aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/core/SkNormalMapSource.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/core/SkNormalMapSource.cpp')
-rw-r--r--src/core/SkNormalMapSource.cpp253
1 files changed, 253 insertions, 0 deletions
diff --git a/src/core/SkNormalMapSource.cpp b/src/core/SkNormalMapSource.cpp
new file mode 100644
index 0000000000..1b88366690
--- /dev/null
+++ b/src/core/SkNormalMapSource.cpp
@@ -0,0 +1,253 @@
+/*
+ * 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 "SkNormalMapSource.h"
+
+#include "SkArenaAlloc.h"
+#include "SkLightingShader.h"
+#include "SkMatrix.h"
+#include "SkNormalSource.h"
+#include "SkPM4f.h"
+#include "SkReadBuffer.h"
+#include "SkWriteBuffer.h"
+
+#if SK_SUPPORT_GPU
+#include "GrCoordTransform.h"
+#include "glsl/GrGLSLFragmentProcessor.h"
+#include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "SkGr.h"
+
+class NormalMapFP : public GrFragmentProcessor {
+public:
+ static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> mapFP,
+ const SkMatrix& invCTM) {
+ return std::unique_ptr<GrFragmentProcessor>(new NormalMapFP(std::move(mapFP), invCTM));
+ }
+
+ const char* name() const override { return "NormalMapFP"; }
+
+ const SkMatrix& invCTM() const { return fInvCTM; }
+
+ std::unique_ptr<GrFragmentProcessor> clone() const override {
+ return Make(this->childProcessor(0).clone(), fInvCTM);
+ }
+
+private:
+ class GLSLNormalMapFP : public GrGLSLFragmentProcessor {
+ public:
+ GLSLNormalMapFP() : fColumnMajorInvCTM22{0.0f} {}
+
+ void emitCode(EmitArgs& args) override {
+ GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
+ GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
+
+ // add uniform
+ const char* xformUniName = nullptr;
+ fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat2x2_GrSLType,
+ kDefault_GrSLPrecision, "Xform", &xformUniName);
+
+ SkString dstNormalColorName("dstNormalColor");
+ this->emitChild(0, &dstNormalColorName, args);
+ fragBuilder->codeAppendf("float3 normal = normalize(%s.rgb - float3(0.5));",
+ dstNormalColorName.c_str());
+
+ // If there's no x & y components, return (0, 0, +/- 1) instead to avoid division by 0
+ fragBuilder->codeAppend( "if (abs(normal.z) > 0.999) {");
+ fragBuilder->codeAppendf(" %s = normalize(float4(0.0, 0.0, normal.z, 0.0));",
+ args.fOutputColor);
+ // Else, Normalizing the transformed X and Y, while keeping constant both Z and the
+ // vector's angle in the XY plane. This maintains the "slope" for the surface while
+ // appropriately rotating the normal regardless of any anisotropic scaling that occurs.
+ // Here, we call 'scaling factor' the number that must divide the transformed X and Y so
+ // that the normal's length remains equal to 1.
+ fragBuilder->codeAppend( "} else {");
+ fragBuilder->codeAppendf(" float2 transformed = %s * normal.xy;",
+ xformUniName);
+ fragBuilder->codeAppend( " float scalingFactorSquared = "
+ "( (transformed.x * transformed.x) "
+ "+ (transformed.y * transformed.y) )"
+ "/(1.0 - (normal.z * normal.z));");
+ fragBuilder->codeAppendf(" %s = float4(transformed*inversesqrt(scalingFactorSquared),"
+ "normal.z, 0.0);",
+ args.fOutputColor);
+ fragBuilder->codeAppend( "}");
+ }
+
+ static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
+ b->add32(0x0);
+ }
+
+ private:
+ void onSetData(const GrGLSLProgramDataManager& pdman,
+ const GrFragmentProcessor& proc) override {
+ const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
+
+ const SkMatrix& invCTM = normalMapFP.invCTM();
+ fColumnMajorInvCTM22[0] = invCTM.get(SkMatrix::kMScaleX);
+ fColumnMajorInvCTM22[1] = invCTM.get(SkMatrix::kMSkewY);
+ fColumnMajorInvCTM22[2] = invCTM.get(SkMatrix::kMSkewX);
+ fColumnMajorInvCTM22[3] = invCTM.get(SkMatrix::kMScaleY);
+ pdman.setMatrix2f(fXformUni, fColumnMajorInvCTM22);
+ }
+
+ private:
+ // Upper-right 2x2 corner of the inverse of the CTM in column-major form
+ float fColumnMajorInvCTM22[4];
+ GrGLSLProgramDataManager::UniformHandle fXformUni;
+ };
+
+ void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
+ GLSLNormalMapFP::GenKey(*this, caps, b);
+ }
+ NormalMapFP(std::unique_ptr<GrFragmentProcessor> mapFP, const SkMatrix& invCTM)
+ : INHERITED(kMappedNormalsFP_ClassID, kNone_OptimizationFlags)
+ , fInvCTM(invCTM) {
+ this->registerChildProcessor(std::move(mapFP));
+ }
+
+ GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalMapFP; }
+
+ bool onIsEqual(const GrFragmentProcessor& proc) const override {
+ const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
+ return fInvCTM == normalMapFP.fInvCTM;
+ }
+
+ SkMatrix fInvCTM;
+
+ typedef GrFragmentProcessor INHERITED;
+};
+
+std::unique_ptr<GrFragmentProcessor> SkNormalMapSourceImpl::asFragmentProcessor(
+ const GrFPArgs& args) const {
+ std::unique_ptr<GrFragmentProcessor> mapFP = as_SB(fMapShader)->asFragmentProcessor(args);
+ if (!mapFP) {
+ return nullptr;
+ }
+
+ return NormalMapFP::Make(std::move(mapFP), fInvCTM);
+}
+
+#endif // SK_SUPPORT_GPU
+
+////////////////////////////////////////////////////////////////////////////
+
+SkNormalMapSourceImpl::Provider::Provider(const SkNormalMapSourceImpl& source,
+ SkShaderBase::Context* mapContext)
+ : fSource(source)
+ , fMapContext(mapContext) {}
+
+SkNormalSource::Provider* SkNormalMapSourceImpl::asProvider(const SkShaderBase::ContextRec &rec,
+ SkArenaAlloc* alloc) const {
+ SkMatrix normTotalInv;
+ if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
+ return nullptr;
+ }
+
+ // Overriding paint's alpha because we need the normal map's RGB channels to be unpremul'd
+ SkPaint overridePaint {*(rec.fPaint)};
+ overridePaint.setAlpha(0xFF);
+ SkShaderBase::ContextRec overrideRec(overridePaint, *(rec.fMatrix), rec.fLocalMatrix,
+ rec.fPreferredDstType, rec.fDstColorSpace);
+
+ auto* context = as_SB(fMapShader)->makeContext(overrideRec, alloc);
+ if (!context) {
+ return nullptr;
+ }
+
+ return alloc->make<Provider>(*this, context);
+}
+
+bool SkNormalMapSourceImpl::computeNormTotalInverse(const SkShaderBase::ContextRec& rec,
+ SkMatrix* normTotalInverse) const {
+ SkMatrix total = SkMatrix::Concat(*rec.fMatrix, fMapShader->getLocalMatrix());
+ if (rec.fLocalMatrix) {
+ total.preConcat(*rec.fLocalMatrix);
+ }
+
+ return total.invert(normTotalInverse);
+}
+
+#define BUFFER_MAX 16
+void SkNormalMapSourceImpl::Provider::fillScanLine(int x, int y, SkPoint3 output[],
+ int count) const {
+ SkPMColor tmpNormalColors[BUFFER_MAX];
+
+ do {
+ int n = SkTMin(count, BUFFER_MAX);
+
+ fMapContext->shadeSpan(x, y, tmpNormalColors, n);
+
+ for (int i = 0; i < n; i++) {
+ SkPoint3 tempNorm;
+
+ tempNorm.set(SkIntToScalar(SkGetPackedR32(tmpNormalColors[i])) - 127.0f,
+ SkIntToScalar(SkGetPackedG32(tmpNormalColors[i])) - 127.0f,
+ SkIntToScalar(SkGetPackedB32(tmpNormalColors[i])) - 127.0f);
+
+ tempNorm.normalize();
+
+
+ if (!SkScalarNearlyEqual(SkScalarAbs(tempNorm.fZ), 1.0f)) {
+ SkVector transformed = fSource.fInvCTM.mapVector(tempNorm.fX, tempNorm.fY);
+
+ // Normalizing the transformed X and Y, while keeping constant both Z and the
+ // vector's angle in the XY plane. This maintains the "slope" for the surface while
+ // appropriately rotating the normal for any anisotropic scaling that occurs.
+ // Here, we call scaling factor the number that must divide the transformed X and Y
+ // so that the normal's length remains equal to 1.
+ SkScalar scalingFactorSquared =
+ (SkScalarSquare(transformed.fX) + SkScalarSquare(transformed.fY))
+ / (1.0f - SkScalarSquare(tempNorm.fZ));
+ SkScalar invScalingFactor = SkScalarInvert(SkScalarSqrt(scalingFactorSquared));
+
+ output[i].fX = transformed.fX * invScalingFactor;
+ output[i].fY = transformed.fY * invScalingFactor;
+ output[i].fZ = tempNorm.fZ;
+ } else {
+ output[i] = {0.0f, 0.0f, tempNorm.fZ};
+ output[i].normalize();
+ }
+
+ SkASSERT(SkScalarNearlyEqual(output[i].length(), 1.0f));
+ }
+
+ output += n;
+ x += n;
+ count -= n;
+ } while (count > 0);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkFlattenable> SkNormalMapSourceImpl::CreateProc(SkReadBuffer& buf) {
+
+ sk_sp<SkShader> mapShader = buf.readFlattenable<SkShaderBase>();
+
+ SkMatrix invCTM;
+ buf.readMatrix(&invCTM);
+
+ return sk_make_sp<SkNormalMapSourceImpl>(std::move(mapShader), invCTM);
+}
+
+void SkNormalMapSourceImpl::flatten(SkWriteBuffer& buf) const {
+ this->INHERITED::flatten(buf);
+
+ buf.writeFlattenable(fMapShader.get());
+ buf.writeMatrix(fInvCTM);
+}
+
+////////////////////////////////////////////////////////////////////////////
+
+sk_sp<SkNormalSource> SkNormalSource::MakeFromNormalMap(sk_sp<SkShader> map, const SkMatrix& ctm) {
+ SkMatrix invCTM;
+
+ if (!ctm.invert(&invCTM) || !map) {
+ return nullptr;
+ }
+
+ return sk_make_sp<SkNormalMapSourceImpl>(std::move(map), invCTM);
+}