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Side by Side Diff: gm/victor-shadows.cpp

Issue 2118553002: adding new GM to demostrate new shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: fixed codez Created 4 years, 5 months ago
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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 "gm.h"
9 #include "SkDrawFilter.h"
10 #include "SkLights.h"
11 #include "SkLightingShader.h"
12 #include "SkPictureRecorder.h"
13 #include "SkSurface.h"
14
15
16 sk_sp<SkShader> make_lighting_shader(const SkMatrix& ctm, sk_sp<SkLights> lights ) {
17 // TODO: Victor figures this out
18 #if 0
19 // TODO: correctly pull out the pure rotation
20 SkVector invNormRotation = { ctm[SkMatrix::kMScaleX], ctm[SkMatrix::kMSkewY] };
21
22 return SkLightingShader::Make(nullptr,
23 nullptr,
24 std::move(lights),
25 invNormRotation,
26 nullptr,
27 nullptr);
28 #else
29 return nullptr;
30 #endif
31 }
32
33 sk_sp<SkPicture> make_picture(int width, int height, sk_sp<SkLights> lights) {
34 SkPictureRecorder recorder;
35
36 // eventually add SkBBHFactory (bounding box factory)
37 SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
38
39 SkASSERT(canvas->getTotalMatrix().isIdentity());
40 sk_sp<SkShader> identityLights(make_lighting_shader(canvas->getTotalMatrix() , lights));
41 SkPaint paint;
42 paint.setShader(identityLights);
43 paint.setColor(SK_ColorWHITE);
44
45 // LONG RANGE TODO: tag occluders
46 // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
47 // and determinate the mapping from z to id
48
49 // universal receiver, "ground"
50 canvas->drawRect(SkRect::MakeIWH(width, height), paint);
51
52 // Maybe add the ID here along with the depth
robertphillips 2016/07/01 15:17:54 Note that you're also going to need to add a SkCan
53 // canvas->setZ(10);
54
55 canvas->save();
56 canvas->translate(50, 50);
57 canvas->clipRect(SkRect::MakeLTRB(475, 475, 525, 525));
58
59 // Add an assert that Z order matches painter's order
60 ///
61 // canvas->setZ(20);
62
63 SkASSERT(!canvas->getTotalMatrix().isIdentity());
64 paint.setShader(make_lighting_shader(canvas->getTotalMatrix(), lights));
65 paint.setColor(SK_ColorBLUE);
66
67 // use an IDE
68 canvas->drawRect(SkRect::MakeLTRB(0, 0, 1000, 1000), paint);
69 canvas->restore();
70
71 // TODO: think about if the Z-order always matching painting order is too st rict
72 SkASSERT(canvas->getTotalMatrix().isIdentity());
73 paint.setShader(identityLights);
74 paint.setColor(SK_ColorRED);
75 canvas->drawRect(SkRect::MakeLTRB(700, 700, 710, 710), paint);
76
77 return recorder.finishRecordingAsPicture();
78 }
79
80 namespace skiagm {
81
robertphillips 2016/07/01 15:17:54 Thinking about this a bit more I think we should u
jvanverth1 2016/07/01 15:31:04 After talking to Robert about this, when we create
82 class SkFoo : public SkDrawFilter {
83 public:
84 SkFoo(/*SkTDynamicHash<int, int> *hash*/) {
85
86 }
87
88 bool filter(SkPaint* paint, Type) override {
89 SkPaint newPaint;
90
91 SkColor color = 0xFF000000;
92
93 color |= 0x000000AA; // Put the index into the blue component
94 newPaint.setColor(color);
95 // Map the individual draw to a specific index
96 *paint = newPaint;
97 return true;
98 }
99 };
100
101 // This GM ...
102 class Shadows1GM : public GM {
103 public:
104 Shadows1GM() {
105 this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
106
107 SkLights::Builder builder;
108
109 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
110 SkVector3::Make(1.0f, 0.0f, 0.0f)));
111 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.2f, 0.2f)));
112
113 fLights = builder.finish();
114 }
115
116 protected:
117 static const int kWidth = 1024;
118 static const int kHeight = 1024;
119
120
121 SkString onShortName() override {
122 return SkString("victor-shadows");
123 }
124
125 SkISize onISize() override {
126 return SkISize::Make(kWidth, kHeight);
127 }
128
129 void onDraw(SkCanvas* canvas) override {
130
131 sk_sp<SkPicture> pic(make_picture(kWidth, kHeight, fLights));
132
133 sk_sp<SkDrawFilter> filter(new SkFoo());
134
135 sk_sp<SkImage> img;
136 for (int i = 0; i < fLights->numLights(); ++i) {
137 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
138 continue;
139 }
140
141 // generate shadow map
142
143 // TODO: compute the correct size of the shadow map from the light p roperties
144 // TODO: maybe add a kDepth_8_SkColorType
145 // TODO: change to kIndex_8_SkColorType
robertphillips 2016/07/01 15:17:55 We could probably start off with this being kAlpha
146 SkImageInfo info = SkImageInfo::Make(256, 256, kBGRA_8888_SkColorTyp e, kOpaque_SkAlphaType);
147
148 sk_sp<SkSurface> surf(canvas->makeSurface(info));
149 SkCanvas* shadowMapCanvas = surf->getCanvas();
150
151 // TODO: add a matrix to map the scene to the viewpoint of the light
152 fLights->light(i);
153
154 SkMatrix mat;
155 mat.setRectToRect(SkRect::MakeIWH(kWidth, kHeight), SkRect::MakeIWH( 256, 256),
156 SkMatrix::kFill_ScaleToFit);
157
158 shadowMapCanvas->setMatrix(mat);
159 shadowMapCanvas->setDrawFilter(filter.get());
160 shadowMapCanvas->drawPicture(pic);
161
162 img = surf->makeImageSnapshot();
163
164 // TODO: Add something like this
165 fLights->light(i).setShadowMap(img);
166 }
167
168 // perform final pass
169 canvas->drawPicture(std::move(pic));
170 //canvas->drawImage(img, 0, 0);
171 }
172
173 private:
174 sk_sp<SkLights> fLights;
175
176 typedef GM INHERITED;
177 };
178
179 //////////////////////////////////////////////////////////////////////////////
180
181 DEF_GM(return new Shadows1GM;)
182 }
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