLType, kDefault_GrSLPrecision,
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"LightColor", &lightColorUniName);
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const char* ambientColorUniName = NULL;
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fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
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kVec4f_GrSLType, kDefault_GrSLPrecision,
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"AmbientColor", &ambientColorUniName);
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fpb->codeAppend("vec4 diffuseColor = ");
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fpb->appendTextureLookupAndModulate(inputColor, samplers[0],
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coords[0].c_str(), coords[0].getType());
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fpb->codeAppend(";");
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fpb->codeAppend("vec4 normalColor = ");
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fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].getType());
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fpb->codeAppend(";");
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fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));");
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fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName);
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fpb->codeAppend("float NdotL = dot(normal, lightDir);");
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// diffuse light
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fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName);
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// ambient light
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fpb->codeAppendf("result += %s.rgb;", ambientColorUniName);
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fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outputColor);
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}
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void setData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override {
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const LightingFP& lightingFP = proc.cast<LightingFP>();
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SkVector3 lightDir = lightingFP.lightDir();
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if (lightDir != fLightDir) {
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pdman.set3fv(fLightDirUni, 1, &lightDir.fX);
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fLightDir = lightDir;
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}
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GrColor lightColor = lightingFP.lightColor();
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if (lightColor != fLightColor) {
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GrGLfloat c[4];
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GrColorToRGBAFloat(lightColor, c);
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pdman.set4fv(fLightColorUni, 1, c);
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fLightColor = lightColor;
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}
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GrColor ambientColor = lightingFP.ambientColor();
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if (ambientColor != fAmbientColor) {
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GrGLfloat c[4];
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GrColorToRGBAFloat(ambientColor, c);
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pdman.set4fv(fAmbientColorUni, 1, c);
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fAmbientColor = ambientColor;
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}
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}
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static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
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GrProcessorKeyBuilder* b) {
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// const LightingFP& lightingFP = proc.cast<LightingFP>();
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// only one shader generated currently
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b->add32(0x0);
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}
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private:
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SkVector3 fLightDir;
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GrGLProgramDataManager::UniformHandle fLightDirUni;
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GrColor fLightColor;
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GrGLProgramDataManager::UniformHandle fLightColorUni;
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GrColor fAmbientColor;
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GrGLProgramDataManager::UniformHandle fAmbientColorUni;
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};
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GrGLFragmentProcessor* createGLInstance() const override { return SkNEW(LightingGLFP); }
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void getGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
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LightingGLFP::GenKey(*this, caps, b);
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}
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const char* name() const override { return "LightingFP"; }
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void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
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inout->mulByUnknownFourComponents();
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}
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SkVector3 lightDir() const { return fLightDir; }
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GrColor lightColor() const { return fLightColor; }
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GrColor ambientColor() const { return fAmbientColor; }
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private:
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bool onIsEqual(const GrFragmentProcessor& proc) const override {
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const LightingFP& lightingFP = proc.cast<LightingFP>();
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return fDeviceTransform == lightingFP.fDeviceTransform &&
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fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
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fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
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fLightDir == lightingFP.fLightDir &&
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fLightColor == lightingFP.fLightColor &&
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fAmbientColor == lightingFP.fAmbientColor;
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}
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GrCoordTransform fDeviceTransform;
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GrTextureAccess fDiffuseTextureAccess;
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GrTextureAccess fNormalTextureAccess;
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SkVector3 fLightDir;
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GrColor fLightColor;
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GrColor fAmbientColor;
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};
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bool LightingShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
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const SkMatrix& viewM, const SkMatrix* localMatrix,
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GrColor* color, GrShaderDataManager*,
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GrFragmentProcessor** fp) const {
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// we assume diffuse and normal maps have same width and height
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// TODO: support different sizes
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SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
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fDiffuseMap.height() == fNormalMap.height());
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SkMatrix matrix;
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matrix.setIDiv(fDiffuseMap.width(), fDiffuseMap.height());
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SkMatrix lmInverse;
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if (!this->getLocalMatrix().invert(&lmInverse)) {
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return false;
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}
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if (localMatrix) {
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SkMatrix inv;
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if (!localMatrix->invert(&inv)) {
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return false;
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}
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lmInverse.postConcat(inv);
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}
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matrix.preConcat(lmInverse);
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// Must set wrap and filter on the sampler before requesting a texture. In two places below
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// we check the matrix scale factors to determine how to interpret the filter quality setting.
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// This completely ignores the complexity of the drawVertices case where explicit local coords
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// are provided by the caller.
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GrTextureParams::FilterMode textureFilterMode = GrTextureParams::kBilerp_FilterMode;
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switch (paint.getFilterQuality()) {
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case kNone_SkFilterQuality:
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textureFilterMode = GrTextureParams::kNone_FilterMode;
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break;
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case kLow_SkFilterQuality:
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textureFilterMode = GrTextureParams::kBilerp_FilterMode;
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break;
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case kMedium_SkFilterQuality:{
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SkMatrix matrix;
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matrix.setConcat(viewM, this->getLocalMatrix());
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if (matrix.getMinScale() < SK_Scalar1) {
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textureFilterMode = GrTextureParams::kMipMap_FilterMode;
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} else {
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// Don't trigger MIP level generation unnecessarily.
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textureFilterMode = GrTextureParams::kBilerp_FilterMode;
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}
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break;
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}
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case kHigh_SkFilterQuality:
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default:
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SkErrorInternals::SetError(kInvalidPaint_SkError,
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"Sorry, I don't understand the filtering "
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"mode you asked for. Falling back to "
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"MIPMaps.");
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textureFilterMode = GrTextureParams::kMipMap_FilterMode;
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break;
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}
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// TODO: support other tile modes
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GrTextureParams params(kClamp_TileMode, textureFilterMode);
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SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap, ¶ms));
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if (!diffuseTexture) {
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SkErrorInternals::SetError(kInternalError_SkError,
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"Couldn't convert bitmap to texture.");
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return false;
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}
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SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, fNormalMap, ¶ms));
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if (!normalTexture) {
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SkErrorInternals::SetError(kInternalError_SkError,
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"Couldn't convert bitmap to texture.");
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return false;
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}
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GrColor lightColor = GrColorPackRGBA(SkColorGetR(fLight.fColor), SkColorGetG(fLight.fColor),
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SkColorGetB(fLight.fColor), SkColorGetA(fLight.fColor));
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GrColor ambientColor = GrColorPackRGBA(SkColorGetR(fAmbientColor), SkColorGetG(fAmbientColor),
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SkColorGetB(fAmbientColor), SkColorGetA(fAmbientColor));
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*fp = SkNEW_ARGS(LightingFP, (diffuseTexture, normalTexture, matrix,
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fLight.fDirection, lightColor, ambientColor));
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*color = GrColorPackA4(paint.getAlpha());
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return true;
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}
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////////////////////////////////////////////////////////////////////////////
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class LightingView : public SampleView {
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public:
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SkAutoTUnref<LightingShader> fShader;
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SkBitmap fDiffuseBitmap;
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SkBitmap fNormalBitmap;
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SkScalar fLightAngle;
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int fColorFactor;
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LightingView() {
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SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
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SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap);
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SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
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SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);
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fLightAngle = 0.0f;
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fColorFactor = 0;
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LightingShader::Light light;
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light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
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light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
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SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
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fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient)));
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}
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virtual ~LightingView() {}
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protected:
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// overrides from SkEventSink
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bool onQuery(SkEvent* evt) override {
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if (SampleCode::TitleQ(*evt)) {
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SampleCode::TitleR(evt, "Lighting");
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return true;
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}
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return this->INHERITED::onQuery(evt);
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}
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void onDrawContent(SkCanvas* canvas) override {
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fLightAngle += 0.015f;
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fColorFactor++;
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LightingShader::Light light;
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light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff);
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light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
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light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
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fShader.get()->setLight(light);
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SkPaint paint;
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paint.setShader(fShader);
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paint.setColor(SK_ColorBLACK);
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SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(),
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(SkScalar)fDiffuseBitmap.height());
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canvas->drawRect(r, paint);
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// so we're constantly updating
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this->inval(NULL);
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}
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SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
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this->inval(NULL);
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return this->INHERITED::onFindClickHandler(x, y, modi);
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}
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private:
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typedef SampleView INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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static SkView* MyFactory() { return new LightingView; }
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static SkViewRegister reg(MyFactory);
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