diff options
Diffstat (limited to 'src/core')
-rw-r--r-- | src/core/SkLight.h | 56 | ||||
-rw-r--r-- | src/core/SkLightingShader.cpp | 738 | ||||
-rw-r--r-- | src/core/SkLightingShader.h | 101 | ||||
-rw-r--r-- | src/core/SkPoint3.cpp | 80 | ||||
-rw-r--r-- | src/core/SkPoint3.h | 124 |
5 files changed, 1099 insertions, 0 deletions
diff --git a/src/core/SkLight.h b/src/core/SkLight.h new file mode 100644 index 0000000000..4a6e149c76 --- /dev/null +++ b/src/core/SkLight.h @@ -0,0 +1,56 @@ + +/* + * Copyright 2015 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#ifndef SkLight_DEFINED +#define SkLight_DEFINED + +#include "SkPoint3.h" + +class SK_API SkLight { +public: + enum LightType { + kAmbient_LightType, // only 'fColor' is used + kDirectional_LightType + }; + + SkLight() : fType(kAmbient_LightType) { + fColor.set(0.0f, 0.0f, 0.0f); + fDirection.set(0.0f, 0.0f, 1.0f); + } + + SkLight(const SkColor3f& color) + : fType(kAmbient_LightType) + , fColor(color) { + fDirection.set(0.0f, 0.0f, 1.0f); + } + + SkLight(const SkColor3f& color, const SkVector3& dir) + : fType(kDirectional_LightType) + , fColor(color) + , fDirection(dir) { + if (!fDirection.normalize()) { + fDirection.set(0.0f, 0.0f, 1.0f); + } + } + + LightType type() const { return fType; } + const SkColor3f& color() const { return fColor; } + const SkVector3& dir() const { + SkASSERT(kAmbient_LightType != fType); + return fDirection; + } + +private: + LightType fType; + SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. + SkVector3 fDirection; // direction towards the light (+Z is out of the screen). + // If degenerate, it will be replaced with (0, 0, 1). +}; + + +#endif diff --git a/src/core/SkLightingShader.cpp b/src/core/SkLightingShader.cpp new file mode 100644 index 0000000000..ce5c0ddb25 --- /dev/null +++ b/src/core/SkLightingShader.cpp @@ -0,0 +1,738 @@ + +/* + * Copyright 2015 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#include "SkBitmapProcState.h" +#include "SkColor.h" +#include "SkEmptyShader.h" +#include "SkErrorInternals.h" +#include "SkLightingShader.h" +#include "SkMathPriv.h" +#include "SkPoint3.h" +#include "SkReadBuffer.h" +#include "SkWriteBuffer.h" + +//////////////////////////////////////////////////////////////////////////// + +/* + SkLightingShader TODOs: + support other than clamp mode + allow 'diffuse' & 'normal' to be of different dimensions? + support different light types + support multiple lights + enforce normal map is 4 channel + use SkImages instead if SkBitmaps + + To Test: + non-opaque diffuse textures + A8 diffuse textures + down & upsampled draws +*/ + + + +/** \class SkLightingShaderImpl + This subclass of shader applies lighting. +*/ +class SK_API 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 + */ + SkLightingShaderImpl(const SkBitmap& diffuse, const SkBitmap& normal, + const SkLightingShader::Lights* lights, + const SkVector& invNormRotation, + const SkMatrix* diffLocalM, const SkMatrix* normLocalM) + : INHERITED(diffLocalM) + , fDiffuseMap(diffuse) + , fNormalMap(normal) + , fLights(SkRef(lights)) + , fInvNormRotation(invNormRotation) { + + if (normLocalM) { + fNormLocalMatrix = *normLocalM; + } else { + fNormLocalMatrix.reset(); + } + // Pre-cache so future calls to fNormLocalMatrix.getType() are threadsafe. + (void)fNormLocalMatrix.getType(); + + } + + bool isOpaque() const override; + + bool asFragmentProcessor(GrContext*, const SkPaint& paint, const SkMatrix& viewM, + const SkMatrix* localMatrix, GrColor* color, + GrProcessorDataManager*, GrFragmentProcessor** fp) const override; + + size_t contextSize() const override; + + class LightingShaderContext : public SkShader::Context { + public: + // The context takes ownership of the states. It will call their destructors + // but will NOT free the memory. + LightingShaderContext(const SkLightingShaderImpl&, const ContextRec&, + SkBitmapProcState* diffuseState, SkBitmapProcState* normalState); + ~LightingShaderContext() override; + + void shadeSpan(int x, int y, SkPMColor[], int count) override; + + uint32_t getFlags() const override { return fFlags; } + + private: + SkBitmapProcState* fDiffuseState; + SkBitmapProcState* fNormalState; + uint32_t fFlags; + + typedef SkShader::Context INHERITED; + }; + + SK_TO_STRING_OVERRIDE() + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkLightingShaderImpl) + +protected: + void flatten(SkWriteBuffer&) const override; + Context* onCreateContext(const ContextRec&, void*) const override; + bool computeNormTotalInverse(const ContextRec& rec, SkMatrix* normTotalInverse) const; + +private: + SkBitmap fDiffuseMap; + SkBitmap fNormalMap; + + SkAutoTUnref<const SkLightingShader::Lights> fLights; + + SkMatrix fNormLocalMatrix; + SkVector fInvNormRotation; + + friend class SkLightingShader; + + typedef SkShader INHERITED; +}; + +//////////////////////////////////////////////////////////////////////////// + +#if SK_SUPPORT_GPU + +#include "GrCoordTransform.h" +#include "GrFragmentProcessor.h" +#include "GrTextureAccess.h" +#include "gl/GrGLProcessor.h" +#include "gl/builders/GrGLProgramBuilder.h" +#include "SkGr.h" + +class LightingFP : public GrFragmentProcessor { +public: + LightingFP(GrProcessorDataManager* pdm, GrTexture* diffuse, GrTexture* normal, + const SkMatrix& diffMatrix, const SkMatrix& normMatrix, + const GrTextureParams& diffParams, const GrTextureParams& normParams, + const SkLightingShader::Lights* lights, const SkVector& invNormRotation) + : fDiffDeviceTransform(kLocal_GrCoordSet, diffMatrix, diffuse, diffParams.filterMode()) + , fNormDeviceTransform(kLocal_GrCoordSet, normMatrix, normal, normParams.filterMode()) + , fDiffuseTextureAccess(diffuse, diffParams) + , fNormalTextureAccess(normal, normParams) + , fInvNormRotation(invNormRotation) { + 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); + for (int i = 0; i < lights->numLights(); ++i) { + if (SkLight::kAmbient_LightType == lights->light(i).type()) { + fAmbientColor += lights->light(i).color(); + } else { + // TODO: handle more than one of these + fLightColor = lights->light(i).color(); + fLightDir = lights->light(i).dir(); + } + } + + this->initClassID<LightingFP>(); + } + + class LightingGLFP : public GrGLFragmentProcessor { + public: + LightingGLFP() { + fLightDir.fX = 10000.0f; + fLightColor.fX = 0.0f; + fAmbientColor.fX = 0.0f; + fInvNormRotation.fX = 0.0f; + } + + void emitCode(EmitArgs& args) override { + + GrGLFragmentBuilder* fpb = args.fBuilder->getFragmentShaderBuilder(); + + // add uniforms + const char* lightDirUniName = NULL; + fLightDirUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec3f_GrSLType, kDefault_GrSLPrecision, + "LightDir", &lightDirUniName); + + const char* lightColorUniName = NULL; + fLightColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec3f_GrSLType, kDefault_GrSLPrecision, + "LightColor", &lightColorUniName); + + const char* ambientColorUniName = NULL; + fAmbientColorUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec3f_GrSLType, kDefault_GrSLPrecision, + "AmbientColor", &ambientColorUniName); + + const char* xformUniName = NULL; + fXformUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility, + kVec2f_GrSLType, kDefault_GrSLPrecision, + "Xform", &xformUniName); + + fpb->codeAppend("vec4 diffuseColor = "); + fpb->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], + args.fCoords[0].c_str(), + args.fCoords[0].getType()); + fpb->codeAppend(";"); + + fpb->codeAppend("vec4 normalColor = "); + fpb->appendTextureLookup(args.fSamplers[1], + args.fCoords[1].c_str(), + args.fCoords[1].getType()); + fpb->codeAppend(";"); + + fpb->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);"); + + fpb->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! + fpb->codeAppend("normal = normalize(m*normal);"); + + fpb->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", lightDirUniName); + // diffuse light + fpb->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); + // ambient light + fpb->codeAppendf("result += %s;", ambientColorUniName); + fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", args.fOutputColor); + } + + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, + GrProcessorKeyBuilder* b) { +// const LightingFP& lightingFP = proc.cast<LightingFP>(); + // only one shader generated currently + b->add32(0x0); + } + + protected: + void onSetData(const GrGLProgramDataManager& pdman, const GrProcessor& proc) override { + const LightingFP& lightingFP = proc.cast<LightingFP>(); + + const SkVector3& lightDir = lightingFP.lightDir(); + if (lightDir != fLightDir) { + pdman.set3fv(fLightDirUni, 1, &lightDir.fX); + fLightDir = lightDir; + } + + const SkColor3f& lightColor = lightingFP.lightColor(); + if (lightColor != fLightColor) { + pdman.set3fv(fLightColorUni, 1, &lightColor.fX); + fLightColor = lightColor; + } + + const SkColor3f& ambientColor = lightingFP.ambientColor(); + if (ambientColor != fAmbientColor) { + 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: + SkVector3 fLightDir; + GrGLProgramDataManager::UniformHandle fLightDirUni; + + SkColor3f fLightColor; + GrGLProgramDataManager::UniformHandle fLightColorUni; + + SkColor3f fAmbientColor; + GrGLProgramDataManager::UniformHandle fAmbientColorUni; + + SkVector fInvNormRotation; + GrGLProgramDataManager::UniformHandle fXformUni; + }; + + void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { + LightingGLFP::GenKey(*this, caps, b); + } + + const char* name() const override { return "LightingFP"; } + + void onComputeInvariantOutput(GrInvariantOutput* inout) const override { + inout->mulByUnknownFourComponents(); + } + + 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: + GrGLFragmentProcessor* onCreateGLInstance() const override { return SkNEW(LightingGLFP); } + + 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; + } + + GrCoordTransform fDiffDeviceTransform; + GrCoordTransform fNormDeviceTransform; + GrTextureAccess fDiffuseTextureAccess; + GrTextureAccess fNormalTextureAccess; + SkVector3 fLightDir; + SkColor3f fLightColor; + SkColor3f fAmbientColor; + + SkVector fInvNormRotation; +}; + +//////////////////////////////////////////////////////////////////////////// + +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; +} + +bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, + const SkMatrix& viewM, const SkMatrix* localMatrix, + GrColor* color, GrProcessorDataManager* pdm, + GrFragmentProcessor** fp) const { + // we assume diffuse and normal maps have same width and height + // TODO: support different sizes + SkASSERT(fDiffuseMap.width() == fNormalMap.width() && + fDiffuseMap.height() == fNormalMap.height()); + SkMatrix diffM, normM; + + if (!make_mat(fDiffuseMap, this->getLocalMatrix(), localMatrix, &diffM)) { + return false; + } + + if (!make_mat(fNormalMap, fNormLocalMatrix, localMatrix, &normM)) { + return false; + } + + bool doBicubic; + GrTextureParams::FilterMode diffFilterMode = GrSkFilterQualityToGrFilterMode( + SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality), + viewM, + this->getLocalMatrix(), + &doBicubic); + SkASSERT(!doBicubic); + + GrTextureParams::FilterMode normFilterMode = GrSkFilterQualityToGrFilterMode( + SkTMin(paint.getFilterQuality(), kMedium_SkFilterQuality), + viewM, + fNormLocalMatrix, + &doBicubic); + SkASSERT(!doBicubic); + + // TODO: support other tile modes + GrTextureParams diffParams(kClamp_TileMode, diffFilterMode); + SkAutoTUnref<GrTexture> diffuseTexture(GrRefCachedBitmapTexture(context, + fDiffuseMap, &diffParams)); + if (!diffuseTexture) { + SkErrorInternals::SetError(kInternalError_SkError, + "Couldn't convert bitmap to texture."); + return false; + } + + GrTextureParams normParams(kClamp_TileMode, normFilterMode); + SkAutoTUnref<GrTexture> normalTexture(GrRefCachedBitmapTexture(context, + fNormalMap, &normParams)); + if (!normalTexture) { + SkErrorInternals::SetError(kInternalError_SkError, + "Couldn't convert bitmap to texture."); + return false; + } + + + *fp = SkNEW_ARGS(LightingFP, (pdm, diffuseTexture, normalTexture, + diffM, normM, diffParams, normParams, fLights, + fInvNormRotation)); + + *color = GrColorPackA4(paint.getAlpha()); + return true; +} +#else + +bool SkLightingShaderImpl::asFragmentProcessor(GrContext* context, const SkPaint& paint, + const SkMatrix& viewM, const SkMatrix* localMatrix, + GrColor* color, GrProcessorDataManager*, + GrFragmentProcessor** fp) const { + SkDEBUGFAIL("Should not call in GPU-less build"); + return false; +} + +#endif + +//////////////////////////////////////////////////////////////////////////// + +bool SkLightingShaderImpl::isOpaque() const { + return fDiffuseMap.isOpaque(); +} + +size_t SkLightingShaderImpl::contextSize() const { + return 2 * sizeof(SkBitmapProcState) + sizeof(LightingShaderContext); +} + +SkLightingShaderImpl::LightingShaderContext::LightingShaderContext(const SkLightingShaderImpl& shader, + const ContextRec& rec, + SkBitmapProcState* diffuseState, + SkBitmapProcState* normalState) + : INHERITED(shader, rec) + , fDiffuseState(diffuseState) + , fNormalState(normalState) +{ + const SkPixmap& pixmap = fDiffuseState->fPixmap; + bool isOpaque = pixmap.isOpaque(); + + // update fFlags + uint32_t flags = 0; + if (isOpaque && (255 == this->getPaintAlpha())) { + flags |= kOpaqueAlpha_Flag; + } + + fFlags = flags; +} + +SkLightingShaderImpl::LightingShaderContext::~LightingShaderContext() { + // The bitmap proc states have been created outside of the context on memory that will be freed + // elsewhere. Call the destructors but leave the freeing of the memory to the caller. + fDiffuseState->~SkBitmapProcState(); + fNormalState->~SkBitmapProcState(); +} + +static inline SkPMColor convert(SkColor3f color, U8CPU a) { + if (color.fX <= 0.0f) { + color.fX = 0.0f; + } else if (color.fX >= 255.0f) { + color.fX = 255.0f; + } + + if (color.fY <= 0.0f) { + color.fY = 0.0f; + } else if (color.fY >= 255.0f) { + color.fY = 255.0f; + } + + if (color.fZ <= 0.0f) { + color.fZ = 0.0f; + } else if (color.fZ >= 255.0f) { + color.fZ = 255.0f; + } + + return SkPreMultiplyARGB(a, (int) color.fX, (int) color.fY, (int) color.fZ); +} + +// larger is better (fewer times we have to loop), but we shouldn't +// take up too much stack-space (each one here costs 16 bytes) +#define TMP_COUNT 16 + +void SkLightingShaderImpl::LightingShaderContext::shadeSpan(int x, int y, + SkPMColor result[], int count) { + const SkLightingShaderImpl& lightShader = static_cast<const SkLightingShaderImpl&>(fShader); + + uint32_t tmpColor[TMP_COUNT], tmpNormal[TMP_COUNT]; + SkPMColor tmpColor2[2*TMP_COUNT], tmpNormal2[2*TMP_COUNT]; + + SkBitmapProcState::MatrixProc diffMProc = fDiffuseState->getMatrixProc(); + SkBitmapProcState::SampleProc32 diffSProc = fDiffuseState->getSampleProc32(); + + SkBitmapProcState::MatrixProc normalMProc = fNormalState->getMatrixProc(); + SkBitmapProcState::SampleProc32 normalSProc = fNormalState->getSampleProc32(); + + int diffMax = fDiffuseState->maxCountForBufferSize(sizeof(tmpColor[0]) * TMP_COUNT); + int normMax = fNormalState->maxCountForBufferSize(sizeof(tmpNormal[0]) * TMP_COUNT); + int max = SkTMin(diffMax, normMax); + + SkASSERT(fDiffuseState->fPixmap.addr()); + SkASSERT(fNormalState->fPixmap.addr()); + + SkPoint3 norm, xformedNorm; + + do { + int n = count; + if (n > max) { + n = max; + } + + diffMProc(*fDiffuseState, tmpColor, n, x, y); + diffSProc(*fDiffuseState, tmpColor, n, tmpColor2); + + normalMProc(*fNormalState, tmpNormal, n, x, y); + normalSProc(*fNormalState, tmpNormal, n, tmpNormal2); + + for (int i = 0; i < n; ++i) { + SkASSERT(0xFF == SkColorGetA(tmpNormal2[i])); // opaque -> unpremul + norm.set(SkIntToScalar(SkGetPackedR32(tmpNormal2[i]))-127.0f, + SkIntToScalar(SkGetPackedG32(tmpNormal2[i]))-127.0f, + SkIntToScalar(SkGetPackedB32(tmpNormal2[i]))-127.0f); + norm.normalize(); + + xformedNorm.fX = lightShader.fInvNormRotation.fX * norm.fX + + lightShader.fInvNormRotation.fY * norm.fY; + xformedNorm.fY = lightShader.fInvNormRotation.fX * norm.fX - + lightShader.fInvNormRotation.fY * norm.fY; + xformedNorm.fZ = norm.fZ; + + SkColor diffColor = SkUnPreMultiply::PMColorToColor(tmpColor2[i]); + + SkColor3f accum = SkColor3f::Make(0.0f, 0.0f, 0.0f); + // This is all done in linear unpremul color space (each component 0..255.0f though) + for (int l = 0; l < lightShader.fLights->numLights(); ++l) { + const SkLight& light = lightShader.fLights->light(l); + + if (SkLight::kAmbient_LightType == light.type()) { + accum += light.color().makeScale(255.0f); + } else { + SkScalar NdotL = xformedNorm.dot(light.dir()); + if (NdotL < 0.0f) { + NdotL = 0.0f; + } + + accum.fX += light.color().fX * SkColorGetR(diffColor) * NdotL; + accum.fY += light.color().fY * SkColorGetG(diffColor) * NdotL; + accum.fZ += light.color().fZ * SkColorGetB(diffColor) * NdotL; + } + } + + result[i] = convert(accum, SkColorGetA(diffColor)); + } + + result += n; + x += n; + count -= n; + } while (count > 0); +} + +//////////////////////////////////////////////////////////////////////////// + +#ifndef SK_IGNORE_TO_STRING +void SkLightingShaderImpl::toString(SkString* str) const { + str->appendf("LightingShader: ()"); +} +#endif + +SkFlattenable* SkLightingShaderImpl::CreateProc(SkReadBuffer& buf) { + SkMatrix diffLocalM; + bool hasDiffLocalM = buf.readBool(); + if (hasDiffLocalM) { + buf.readMatrix(&diffLocalM); + } else { + diffLocalM.reset(); + } + + SkMatrix normLocalM; + bool hasNormLocalM = buf.readBool(); + if (hasNormLocalM) { + buf.readMatrix(&normLocalM); + } else { + normLocalM.reset(); + } + + SkBitmap diffuse; + if (!buf.readBitmap(&diffuse)) { + return NULL; + } + diffuse.setImmutable(); + + SkBitmap normal; + if (!buf.readBitmap(&normal)) { + return NULL; + } + normal.setImmutable(); + + int numLights = buf.readInt(); + + SkLightingShader::Lights::Builder builder; + + for (int l = 0; l < numLights; ++l) { + bool isAmbient = buf.readBool(); + + SkColor3f color; + if (!buf.readScalarArray(&color.fX, 3)) { + return NULL; + } + + if (isAmbient) { + builder.add(SkLight(color)); + } else { + SkVector3 dir; + if (!buf.readScalarArray(&dir.fX, 3)) { + return NULL; + } + builder.add(SkLight(color, dir)); + } + } + + SkAutoTUnref<const SkLightingShader::Lights> lights(builder.finish()); + + return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, + SkVector::Make(1.0f, 0.0f), + &diffLocalM, &normLocalM)); +} + +void SkLightingShaderImpl::flatten(SkWriteBuffer& buf) const { + this->INHERITED::flatten(buf); + + bool hasNormLocalM = !fNormLocalMatrix.isIdentity(); + buf.writeBool(hasNormLocalM); + if (hasNormLocalM) { + buf.writeMatrix(fNormLocalMatrix); + } + + buf.writeBitmap(fDiffuseMap); + buf.writeBitmap(fNormalMap); + + buf.writeInt(fLights->numLights()); + for (int l = 0; l < fLights->numLights(); ++l) { + const SkLight& light = fLights->light(l); + + bool isAmbient = SkLight::kAmbient_LightType == light.type(); + + buf.writeBool(isAmbient); + buf.writeScalarArray(&light.color().fX, 3); + if (!isAmbient) { + buf.writeScalarArray(&light.dir().fX, 3); + } + } +} + +bool SkLightingShaderImpl::computeNormTotalInverse(const ContextRec& rec, + SkMatrix* normTotalInverse) const { + SkMatrix total; + total.setConcat(*rec.fMatrix, fNormLocalMatrix); + + const SkMatrix* m = &total; + if (rec.fLocalMatrix) { + total.setConcat(*m, *rec.fLocalMatrix); + m = &total; + } + return m->invert(normTotalInverse); +} + +SkShader::Context* SkLightingShaderImpl::onCreateContext(const ContextRec& rec, + void* storage) const { + + SkMatrix diffTotalInv; + // computeTotalInverse was called in SkShader::createContext so we know it will succeed + SkAssertResult(this->computeTotalInverse(rec, &diffTotalInv)); + + SkMatrix normTotalInv; + if (!this->computeNormTotalInverse(rec, &normTotalInv)) { + return NULL; + } + + void* diffuseStateStorage = (char*)storage + sizeof(LightingShaderContext); + SkBitmapProcState* diffuseState = SkNEW_PLACEMENT(diffuseStateStorage, SkBitmapProcState); + SkASSERT(diffuseState); + + diffuseState->fTileModeX = SkShader::kClamp_TileMode; + diffuseState->fTileModeY = SkShader::kClamp_TileMode; + diffuseState->fOrigBitmap = fDiffuseMap; + if (!diffuseState->chooseProcs(diffTotalInv, *rec.fPaint)) { + diffuseState->~SkBitmapProcState(); + return NULL; + } + + void* normalStateStorage = (char*)storage + sizeof(LightingShaderContext) + sizeof(SkBitmapProcState); + SkBitmapProcState* normalState = SkNEW_PLACEMENT(normalStateStorage, SkBitmapProcState); + SkASSERT(normalState); + + normalState->fTileModeX = SkShader::kClamp_TileMode; + normalState->fTileModeY = SkShader::kClamp_TileMode; + normalState->fOrigBitmap = fNormalMap; + if (!normalState->chooseProcs(normTotalInv, *rec.fPaint)) { + diffuseState->~SkBitmapProcState(); + normalState->~SkBitmapProcState(); + return NULL; + } + + return SkNEW_PLACEMENT_ARGS(storage, LightingShaderContext, (*this, rec, + diffuseState, normalState)); +} + +/////////////////////////////////////////////////////////////////////////////// + +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; +} + +SkShader* SkLightingShader::Create(const SkBitmap& diffuse, const SkBitmap& normal, + const Lights* 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() || + diffuse.height() != normal.height()) { + return nullptr; + } + + SkASSERT(SkScalarNearlyEqual(invNormRotation.lengthSqd(), SK_Scalar1)); + + return SkNEW_ARGS(SkLightingShaderImpl, (diffuse, normal, lights, + invNormRotation, diffLocalM, normLocalM)); +} + +/////////////////////////////////////////////////////////////////////////////// + +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) + SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END + +/////////////////////////////////////////////////////////////////////////////// diff --git a/src/core/SkLightingShader.h b/src/core/SkLightingShader.h new file mode 100644 index 0000000000..499e358238 --- /dev/null +++ b/src/core/SkLightingShader.h @@ -0,0 +1,101 @@ + +/* + * Copyright 2015 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + + +#ifndef SkLightingShader_DEFINED +#define SkLightingShader_DEFINED + +#include "SkFlattenable.h" +#include "SkLight.h" +#include "SkShader.h" +#include "SkTDArray.h" + +class SkBitmap; +class SkMatrix; + +class SK_API SkLightingShader { +public: + class Lights : public SkRefCnt { + public: + class Builder { + public: + Builder(const SkLight lights[], int numLights) + : fLights(SkNEW_ARGS(Lights, (lights, numLights))) { + } + + Builder() : fLights(SkNEW(Lights)) { } + + // TODO: limit the number of lights here or just ignore those + // above some maximum? + void add(const SkLight& light) { + if (fLights) { + *fLights->fLights.push() = light; + } + } + + const Lights* finish() { + return fLights.detach(); + } + + private: + SkAutoTUnref<Lights> fLights; + }; + + int numLights() const { + return fLights.count(); + } + + const SkLight& light(int index) const { + return fLights[index]; + } + + private: + Lights() {} + Lights(const SkLight lights[], int numLights) : fLights(lights, numLights) {} + + SkTDArray<SkLight> fLights; + + typedef SkRefCnt INHERITED; + }; + + /** Returns a shader that lights the diffuse and normal maps with a single light. + + It returns a shader with a reference count of 1. + The caller should decrement the shader's reference count when done with the shader. + It is an error for count to be < 2. + @param diffuse the diffuse bitmap + @param normal the normal map + @param light the light applied to the normal map + @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel. + @param localMatrix the matrix mapping the textures to the dest rect + + NULL will be returned if: + either 'diffuse' or 'normal' are empty + either 'diffuse' or 'normal' are too big (> 65535 on a side) + 'diffuse' and 'normal' aren't the same size + + The lighting equation is currently: + result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientColor + + 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 SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal, + const Lights* lights, const SkVector& invNormRotation, + const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix); + + SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() +}; + +#endif diff --git a/src/core/SkPoint3.cpp b/src/core/SkPoint3.cpp new file mode 100644 index 0000000000..3b5586b067 --- /dev/null +++ b/src/core/SkPoint3.cpp @@ -0,0 +1,80 @@ +/* + * Copyright 2015 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#include "SkPoint3.h" + +// Returns the square of the Euclidian distance to (x,y,z). +static inline float get_length_squared(float x, float y, float z) { + return x * x + y * y + z * z; +} + +// Calculates the square of the Euclidian distance to (x,y,z) and stores it in +// *lengthSquared. Returns true if the distance is judged to be "nearly zero". +// +// This logic is encapsulated in a helper method to make it explicit that we +// always perform this check in the same manner, to avoid inconsistencies +// (see http://code.google.com/p/skia/issues/detail?id=560 ). +static inline bool is_length_nearly_zero(float x, float y, float z, float *lengthSquared) { + *lengthSquared = get_length_squared(x, y, z); + return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero); +} + +SkScalar SkPoint3::Length(SkScalar x, SkScalar y, SkScalar z) { + float magSq = get_length_squared(x, y, z); + if (SkScalarIsFinite(magSq)) { + return sk_float_sqrt(magSq); + } else { + double xx = x; + double yy = y; + double zz = z; + return (float)sqrt(xx * xx + yy * yy + zz * zz); + } +} + +/* + * We have to worry about 2 tricky conditions: + * 1. underflow of magSq (compared against nearlyzero^2) + * 2. overflow of magSq (compared w/ isfinite) + * + * If we underflow, we return false. If we overflow, we compute again using + * doubles, which is much slower (3x in a desktop test) but will not overflow. + */ +bool SkPoint3::normalize() { + float magSq; + if (is_length_nearly_zero(fX, fY, fZ, &magSq)) { + this->set(0, 0, 0); + return false; + } + + float scale; + if (SkScalarIsFinite(magSq)) { + scale = 1.0f / sk_float_sqrt(magSq); + } else { + // our magSq step overflowed to infinity, so use doubles instead. + // much slower, but needed when x, y or z is very large, otherwise we + // divide by inf. and return (0,0,0) vector. + double xx = fX; + double yy = fY; + double zz = fZ; +#ifdef SK_CPU_FLUSH_TO_ZERO + // The iOS ARM processor discards small denormalized numbers to go faster. + // Casting this to a float would cause the scale to go to zero. Keeping it + // as a double for the multiply keeps the scale non-zero. + double dscale = 1.0f / sqrt(xx * xx + yy * yy + zz * zz); + fX = x * dscale; + fY = y * dscale; + fZ = z * dscale; + return true; +#else + scale = (float)(1.0f / sqrt(xx * xx + yy * yy + zz * zz)); +#endif + } + fX *= scale; + fY *= scale; + fZ *= scale; + return true; +} diff --git a/src/core/SkPoint3.h b/src/core/SkPoint3.h new file mode 100644 index 0000000000..af24a8df58 --- /dev/null +++ b/src/core/SkPoint3.h @@ -0,0 +1,124 @@ +/* + * Copyright 2015 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#ifndef SkPoint3_DEFINED +#define SkPoint3_DEFINED + +#include "SkScalar.h" + +struct SK_API SkPoint3 { + SkScalar fX, fY, fZ; + + static SkPoint3 Make(SkScalar x, SkScalar y, SkScalar z) { + SkPoint3 pt; + pt.set(x, y, z); + return pt; + } + + SkScalar x() const { return fX; } + SkScalar y() const { return fY; } + SkScalar z() const { return fZ; } + + void set(SkScalar x, SkScalar y, SkScalar z) { fX = x; fY = y; fZ = z; } + + friend bool operator==(const SkPoint3& a, const SkPoint3& b) { + return a.fX == b.fX && a.fY == b.fY && a.fZ == b.fZ; + } + + friend bool operator!=(const SkPoint3& a, const SkPoint3& b) { + return !(a == b); + } + + /** Returns the Euclidian distance from (0,0,0) to (x,y,z) + */ + static SkScalar Length(SkScalar x, SkScalar y, SkScalar z); + + /** Return the Euclidian distance from (0,0,0) to the point + */ + SkScalar length() const { return SkPoint3::Length(fX, fY, fZ); } + + /** Set the point (vector) to be unit-length in the same direction as it + already points. If the point has a degenerate length (i.e., nearly 0) + then set it to (0,0,0) and return false; otherwise return true. + */ + bool normalize(); + + /** Return a new point whose X, Y and Z coordinates are scaled. + */ + SkPoint3 makeScale(SkScalar scale) const { + SkPoint3 p; + p.set(scale * fX, scale * fY, scale * fZ); + return p; + } + + /** Scale the point's coordinates by scale. + */ + void scale(SkScalar value) { + fX *= value; + fY *= value; + fZ *= value; + } + + /** Return a new point whose X, Y and Z coordinates are the negative of the + original point's + */ + SkPoint3 operator-() const { + SkPoint3 neg; + neg.fX = -fX; + neg.fY = -fY; + neg.fZ = -fZ; + return neg; + } + + /** Returns a new point whose coordinates are the difference between + a and b (i.e., a - b) + */ + friend SkPoint3 operator-(const SkPoint3& a, const SkPoint3& b) { + SkPoint3 v; + v.set(a.fX - b.fX, a.fY - b.fY, a.fZ - b.fZ); + return v; + } + + /** Returns a new point whose coordinates are the sum of a and b (a + b) + */ + friend SkPoint3 operator+(const SkPoint3& a, const SkPoint3& b) { + SkPoint3 v; + v.set(a.fX + b.fX, a.fY + b.fY, a.fZ + b.fZ); + return v; + } + + /** Add v's coordinates to the point's + */ + void operator+=(const SkPoint3& v) { + fX += v.fX; + fY += v.fY; + fZ += v.fZ; + } + + /** Subtract v's coordinates from the point's + */ + void operator-=(const SkPoint3& v) { + fX -= v.fX; + fY -= v.fY; + fZ -= v.fZ; + } + + /** Returns the dot product of a and b, treating them as 3D vectors + */ + static SkScalar DotProduct(const SkPoint3& a, const SkPoint3& b) { + return a.fX * b.fX + a.fY * b.fY + a.fZ * b.fZ; + } + + SkScalar dot(const SkPoint3& vec) const { + return DotProduct(*this, vec); + } +}; + +typedef SkPoint3 SkVector3; +typedef SkPoint3 SkColor3f; + +#endif |