• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright 2016 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "SkNormalMapSource.h"
9 
10 #include "SkArenaAlloc.h"
11 #include "SkLightingShader.h"
12 #include "SkMatrix.h"
13 #include "SkNormalSource.h"
14 #include "SkReadBuffer.h"
15 #include "SkWriteBuffer.h"
16 
17 #if SK_SUPPORT_GPU
18 #include "GrCoordTransform.h"
19 #include "glsl/GrGLSLFragmentProcessor.h"
20 #include "glsl/GrGLSLFragmentShaderBuilder.h"
21 #include "SkGr.h"
22 
23 class NormalMapFP : public GrFragmentProcessor {
24 public:
Make(std::unique_ptr<GrFragmentProcessor> mapFP,const SkMatrix & invCTM)25     static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> mapFP,
26                                                      const SkMatrix& invCTM) {
27         return std::unique_ptr<GrFragmentProcessor>(new NormalMapFP(std::move(mapFP), invCTM));
28     }
29 
name() const30     const char* name() const override { return "NormalMapFP"; }
31 
invCTM() const32     const SkMatrix& invCTM() const { return fInvCTM; }
33 
clone() const34     std::unique_ptr<GrFragmentProcessor> clone() const override {
35         return Make(this->childProcessor(0).clone(), fInvCTM);
36     }
37 
38 private:
39     class GLSLNormalMapFP : public GrGLSLFragmentProcessor {
40     public:
GLSLNormalMapFP()41         GLSLNormalMapFP() : fColumnMajorInvCTM22{0.0f} {}
42 
emitCode(EmitArgs & args)43         void emitCode(EmitArgs& args) override {
44             GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
45             GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
46 
47             // add uniform
48             const char* xformUniName = nullptr;
49             fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat2x2_GrSLType,
50                                                    kDefault_GrSLPrecision, "Xform", &xformUniName);
51 
52             SkString dstNormalColorName("dstNormalColor");
53             this->emitChild(0, &dstNormalColorName, args);
54             fragBuilder->codeAppendf("float3 normal = normalize(%s.rgb - float3(0.5));",
55                                      dstNormalColorName.c_str());
56 
57             // If there's no x & y components, return (0, 0, +/- 1) instead to avoid division by 0
58             fragBuilder->codeAppend( "if (abs(normal.z) > 0.999) {");
59             fragBuilder->codeAppendf("    %s = normalize(float4(0.0, 0.0, normal.z, 0.0));",
60                     args.fOutputColor);
61             // Else, Normalizing the transformed X and Y, while keeping constant both Z and the
62             // vector's angle in the XY plane. This maintains the "slope" for the surface while
63             // appropriately rotating the normal regardless of any anisotropic scaling that occurs.
64             // Here, we call 'scaling factor' the number that must divide the transformed X and Y so
65             // that the normal's length remains equal to 1.
66             fragBuilder->codeAppend( "} else {");
67             fragBuilder->codeAppendf("    float2 transformed = %s * normal.xy;",
68                     xformUniName);
69             fragBuilder->codeAppend( "    float scalingFactorSquared = "
70                                                  "( (transformed.x * transformed.x) "
71                                                    "+ (transformed.y * transformed.y) )"
72                                                  "/(1.0 - (normal.z * normal.z));");
73             fragBuilder->codeAppendf("    %s = float4(transformed*inversesqrt(scalingFactorSquared),"
74                                                    "normal.z, 0.0);",
75                     args.fOutputColor);
76             fragBuilder->codeAppend( "}");
77         }
78 
GenKey(const GrProcessor &,const GrShaderCaps &,GrProcessorKeyBuilder * b)79         static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
80             b->add32(0x0);
81         }
82 
83     private:
onSetData(const GrGLSLProgramDataManager & pdman,const GrFragmentProcessor & proc)84         void onSetData(const GrGLSLProgramDataManager& pdman,
85                        const GrFragmentProcessor& proc) override {
86             const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
87 
88             const SkMatrix& invCTM = normalMapFP.invCTM();
89             fColumnMajorInvCTM22[0] = invCTM.get(SkMatrix::kMScaleX);
90             fColumnMajorInvCTM22[1] = invCTM.get(SkMatrix::kMSkewY);
91             fColumnMajorInvCTM22[2] = invCTM.get(SkMatrix::kMSkewX);
92             fColumnMajorInvCTM22[3] = invCTM.get(SkMatrix::kMScaleY);
93             pdman.setMatrix2f(fXformUni, fColumnMajorInvCTM22);
94         }
95 
96     private:
97         // Upper-right 2x2 corner of the inverse of the CTM in column-major form
98         float fColumnMajorInvCTM22[4];
99         GrGLSLProgramDataManager::UniformHandle fXformUni;
100     };
101 
onGetGLSLProcessorKey(const GrShaderCaps & caps,GrProcessorKeyBuilder * b) const102     void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
103         GLSLNormalMapFP::GenKey(*this, caps, b);
104     }
NormalMapFP(std::unique_ptr<GrFragmentProcessor> mapFP,const SkMatrix & invCTM)105     NormalMapFP(std::unique_ptr<GrFragmentProcessor> mapFP, const SkMatrix& invCTM)
106             : INHERITED(kMappedNormalsFP_ClassID, kNone_OptimizationFlags)
107             , fInvCTM(invCTM) {
108         this->registerChildProcessor(std::move(mapFP));
109     }
110 
onCreateGLSLInstance() const111     GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalMapFP; }
112 
onIsEqual(const GrFragmentProcessor & proc) const113     bool onIsEqual(const GrFragmentProcessor& proc) const override {
114         const NormalMapFP& normalMapFP = proc.cast<NormalMapFP>();
115         return fInvCTM == normalMapFP.fInvCTM;
116     }
117 
118     SkMatrix fInvCTM;
119 
120     typedef GrFragmentProcessor INHERITED;
121 };
122 
asFragmentProcessor(const GrFPArgs & args) const123 std::unique_ptr<GrFragmentProcessor> SkNormalMapSourceImpl::asFragmentProcessor(
124                                                                        const GrFPArgs& args) const {
125     std::unique_ptr<GrFragmentProcessor> mapFP = as_SB(fMapShader)->asFragmentProcessor(args);
126     if (!mapFP) {
127         return nullptr;
128     }
129 
130     return NormalMapFP::Make(std::move(mapFP), fInvCTM);
131 }
132 
133 #endif // SK_SUPPORT_GPU
134 
135 ////////////////////////////////////////////////////////////////////////////
136 
Provider(const SkNormalMapSourceImpl & source,SkShaderBase::Context * mapContext)137 SkNormalMapSourceImpl::Provider::Provider(const SkNormalMapSourceImpl& source,
138                                           SkShaderBase::Context* mapContext)
139     : fSource(source)
140     , fMapContext(mapContext) {}
141 
asProvider(const SkShaderBase::ContextRec & rec,SkArenaAlloc * alloc) const142 SkNormalSource::Provider* SkNormalMapSourceImpl::asProvider(const SkShaderBase::ContextRec &rec,
143                                                             SkArenaAlloc* alloc) const {
144     SkMatrix normTotalInv;
145     if (!this->computeNormTotalInverse(rec, &normTotalInv)) {
146         return nullptr;
147     }
148 
149     // Overriding paint's alpha because we need the normal map's RGB channels to be unpremul'd
150     SkPaint overridePaint {*(rec.fPaint)};
151     overridePaint.setAlpha(0xFF);
152     SkShaderBase::ContextRec overrideRec(overridePaint, *(rec.fMatrix), rec.fLocalMatrix,
153                                          rec.fDstColorType, rec.fDstColorSpace);
154 
155     auto* context = as_SB(fMapShader)->makeContext(overrideRec, alloc);
156     if (!context) {
157         return nullptr;
158     }
159 
160     return alloc->make<Provider>(*this, context);
161 }
162 
computeNormTotalInverse(const SkShaderBase::ContextRec & rec,SkMatrix * normTotalInverse) const163 bool SkNormalMapSourceImpl::computeNormTotalInverse(const SkShaderBase::ContextRec& rec,
164                                                     SkMatrix* normTotalInverse) const {
165     SkMatrix total = SkMatrix::Concat(*rec.fMatrix, fMapShader->getLocalMatrix());
166     if (rec.fLocalMatrix) {
167         total.preConcat(*rec.fLocalMatrix);
168     }
169 
170     return total.invert(normTotalInverse);
171 }
172 
173 #define BUFFER_MAX 16
fillScanLine(int x,int y,SkPoint3 output[],int count) const174 void SkNormalMapSourceImpl::Provider::fillScanLine(int x, int y, SkPoint3 output[],
175                                                    int count) const {
176     SkPMColor tmpNormalColors[BUFFER_MAX];
177 
178     do {
179         int n = SkTMin(count, BUFFER_MAX);
180 
181         fMapContext->shadeSpan(x, y, tmpNormalColors, n);
182 
183         for (int i = 0; i < n; i++) {
184             SkPoint3 tempNorm;
185 
186             tempNorm.set(SkIntToScalar(SkGetPackedR32(tmpNormalColors[i])) - 127.0f,
187                          SkIntToScalar(SkGetPackedG32(tmpNormalColors[i])) - 127.0f,
188                          SkIntToScalar(SkGetPackedB32(tmpNormalColors[i])) - 127.0f);
189 
190             tempNorm.normalize();
191 
192 
193             if (!SkScalarNearlyEqual(SkScalarAbs(tempNorm.fZ), 1.0f)) {
194                 SkVector transformed = fSource.fInvCTM.mapVector(tempNorm.fX, tempNorm.fY);
195 
196                 // Normalizing the transformed X and Y, while keeping constant both Z and the
197                 // vector's angle in the XY plane. This maintains the "slope" for the surface while
198                 // appropriately rotating the normal for any anisotropic scaling that occurs.
199                 // Here, we call scaling factor the number that must divide the transformed X and Y
200                 // so that the normal's length remains equal to 1.
201                 SkScalar scalingFactorSquared =
202                         (SkScalarSquare(transformed.fX) + SkScalarSquare(transformed.fY))
203                         / (1.0f - SkScalarSquare(tempNorm.fZ));
204                 SkScalar invScalingFactor = SkScalarInvert(SkScalarSqrt(scalingFactorSquared));
205 
206                 output[i].fX = transformed.fX * invScalingFactor;
207                 output[i].fY = transformed.fY * invScalingFactor;
208                 output[i].fZ = tempNorm.fZ;
209             } else {
210                 output[i] = {0.0f, 0.0f, tempNorm.fZ};
211                 output[i].normalize();
212             }
213 
214             SkASSERT(SkScalarNearlyEqual(output[i].length(), 1.0f));
215         }
216 
217         output += n;
218         x += n;
219         count -= n;
220     } while (count > 0);
221 }
222 
223 ////////////////////////////////////////////////////////////////////////////////
224 
CreateProc(SkReadBuffer & buf)225 sk_sp<SkFlattenable> SkNormalMapSourceImpl::CreateProc(SkReadBuffer& buf) {
226 
227     sk_sp<SkShader> mapShader = buf.readFlattenable<SkShaderBase>();
228 
229     SkMatrix invCTM;
230     buf.readMatrix(&invCTM);
231 
232     return sk_make_sp<SkNormalMapSourceImpl>(std::move(mapShader), invCTM);
233 }
234 
flatten(SkWriteBuffer & buf) const235 void SkNormalMapSourceImpl::flatten(SkWriteBuffer& buf) const {
236     this->INHERITED::flatten(buf);
237 
238     buf.writeFlattenable(fMapShader.get());
239     buf.writeMatrix(fInvCTM);
240 }
241 
242 ////////////////////////////////////////////////////////////////////////////
243 
MakeFromNormalMap(sk_sp<SkShader> map,const SkMatrix & ctm)244 sk_sp<SkNormalSource> SkNormalSource::MakeFromNormalMap(sk_sp<SkShader> map, const SkMatrix& ctm) {
245     SkMatrix invCTM;
246 
247     if (!ctm.invert(&invCTM) || !map) {
248         return nullptr;
249     }
250 
251     return sk_make_sp<SkNormalMapSourceImpl>(std::move(map), invCTM);
252 }
253