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authorGravatar dvonbeck <dvonbeck@google.com>2016-06-16 12:39:25 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-06-16 12:39:25 -0700
commit8811e40850ac3310c17fe8cdaffe72817a5e317d (patch)
tree6ae3af6943a49f2edf5363120596dc57b6b05158 /src
parentc2a7c2fe89650e90199b9c41a4a9c0bec3d523a2 (diff)
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 Committed: https://skia.googlesource.com/skia/+/a7d1e2a57aef2aa4913d4380646d60bbab761318 Review-Url: https://codereview.chromium.org/2043393002
Diffstat (limited to 'src')
-rw-r--r--src/core/SkBitmapProcShader.cpp6
-rw-r--r--src/core/SkBitmapProcShader.h5
-rw-r--r--src/core/SkLightingShader.cpp177
-rw-r--r--src/core/SkLightingShader.h49
-rw-r--r--src/core/SkLightingShader_NormalSource.cpp290
-rw-r--r--src/ports/SkGlobalInitialization_default.cpp2
6 files changed, 414 insertions, 115 deletions
diff --git a/src/core/SkBitmapProcShader.cpp b/src/core/SkBitmapProcShader.cpp
index c86dfdd989..b2dee0b9d2 100644
--- a/src/core/SkBitmapProcShader.cpp
+++ b/src/core/SkBitmapProcShader.cpp
@@ -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"
diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h
index 1d374335c2..5f0b5eeffe 100644
--- a/src/core/SkBitmapProcShader.h
+++ b/src/core/SkBitmapProcShader.h
@@ -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)
diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp
index aaf29fcf3a..ca1c3417b4 100644
--- a/src/core/SkLightingShader.cpp
+++ b/src/core/SkLightingShader.cpp
@@ -5,6 +5,7 @@
* found in the LICENSE file.
*/
+#include "SkBitmapProcShader.h"
#include "SkBitmapProcState.h"
#include "SkColor.h"
#include "SkEmptyShader.h"
@@ -37,22 +38,24 @@
/** \class SkLightingShaderImpl
This subclass of shader applies lighting.
*/
-class SK_API SkLightingShaderImpl : public SkShader {
+class SkLightingShaderImpl : public SkShader {
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::NormalSource::MakeMap(normal, invNormRotation, normLocalM);
+
return sk_make_sp<SkLightingShaderImpl>(diffuse, normal, std::move(lights),
- invNormRotation, diffLocalM, normLocalM);
+ invNormRotation, diffLocalM, normLocalM, std::move(normalSource));
}
///////////////////////////////////////////////////////////////////////////////
diff --git a/src/core/SkLightingShader.h b/src/core/SkLightingShader.h
index f25b30342a..c2b65472b9 100644
--- a/src/core/SkLightingShader.h
+++ b/src/core/SkLightingShader.h
@@ -16,6 +16,55 @@ 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 SK_API 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
+
+ /** 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).
+ */
+ static sk_sp<NormalSource> MakeMap(const SkBitmap& normal, const SkVector& invNormRotation,
+ const SkMatrix* normLocalM);
+
+ SK_DEFINE_FLATTENABLE_TYPE(NormalSource)
+ 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.
diff --git a/src/core/SkLightingShader_NormalSource.cpp b/src/core/SkLightingShader_NormalSource.cpp
new file mode 100644
index 0000000000..b96b1bf083
--- /dev/null
+++ b/src/core/SkLightingShader_NormalSource.cpp
@@ -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 NormalMapSourceImpl : public SkLightingShader::NormalSource {
+public:
+ NormalMapSourceImpl(const SkBitmap &normal, const SkVector &invNormRotation,
+ const SkMatrix *normLocalM)
+ : fNormalMap(normal)
+ , fInvNormRotation(invNormRotation) {
+
+ if (normLocalM) {
+ fNormLocalMatrix = *normLocalM;
+ } else {
+ fNormLocalMatrix.reset();
+ }
+ // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe.
+ (void)fNormLocalMatrix.getType();
+ }
+
+#if SK_SUPPORT_GPU
+ sk_sp<GrFragmentProcessor> asFragmentProcessor(GrContext*,
+ const SkMatrix& viewM,
+ const SkMatrix* localMatrix,
+ SkFilterQuality,
+ SkSourceGammaTreatment) const override;
+#endif
+
+ SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(NormalMapSourceImpl)
+
+protected:
+ void flatten(SkWriteBuffer& buf) const override;
+
+private:
+ SkBitmap fNormalMap;
+ SkMatrix fNormLocalMatrix;
+ SkVector fInvNormRotation;
+
+ friend class SkLightingShader::NormalSource;
+
+ typedef SkLightingShader::NormalSource INHERITED;
+};
+
+////////////////////////////////////////////////////////////////////////////
+
+#if SK_SUPPORT_GPU
+
+#include "GrCoordTransform.h"
+#include "GrInvariantOutput.h"
+#include "GrTextureParams.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "SkGr.h"
+
+class NormalMapFP : public GrFragmentProcessor {
+public:
+ NormalMapFP(GrTexture* normal, const SkMatrix& normMatrix, const GrTextureParams& normParams,
+ const SkVector& invNormRotation)
+ : fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode())
+ , fNormalTextureAccess(normal, normParams)
+ , fInvNormRotation(invNormRotation) {
+ this->addCoordTransform(&fNormDeviceTransform);
+ this->addTextureAccess(&fNormalTextureAccess);
+
+ this->initClassID<NormalMapFP>();
+ }
+
+ class GLSLNormalMapFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLNormalMapFP() {
+ fInvNormRotation.set(0.0f, 0.0f);
+ }
+
+ void emitCode(EmitArgs& args) override {
+
+ GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ // add uniform
+ const char* xformUniName = nullptr;
+ fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
+ kVec2f_GrSLType, kDefault_GrSLPrecision,
+ "Xform", &xformUniName);
+
+ fragBuilder->codeAppend("vec4 normalColor = ");
+ fragBuilder->appendTextureLookup(args.fTexSamplers[0],
+ args.fCoords[0].c_str(),
+ args.fCoords[0].getType());
+ fragBuilder->codeAppend(";");
+
+ fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);");
+
+ // TODO: inverse map the light direction vectors in the vertex shader rather than
+ // transforming all the normals here!
+ fragBuilder->codeAppendf(
+ "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0.0, 0.0, 0.0, 1.0);",
+ xformUniName, xformUniName, xformUniName, xformUniName);
+
+ fragBuilder->codeAppend("normal = normalize(m*normal);");
+ fragBuilder->codeAppendf("%s = vec4(normal, 0);", args.fOutputColor);
+ }
+
+ static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
+ GrProcessorKeyBuilder* b) {
+ b->add32(0x0);
+ }
+
+ protected:
+ void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {
+ const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
+
+ const SkVector& invNormRotation = normalMapFP.invNormRotation();
+ if (invNormRotation != fInvNormRotation) {
+ pdman.set2fv(fXformUni, 1, &invNormRotation.fX);
+ fInvNormRotation = invNormRotation;
+ }
+ }
+
+ private:
+ SkVector fInvNormRotation;
+ GrGLSLProgramDataManager::UniformHandle fXformUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLNormalMapFP::GenKey(*this, caps, b);
+ }
+
+ const char* name() const override { return "NormalMapFP"; }
+
+ void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
+ inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput);
+ }
+
+ const SkVector& invNormRotation() const { return fInvNormRotation; }
+
+private:
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalMapFP; }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
+ return fNormDeviceTransform == normalMapFP.fNormDeviceTransform &&
+ fNormalTextureAccess == normalMapFP.fNormalTextureAccess &&
+ fInvNormRotation == normalMapFP.fInvNormRotation;
+ }
+
+ GrCoordTransform fNormDeviceTransform;
+ GrTextureAccess fNormalTextureAccess;
+ SkVector fInvNormRotation;
+};
+
+// TODO same code at SkLightingShader.cpp. Refactor to common source!
+static bool make_mat(const SkBitmap& bm,
+ const SkMatrix& localMatrix1,
+ const SkMatrix* localMatrix2,
+ SkMatrix* result) {
+
+ result->setIDiv(bm.width(), bm.height());
+
+ SkMatrix lmInverse;
+ if (!localMatrix1.invert(&lmInverse)) {
+ return false;
+ }
+ if (localMatrix2) {
+ SkMatrix inv;
+ if (!localMatrix2->invert(&inv)) {
+ return false;
+ }
+ lmInverse.postConcat(inv);
+ }
+ result->preConcat(lmInverse);
+
+ return true;
+}
+
+sk_sp<GrFragmentProcessor> NormalMapSourceImpl::asFragmentProcessor(
+ GrContext *context,
+ const SkMatrix &viewM,
+ const SkMatrix *localMatrix,
+ SkFilterQuality filterQuality,
+ SkSourceGammaTreatment gammaTreatment) const {
+
+ // TODO Here, the old code was checking that diffuse map and normal map are same size, that
+ // will be addressed when diffuse maps are factored out of SkLightingShader in a future CL
+
+ SkMatrix normM;
+ if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) {
+ return nullptr;
+ }
+
+ bool doBicubic;
+ GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode(
+ SkTMin(filterQuality, kMedium_SkFilterQuality),
+ viewM,
+ fNormLocalMatrix,
+ &doBicubic);
+ SkASSERT(!doBicubic);
+
+ // TODO: support other tile modes
+ GrTextureParams normParams(SkShader::kClamp_TileMode, normFilterMode);
+ SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context,
+ fNormalMap,
+ normParams,
+ gammaTreatment));
+ if (!normalTexture) {
+ SkErrorInternals::SetError(kInternalError_SkError, "Couldn't convert bitmap to texture.");
+ return nullptr;
+ }
+
+ return sk_make_sp<NormalMapFP>(normalTexture, normM, normParams, fInvNormRotation);
+}
+
+#endif // SK_SUPPORT_GPU
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkFlattenable> NormalMapSourceImpl::CreateProc(SkReadBuffer& buf) {
+
+ SkMatrix normLocalM;
+ bool hasNormLocalM = buf.readBool();
+ if (hasNormLocalM) {
+ buf.readMatrix(&normLocalM);
+ } else {
+ normLocalM.reset();
+ }
+
+ SkBitmap normal;
+ if (!buf.readBitmap(&normal)) {
+ return nullptr;
+ }
+ normal.setImmutable();
+
+ SkVector invNormRotation = {1,0};
+ if (!buf.isVersionLT(SkReadBuffer::kLightingShaderWritesInvNormRotation)) {
+ invNormRotation = buf.readPoint();
+ }
+
+ return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, &normLocalM);
+}
+
+void NormalMapSourceImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ bool hasNormLocalM = !fNormLocalMatrix.isIdentity();
+ buf.writeBool(hasNormLocalM);
+ if (hasNormLocalM) {
+ buf.writeMatrix(fNormLocalMatrix);
+ }
+
+ buf.writeBitmap(fNormalMap);
+ buf.writePoint(fInvNormRotation);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkLightingShader::NormalSource> SkLightingShader::NormalSource::MakeMap(
+ const SkBitmap &normal, const SkVector &invNormRotation, const SkMatrix *normLocalM) {
+
+ // TODO not checking normal and diffuse maps to be same size, will be addressed when diffuse
+ // maps are factored out of SkLightingShader in a future CL
+ if (normal.isNull() || SkBitmapProcShader::BitmapIsTooBig(normal)) {
+ return nullptr;
+ }
+
+ SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1));
+
+ return sk_make_sp<NormalMapSourceImpl>(normal, invNormRotation, normLocalM);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader::NormalSource)
+ SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(NormalMapSourceImpl)
+SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
+
+////////////////////////////////////////////////////////////////////////////
diff --git a/src/ports/SkGlobalInitialization_default.cpp b/src/ports/SkGlobalInitialization_default.cpp
index ea268f22e8..37904a0d4b 100644
--- a/src/ports/SkGlobalInitialization_default.cpp
+++ b/src/ports/SkGlobalInitialization_default.cpp
@@ -88,6 +88,8 @@ void SkFlattenable::PrivateInitializer::InitEffects() {
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPerlinNoiseShader)
SkGradientShader::InitializeFlattenables();
SkLightingShader::InitializeFlattenables();
+ SkLightingShader::NormalSource::InitializeFlattenables();
+
// PathEffect
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkArcToPathEffect)