Abstracted diffuse color map out of SkLightingShaderImpl into a generic SkShader
Will not run until after landing https://codereview.chromium.org/2106893003/ This CL's base is the CL for the addition of NormalSource to the API: https://codereview.chromium.org/2063793002/ BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2062703003 Committed: https://skia.googlesource.com/skia/+/3f58cd0eb8bf4499c4f179aa6111d7e005809df8 Review-Url: https://codereview.chromium.org/2062703003
This commit is contained in:
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@ -41,22 +41,18 @@
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*/
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class SkLightingShaderImpl : public SkShader {
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public:
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/** Create a new lighting shader that uses the provided normal map and
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lights to light the diffuse bitmap.
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@param diffuse the diffuse bitmap
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@param lights the lights applied to the normal map
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@param diffLocalM the local matrix for the diffuse coordinates
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@param diffuseShader the shader that provides the diffuse colors
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@param normalSource the source of normals for lighting computation
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@param lights the lights applied to the geometry
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*/
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SkLightingShaderImpl(const SkBitmap& diffuse,
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const sk_sp<SkLights> lights,
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const SkMatrix* diffLocalM,
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sk_sp<SkNormalSource> normalSource)
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: INHERITED(diffLocalM)
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, fDiffuseMap(diffuse)
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, fLights(std::move(lights))
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, fNormalSource(std::move(normalSource)) {}
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SkLightingShaderImpl(sk_sp<SkShader> diffuseShader,
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sk_sp<SkNormalSource> normalSource,
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const sk_sp<SkLights> lights)
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: fDiffuseShader(std::move(diffuseShader))
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, fNormalSource(std::move(normalSource))
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, fLights(std::move(lights)) {}
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bool isOpaque() const override;
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@ -73,8 +69,9 @@ public:
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// The context takes ownership of the states. It will call their destructors
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// but will NOT free the memory.
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LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&,
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SkBitmapProcState* diffuseState, SkNormalSource::Provider*,
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SkShader::Context* diffuseContext, SkNormalSource::Provider*,
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void* heapAllocated);
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~LightingShaderContext() override;
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void shadeSpan(int x, int y, SkPMColor[], int count) override;
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@ -82,7 +79,7 @@ public:
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uint32_t getFlags() const override { return fFlags; }
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private:
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SkBitmapProcState* fDiffuseState;
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SkShader::Context* fDiffuseContext;
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SkNormalSource::Provider* fNormalProvider;
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uint32_t fFlags;
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@ -100,10 +97,9 @@ protected:
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Context* onCreateContext(const ContextRec&, void*) const override;
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private:
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SkBitmap fDiffuseMap;
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sk_sp<SkLights> fLights;
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sk_sp<SkShader> fDiffuseShader;
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sk_sp<SkNormalSource> fNormalSource;
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sk_sp<SkLights> fLights;
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friend class SkLightingShader;
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@ -127,12 +123,7 @@ private:
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class LightingFP : public GrFragmentProcessor {
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public:
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LightingFP(GrTexture* diffuse, const SkMatrix& diffMatrix, const GrTextureParams& diffParams,
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sk_sp<SkLights> lights, sk_sp<GrFragmentProcessor> normalFP)
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: fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode())
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, fDiffuseTextureAccess(diffuse, diffParams) {
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this->addCoordTransform(&fDiffDeviceTransform);
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this->addTextureAccess(&fDiffuseTextureAccess);
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LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) {
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// fuse all ambient lights into a single one
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fAmbientColor.set(0.0f, 0.0f, 0.0f);
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@ -179,11 +170,7 @@ public:
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kVec3f_GrSLType, kDefault_GrSLPrecision,
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"AmbientColor", &ambientColorUniName);
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fragBuilder->codeAppend("vec4 diffuseColor = ");
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fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fTexSamplers[0],
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args.fCoords[0].c_str(),
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args.fCoords[0].getType());
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fragBuilder->codeAppend(";");
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fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor);
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SkString dstNormalName("dstNormal");
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this->emitChild(0, nullptr, &dstNormalName, args);
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@ -258,15 +245,11 @@ 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 fDiffDeviceTransform == lightingFP.fDiffDeviceTransform &&
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fDiffuseTextureAccess == lightingFP.fDiffuseTextureAccess &&
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fLightDir == lightingFP.fLightDir &&
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return 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 fDiffDeviceTransform;
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GrTextureAccess fDiffuseTextureAccess;
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SkVector3 fLightDir;
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SkColor3f fLightColor;
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SkColor3f fAmbientColor;
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@ -274,66 +257,29 @@ private:
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////////////////////////////////////////////////////////////////////////////
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static bool make_mat(const SkBitmap& bm,
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const SkMatrix& localMatrix1,
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const SkMatrix* localMatrix2,
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SkMatrix* result) {
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result->setIDiv(bm.width(), bm.height());
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SkMatrix lmInverse;
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if (!localMatrix1.invert(&lmInverse)) {
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return false;
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}
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if (localMatrix2) {
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SkMatrix inv;
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if (!localMatrix2->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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result->preConcat(lmInverse);
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return true;
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}
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sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(
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GrContext* context,
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const SkMatrix& viewM,
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const SkMatrix* localMatrix,
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SkFilterQuality filterQuality,
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SkSourceGammaTreatment gammaTreatment) const {
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// we assume diffuse and normal maps have same width and height
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// TODO: support different sizes, will be addressed when diffuse maps are factored out of
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// SkLightingShader in a future CL
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SkMatrix diffM;
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if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) {
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return nullptr;
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}
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bool doBicubic;
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GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode(
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SkTMin(filterQuality, kMedium_SkFilterQuality),
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viewM,
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this->getLocalMatrix(),
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&doBicubic);
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SkASSERT(!doBicubic);
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// TODO: support other tile modes
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GrTextureParams diffParams(kClamp_TileMode, diffFilterMode);
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SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, fDiffuseMap,
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diffParams, gammaTreatment));
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if (!diffuseTexture) {
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SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
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return nullptr;
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}
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sk_sp<GrFragmentProcessor> normalFP(
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fNormalSource->asFragmentProcessor(context, viewM, localMatrix, filterQuality,
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gammaTreatment));
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sk_sp<GrFragmentProcessor> inner (
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new LightingFP(diffuseTexture, diffM, diffParams, fLights, std::move(normalFP)));
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if (!normalFP) {
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return nullptr;
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}
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sk_sp<GrFragmentProcessor> fpPipeline[] = {
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fDiffuseShader->asFragmentProcessor(context, viewM, localMatrix, filterQuality,
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gammaTreatment),
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sk_make_sp<LightingFP>(std::move(normalFP), fLights)
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};
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if(!fpPipeline[0]) {
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return nullptr;
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}
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sk_sp<GrFragmentProcessor> inner(GrFragmentProcessor::RunInSeries(fpPipeline, 2));
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return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
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}
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@ -343,18 +289,18 @@ sk_sp<GrFragmentProcessor> SkLightingShaderImpl::asFragmentProcessor(
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////////////////////////////////////////////////////////////////////////////
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bool SkLightingShaderImpl::isOpaque() const {
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return fDiffuseMap.isOpaque();
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return fDiffuseShader->isOpaque();
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}
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SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
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const SkLightingShaderImpl& shader, const ContextRec& rec, SkBitmapProcState* diffuseState,
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SkNormalSource::Provider* normalProvider, void* heapAllocated)
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const SkLightingShaderImpl& shader, const ContextRec& rec,
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SkShader::Context* diffuseContext, SkNormalSource::Provider* normalProvider,
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void* heapAllocated)
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: INHERITED(shader, rec)
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, fDiffuseState(diffuseState)
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, fDiffuseContext(diffuseContext)
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, fNormalProvider(normalProvider)
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, fHeapAllocated(heapAllocated) {
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const SkPixmap& pixmap = fDiffuseState->fPixmap;
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bool isOpaque = pixmap.isOpaque();
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bool isOpaque = shader.isOpaque();
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// update fFlags
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uint32_t flags = 0;
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@ -366,9 +312,9 @@ SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(
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}
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SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() {
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// The bitmap proc states have been created outside of the context on memory that will be freed
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// elsewhere. Call the destructors but leave the freeing of the memory to the caller.
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fDiffuseState->~SkBitmapProcState();
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// The dependencies have been created outside of the context on memory that was allocated by
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// the onCreateContext() method. Call the destructors and free the memory.
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fDiffuseContext->~Context();
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fNormalProvider->~Provider();
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sk_free(fHeapAllocated);
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@ -398,39 +344,23 @@ static inline SkPMColor convert(SkColor3f color, U8CPU a) {
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// larger is better (fewer times we have to loop), but we shouldn't
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// take up too much stack-space (each one here costs 16 bytes)
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#define TMP_COUNT 16
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#define BUFFER_MAX ((int)(TMP_COUNT * sizeof(uint32_t)))
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#define BUFFER_MAX 16
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void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y,
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SkPMColor result[], int count) {
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const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader);
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uint32_t tmpColor[TMP_COUNT];
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SkPMColor tmpColor2[2*TMP_COUNT];
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SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc();
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SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32();
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int max = fDiffuseState->maxCountForBufferSize(BUFFER_MAX);
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SkASSERT(fDiffuseState->fPixmap.addr());
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SkASSERT(max <= BUFFER_MAX);
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SkPMColor diffuse[BUFFER_MAX];
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SkPoint3 normals[BUFFER_MAX];
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do {
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int n = count;
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if (n > max) {
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n = max;
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}
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diffMProc(*fDiffuseState, tmpColor, n, x, y);
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diffSProc(*fDiffuseState, tmpColor, n, tmpColor2);
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int n = SkTMin(count, BUFFER_MAX);
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fDiffuseContext->shadeSpan(x, y, diffuse, n);
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fNormalProvider->fillScanLine(x, y, normals, n);
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for (int i = 0; i < n; ++i) {
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SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]);
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SkColor diffColor = SkUnPreMultiply::PMColorToColor(diffuse[i]);
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SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f);
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// This is all done in linear unpremul color space (each component 0..255.0f though)
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@ -469,19 +399,10 @@ void SkLightingShaderImpl::toString(SkString* str) const {
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#endif
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sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
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SkMatrix diffLocalM;
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bool hasDiffLocalM = buf.readBool();
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if (hasDiffLocalM) {
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buf.readMatrix(&diffLocalM);
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} else {
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diffLocalM.reset();
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}
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SkBitmap diffuse;
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if (!buf.readBitmap(&diffuse)) {
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return nullptr;
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}
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diffuse.setImmutable();
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// Discarding SkShader flattenable params
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bool hasLocalMatrix = buf.readBool();
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SkAssertResult(!hasLocalMatrix);
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int numLights = buf.readInt();
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@ -509,16 +430,15 @@ sk_sp<SkFlattenable> SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) {
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sk_sp<SkLights> lights(builder.finish());
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sk_sp<SkNormalSource> normalSource(buf.readFlattenable<SkNormalSource>());
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sk_sp<SkShader> diffuseShader(buf.readFlattenable<SkShader>());
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return sk_make_sp<SkLightingShaderImpl>(diffuse, std::move(lights), &diffLocalM,
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std::move(normalSource));
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return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource),
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std::move(lights));
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}
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void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
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this->INHERITED::flatten(buf);
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buf.writeBitmap(fDiffuseMap);
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buf.writeInt(fLights->numLights());
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for (int l = 0; l < fLights->numLights(); ++l) {
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const SkLights::Light& light = fLights->light(l);
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@ -533,6 +453,7 @@ void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const {
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}
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buf.writeFlattenable(fNormalSource.get());
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buf.writeFlattenable(fDiffuseShader.get());
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}
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size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const {
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@ -541,35 +462,27 @@ size_t SkLightingShaderImpl::onContextSize(const ContextRec& rec) const {
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SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec,
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void* storage) const {
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SkMatrix diffTotalInv;
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// computeTotalInverse was called in SkShader::createContext so we know it will succeed
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SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv));
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size_t heapRequired = sizeof(SkBitmapProcState) + fNormalSource->providerSize(rec);
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size_t heapRequired = fDiffuseShader->contextSize(rec) +
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fNormalSource->providerSize(rec);
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void* heapAllocated = sk_malloc_throw(heapRequired);
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void* diffuseStateStorage = heapAllocated;
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SkBitmapProcState* diffuseState = new (diffuseStateStorage) SkBitmapProcState(fDiffuseMap,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
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SkMipMap::DeduceTreatment(rec));
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SkASSERT(diffuseState);
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if (!diffuseState->setup(diffTotalInv, *rec.fPaint)) {
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diffuseState->~SkBitmapProcState();
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void* diffuseContextStorage = heapAllocated;
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SkShader::Context* diffuseContext = fDiffuseShader->createContext(rec, diffuseContextStorage);
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if (!diffuseContext) {
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sk_free(heapAllocated);
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return nullptr;
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}
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void* normalProviderStorage = (char*)heapAllocated + sizeof(SkBitmapProcState);
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void* normalProviderStorage = (char*)heapAllocated + fDiffuseShader->contextSize(rec);
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SkNormalSource::Provider* normalProvider = fNormalSource->asProvider(rec,
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normalProviderStorage);
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if (!normalProvider) {
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diffuseState->~SkBitmapProcState();
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diffuseContext->~Context();
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sk_free(heapAllocated);
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return nullptr;
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}
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return new (storage) LightingShaderContext(*this, rec, diffuseState, normalProvider,
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return new (storage) LightingShaderContext(*this, rec, diffuseContext, normalProvider,
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heapAllocated);
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}
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@ -588,8 +501,12 @@ sk_sp<SkShader> SkLightingShader::Make(const SkBitmap& diffuse,
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return nullptr;
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}
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return sk_make_sp<SkLightingShaderImpl>(diffuse, std::move(lights), diffLocalM,
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std::move(normalSource));
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// TODO: support other tile modes
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sk_sp<SkShader> diffuseShader = SkBitmapProcShader::MakeBitmapShader(diffuse,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, diffLocalM);
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return sk_make_sp<SkLightingShaderImpl>(std::move(diffuseShader), std::move(normalSource),
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std::move(lights));
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}
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///////////////////////////////////////////////////////////////////////////////
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const SkMatrix *localMatrix,
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SkFilterQuality filterQuality,
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SkSourceGammaTreatment gammaTreatment) const {
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sk_sp<GrFragmentProcessor> mapFP = fMapShader->asFragmentProcessor(context, viewM,
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localMatrix, filterQuality, gammaTreatment);
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if (!mapFP) {
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return nullptr;
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}
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return sk_make_sp<NormalMapFP>(std::move(mapFP), fInvCTM);
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}
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