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-rw-r--r--gyp/core.gypi1
-rw-r--r--include/core/SkFlattenable.h1
-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
-rw-r--r--tests/SerializationTest.cpp43
9 files changed, 457 insertions, 117 deletions
diff --git a/gyp/core.gypi b/gyp/core.gypi
index ff3e270534..d3102e4f92 100644
--- a/gyp/core.gypi
+++ b/gyp/core.gypi
@@ -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',
diff --git a/include/core/SkFlattenable.h b/include/core/SkFlattenable.h
index 260ea33dab..5eabcb3d6d 100644
--- a/include/core/SkFlattenable.h
+++ b/include/core/SkFlattenable.h
@@ -81,6 +81,7 @@ public:
kSkShader_Type,
kSkUnused_Type, // used to be SkUnitMapper
kSkXfermode_Type,
+ kNormalSource_Type,
};
typedef sk_sp<SkFlattenable> (*Factory)(SkReadBuffer&);
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)
diff --git a/tests/SerializationTest.cpp b/tests/SerializationTest.cpp
index 9e9b221cd2..e4e1a7acd7 100644
--- a/tests/SerializationTest.cpp
+++ b/tests/SerializationTest.cpp
@@ -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?
+
+ }
}
///////////////////////////////////////////////////////////////////////////////////////////////////