Refactoring of GPU NormalMap handling out into its own class.

The purpose of this change is to refactor the handling of normal maps out of SkLightingShader, laying the groundwork to eventually allow for multiple normal sources.

What this CL includes:

- Created a new 'NormalMapFP', out of the existing normal map reading behavior in LightingFP.

- Encapsulates this new fragment processor on a new class NormalMapSource.

- Created a NormalSource abstraction that will interface with SkLightingShader.

- Adapted SkLightingShader to use the normals from its NormalSource field ON THE GPU SIDE. No changes done to the CPU side yet.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2043393002

Committed: https://skia.googlesource.com/skia/+/87b0dd00cf9409c5fc990f5d0bb7c0df837f08da
Review-Url: https://codereview.chromium.org/2043393002
This commit is contained in:
dvonbeck 2016-06-15 12:07:56 -07:00 committed by Commit bot
parent 0f1469bcda
commit a7d1e2a57a
9 changed files with 459 additions and 116 deletions

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@ -154,6 +154,7 @@
'<(skia_src_path)/core/SkLayerInfo.h',
'<(skia_src_path)/core/SkLightingShader.h',
'<(skia_src_path)/core/SkLightingShader.cpp',
'<(skia_src_path)/core/SkLightingShader_NormalSource.cpp',
'<(skia_src_path)/core/SkLinearBitmapPipeline.cpp',
'<(skia_src_path)/core/SkLinearBitmapPipeline.h',
'<(skia_src_path)/core/SkLinearBitmapPipeline_core.h',

View File

@ -81,6 +81,7 @@ public:
kSkShader_Type,
kSkUnused_Type, // used to be SkUnitMapper
kSkXfermode_Type,
kNormalSource_Type,
};
typedef sk_sp<SkFlattenable> (*Factory)(SkReadBuffer&);

View File

@ -305,6 +305,12 @@ bool SkBitmapProcShader::isOpaque() const {
return fRawBitmap.isOpaque();
}
bool SkBitmapProcShader::BitmapIsTooBig(const SkBitmap& bm) {
static const int kMaxSize = 65535;
return bm.width() > kMaxSize || bm.height() > kMaxSize;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "SkUnPreMultiply.h"

View File

@ -21,6 +21,11 @@ public:
bool isOpaque() const override;
// SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
// communicates between its matrix-proc and its sampler-proc. Until we can
// widen that, we have to reject bitmaps that are larger.
static bool BitmapIsTooBig(const SkBitmap&);
SK_TO_STRING_OVERRIDE()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader)

View File

@ -5,6 +5,7 @@
* found in the LICENSE file.
*/
#include "SkBitmapProcShader.h"
#include "SkBitmapProcState.h"
#include "SkColor.h"
#include "SkEmptyShader.h"
@ -42,17 +43,19 @@ public:
/** Create a new lighting shader that uses the provided normal map and
lights to light the diffuse bitmap.
@param diffuse the diffuse bitmap
@param normal the normal map
@param lights the lights applied to the normal map
@param invNormRotation rotation applied to the normal map's normals
@param diffLocalM the local matrix for the diffuse coordinates
@param normLocalM the local matrix for the normal coordinates
@param diffuse the diffuse bitmap
@param normal the normal map
@param lights the lights applied to the normal map
@param invNormRotation rotation applied to the normal map's normals
@param diffLocalM the local matrix for the diffuse coordinates
@param normLocalM the local matrix for the normal coordinates
@param normalSource the normal source for GPU computations
*/
SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal,
const sk_sp<SkLights> lights,
const SkVector& invNormRotation,
const SkMatrix* diffLocalM, const SkMatrix* normLocalM)
const SkMatrix* diffLocalM, const SkMatrix* normLocalM,
sk_sp<SkLightingShader::NormalSource> normalSource)
: INHERITED(diffLocalM)
, fDiffuseMap(diffuse)
, fNormalMap(normal)
@ -67,6 +70,7 @@ public:
// Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
(void)fNormLocalMatrix.getType();
fNormalSource = std::move(normalSource);
}
bool isOpaque() const override;
@ -117,6 +121,8 @@ private:
SkMatrix fNormLocalMatrix;
SkVector fInvNormRotation;
sk_sp<SkLightingShader::NormalSource> fNormalSource;
friend class SkLightingShader;
typedef SkShader INHERITED;
@ -139,19 +145,12 @@ private:
class LightingFP : public GrFragmentProcessor {
public:
LightingFP(GrTexture* diffuse, GrTexture* normal, const SkMatrix& diffMatrix,
const SkMatrix& normMatrix, const GrTextureParams& diffParams,
const GrTextureParams& normParams, sk_sp<SkLights> lights,
const SkVector& invNormRotation)
LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTextureParams& diffParams,
sk_sp<SkLights> lights, sk_sp<GrFragmentProcessor> normalFP)
: fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
, fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
, fDiffuseTextureAccess(diffuse, diffParams)
, fNormalTextureAccess(normal, normParams)
, fInvNormRotation(invNormRotation) {
, fDiffuseTextureAccess(diffuse, diffParams) {
this->addCoordTransform(&fDiffDeviceTransform);
this->addCoordTransform(&fNormDeviceTransform);
this->addTextureAccess(&fDiffuseTextureAccess);
this->addTextureAccess(&fNormalTextureAccess);
// fuse all ambient lights into a single one
fAmbientColor.set(0.0f, 0.0f, 0.0f);
@ -165,16 +164,16 @@ public:
}
}
this->registerChildProcessor(std::move(normalFP));
this->initClassID<LightingFP>();
}
class LightingGLFP : public GrGLSLFragmentProcessor {
class GLSLLightingFP : public GrGLSLFragmentProcessor {
public:
LightingGLFP() {
GLSLLightingFP() {
fLightDir.fX = 10000.0f;
fLightColor.fX = 0.0f;
fAmbientColor.fX = 0.0f;
fInvNormRotation.set(0.0f, 0.0f);
}
void emitCode(EmitArgs& args) override {
@ -198,33 +197,16 @@ public:
kVec3f_GrSLType, kDefault_GrSLPrecision,
"AmbientColor", &ambientColorUniName);
const char* xformUniName = nullptr;
fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kVec2f_GrSLType, kDefault_GrSLPrecision,
"Xform", &xformUniName);
fragBuilder->codeAppend("vec4 diffuseColor = ");
fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fTexSamplers[0],
args.fCoords[0].c_str(),
args.fCoords[0].getType());
fragBuilder->codeAppend(";");
fragBuilder->codeAppend("vec4 normalColor = ");
fragBuilder->appendTextureLookup(args.fTexSamplers[1],
args.fCoords[1].c_str(),
args.fCoords[1].getType());
fragBuilder->codeAppend(";");
fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
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);
// TODO: inverse map the light direction vectors in the vertex shader rather than
// transforming all the normals here!
fragBuilder->codeAppend("normal = normalize(m*normal);");
SkString dstNormalName("dstNormal");
this->emitChild(0, nullptr, &dstNormalName, args);
fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_str());
fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);",
lightDirUniName);
// diffuse light
@ -262,12 +244,6 @@ public:
pdman.set3fv(fAmbientColorUni, 1, &ambientColor.fX);
fAmbientColor = ambientColor;
}
const SkVector& invNormRotation = lightingFP.invNormRotation();
if (invNormRotation != fInvNormRotation) {
pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
fInvNormRotation = invNormRotation;
}
}
private:
@ -279,13 +255,10 @@ public:
SkColor3f fAmbientColor;
GrGLSLProgramDataManager::UniformHandle fAmbientColorUni;
SkVector fInvNormRotation;
GrGLSLProgramDataManager::UniformHandle fXformUni;
};
void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
LightingGLFP::GenKey(*this, caps, b);
GLSLLightingFP::GenKey(*this, caps, b);
}
const char* name() const override { return "LightingFP"; }
@ -297,32 +270,24 @@ public:
const SkVector3& lightDir() const { return fLightDir; }
const SkColor3f& lightColor() const { return fLightColor; }
const SkColor3f& ambientColor() const { return fAmbientColor; }
const SkVector& invNormRotation() const { return fInvNormRotation; }
private:
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new LightingGLFP; }
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLLightingFP; }
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const LightingFP& lightingFP = proc.cast<LightingFP>();
return fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
fNormDeviceTransform == lightingFP.fNormDeviceTransform &&
fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
fNormalTextureAccess == lightingFP.fNormalTextureAccess &&
fLightDir == lightingFP.fLightDir &&
fLightColor == lightingFP.fLightColor &&
fAmbientColor == lightingFP.fAmbientColor &&
fInvNormRotation == lightingFP.fInvNormRotation;
fAmbientColor == lightingFP.fAmbientColor;
}
GrCoordTransform fDiffDeviceTransform;
GrCoordTransform fNormDeviceTransform;
GrTextureAccess fDiffuseTextureAccess;
GrTextureAccess fNormalTextureAccess;
SkVector3 fLightDir;
SkColor3f fLightColor;
SkColor3f fAmbientColor;
SkVector fInvNormRotation;
};
////////////////////////////////////////////////////////////////////////////
@ -357,56 +322,39 @@ sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(
SkFilterQuality filterQuality,
SkSourceGammaTreatment gammaTreatment) const {
// we assume diffuse and normal maps have same width and height
// TODO: support different sizes
// TODO: support different sizes, will be addressed when diffuse maps are factored out of
// SkLightingShader in a future CL
SkASSERT(fDiffuseMap.width() == fNormalMap.width() &&
fDiffuseMap.height() == fNormalMap.height());
SkMatrix diffM, normM;
SkMatrix diffM;
if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
return nullptr;
}
if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
return nullptr;
}
bool doBicubic;
GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
SkTMin(filterQuality, kMedium_SkFilterQuality),
viewM,
this->getLocalMatrix(),
&doBicubic);
SkASSERT(!doBicubic);
GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode(
SkTMin(filterQuality, kMedium_SkFilterQuality),
viewM,
fNormLocalMatrix,
&doBicubic);
SkTMin(filterQuality, kMedium_SkFilterQuality),
viewM,
this->getLocalMatrix(),
&doBicubic);
SkASSERT(!doBicubic);
// TODO: support other tile modes
GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context,
fDiffuseMap, diffParams,
gammaTreatment));
SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap,
diffParams, gammaTreatment));
if (!diffuseTexture) {
SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
return nullptr;
}
GrTextureParams normParams(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;
}
sk_sp<GrFragmentProcessor> normalFP(
fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filterQuality,
gammaTreatment));
sk_sp<GrFragmentProcessor> inner (
new LightingFP(diffuseTexture, normalTexture, diffM, normM, diffParams, normParams, fLights,
fInvNormRotation));
new LightingFP(diffuseTexture, diffM, diffParams, fLights, std::move(normalFP)));
return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
}
@ -418,14 +366,14 @@ bool SkLightingShaderImpl::isOpaque() const {
return fDiffuseMap.isOpaque();
}
SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader,
const ContextRec& rec,
SkBitmapProcState* diffuseState,
SkBitmapProcState* normalState)
SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
const SkLightingShaderImpl& shader,
const ContextRec& rec,
SkBitmapProcState* diffuseState,
SkBitmapProcState* normalState)
: INHERITED(shader, rec)
, fDiffuseState(diffuseState)
, fNormalState(normalState)
{
, fNormalState(normalState) {
const SkPixmap& pixmap = fDiffuseState->fPixmap;
bool isOpaque = pixmap.isOpaque();
@ -615,8 +563,11 @@ sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
invNormRotation = buf.readPoint();
}
sk_sp<SkLightingShader::NormalSource> normalSource(
buf.readFlattenable<SkLightingShader::NormalSource>());
return sk_make_sp<SkLightingShaderImpl>(diffuse, normal, std::move(lights), invNormRotation,
&diffLocalM, &normLocalM);
&diffLocalM, &normLocalM, std::move(normalSource));
}
void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
@ -644,6 +595,8 @@ void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
}
}
buf.writePoint(fInvNormRotation);
buf.writeFlattenable(fNormalSource.get());
}
bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec,
@ -685,7 +638,9 @@ SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
return nullptr;
}
void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState);
void* normalStateStorage = (char*)storage +
sizeof(LightingShaderContext) +
sizeof(SkBitmapProcState);
SkBitmapProcState* normalState = new (normalStateStorage) SkBitmapProcState(fNormalMap,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
SkMipMap::DeduceTreatment(rec));
@ -701,31 +656,23 @@ SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
///////////////////////////////////////////////////////////////////////////////
static bool bitmap_is_too_big(const SkBitmap& bm) {
// SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
// communicates between its matrix-proc and its sampler-proc. Until we can
// widen that, we have to reject bitmaps that are larger.
//
static const int kMaxSize = 65535;
return bm.width() > kMaxSize || bm.height() > kMaxSize;
}
sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse, const SkBitmap& normal,
sk_sp<SkLights> lights,
const SkVector& invNormRotation,
const SkMatrix* diffLocalM, const SkMatrix* normLocalM) {
if (diffuse.isNull() || bitmap_is_too_big(diffuse) ||
normal.isNull() || bitmap_is_too_big(normal) ||
diffuse.width() != normal.width() ||
if (diffuse.isNull() || SkBitmapProcShader::BitmapIsTooBig(diffuse) ||
normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal) ||
diffuse.width() != normal.width() ||
diffuse.height() != normal.height()) {
return nullptr;
}
SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
sk_sp<SkLightingShader::NormalSource> normalSource =
SkLightingShader::NormalMapSource::Make(normal, invNormRotation, normLocalM);
return sk_make_sp<SkLightingShaderImpl>(diffuse, normal, std::move(lights),
invNormRotation, diffLocalM, normLocalM);
invNormRotation, diffLocalM, normLocalM, std::move(normalSource));
}
///////////////////////////////////////////////////////////////////////////////

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@ -16,6 +16,58 @@ class SkMatrix;
class SK_API SkLightingShader {
public:
/** Abstract class that generates or reads in normals for use by SkLightingShader. Currently
implements the GPU side only. Not to be used as part of the API yet. Used internally by
SkLightingShader.
*/
class NormalSource : public SkFlattenable {
public:
virtual ~NormalSource();
#if SK_SUPPORT_GPU
/** Returns a fragment processor that takes no input and outputs a normal (already rotated)
as its output color. To be used as a child fragment processor.
*/
virtual sk_sp<GrFragmentProcessor> asFragmentProcessor(
GrContext* context,
const SkMatrix& viewM,
const SkMatrix* localMatrix,
SkFilterQuality filterQuality,
SkSourceGammaTreatment gammaTreatment) const = 0;
#endif
SK_DEFINE_FLATTENABLE_TYPE(NormalSource)
};
/** Returns a normal source that provides normals sourced from the the normal map argument.
Not to be used as part of the API yet. Used internally by SkLightingShader.
@param normal the normal map
@param invNormRotation rotation applied to the normal map's normals
@param normLocalM the local matrix for the normal map
nullptr will be returned if
'normal' is empty
'normal' too big (> 65535 on either side)
The normal map is currently assumed to be an 8888 image where the normal at a texel
is retrieved by:
N.x = R-127;
N.y = G-127;
N.z = B-127;
N.normalize();
The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
(127, 127, 0).
*/
class NormalMapSource {
public:
static sk_sp<NormalSource> Make(const SkBitmap& normal, const SkVector& invNormRotation,
const SkMatrix* normLocalM);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
/** Returns a shader that lights the diffuse and normal maps with a set of lights.
It returns a shader with a reference count of 1.

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@ -0,0 +1,290 @@
/*
* 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 SK_API 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::NormalMapSource;
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::NormalMapSource::Make(
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::NormalMapSource)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl)
SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
////////////////////////////////////////////////////////////////////////////

View File

@ -88,6 +88,8 @@ void SkFlattenable::PrivateInitializer::InitEffects() {
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPerlinNoiseShader)
SkGradientShader::InitializeFlattenables();
SkLightingShader::InitializeFlattenables();
SkLightingShader::NormalMapSource::InitializeFlattenables();
// PathEffect
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkArcToPathEffect)

View File

@ -5,13 +5,14 @@
* found in the LICENSE file.
*/
#include "SkAnnotationKeys.h"
#include "Resources.h"
#include "SkAnnotationKeys.h"
#include "SkCanvas.h"
#include "SkFixed.h"
#include "SkFontDescriptor.h"
#include "SkImage.h"
#include "SkImageSource.h"
#include "SkLightingShader.h"
#include "SkMallocPixelRef.h"
#include "SkOSFile.h"
#include "SkPictureRecorder.h"
@ -21,6 +22,7 @@
#include "SkWriteBuffer.h"
#include "SkValidatingReadBuffer.h"
#include "SkXfermodeImageFilter.h"
#include "sk_tool_utils.h"
#include "Test.h"
static const uint32_t kArraySize = 64;
@ -182,8 +184,8 @@ static T* TestFlattenableSerialization(T* testObj, bool shouldSucceed,
size_t bytesWritten = writer.bytesWritten();
REPORTER_ASSERT(reporter, SkAlign4(bytesWritten) == bytesWritten);
SkASSERT(bytesWritten <= 4096);
unsigned char dataWritten[4096];
SkASSERT(bytesWritten <= sizeof(dataWritten));
writer.writeToMemory(dataWritten);
// Make sure this fails when it should (test with smaller size, but still multiple of 4)
@ -546,6 +548,43 @@ DEF_TEST(Serialization, reporter) {
}
TestPictureTypefaceSerialization(reporter);
// Test SkLightingShader/NormalMapSource serialization
{
const int kTexSize = 2;
SkLights::Builder builder;
builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
SkVector3::Make(1.0f, 0.0f, 0.0f)));
builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.2f, 0.2f)));
sk_sp<SkLights> fLights = builder.finish();
SkBitmap diffuse = sk_tool_utils::create_checkerboard_bitmap(
kTexSize, kTexSize,
sk_tool_utils::color_to_565(0x0),
sk_tool_utils::color_to_565(0xFF804020),
8);
SkRect bitmapBounds = SkRect::MakeIWH(diffuse.width(), diffuse.height());
SkMatrix matrix;
SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit);
SkVector invNormRotation = { SkScalarSqrt(0.3f), SkScalarSqrt(0.7f) };
SkBitmap normals;
normals.allocN32Pixels(kTexSize, kTexSize);
sk_tool_utils::create_frustum_normal_map(&normals, SkIRect::MakeWH(kTexSize, kTexSize));
sk_sp<SkShader> lightingShader = SkLightingShader::Make(diffuse, normals, fLights,
invNormRotation, &matrix, &matrix);
SkAutoTUnref<SkShader>(TestFlattenableSerialization(lightingShader.get(), true, reporter));
// TODO test equality?
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////