Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(363)

Unified 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: Forgot to commit files. Created 4 years, 5 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
« no previous file with comments | « no previous file | gyp/common_variables.gypi » ('j') | gyp/common_variables.gypi » ('J')
Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
Index: gm/victor-shadows.cpp
diff --git a/gm/victor-shadows.cpp b/gm/victor-shadows.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..0fd53924fc2266d78d80efab5e485aad70ab2fac
--- /dev/null
+++ b/gm/victor-shadows.cpp
@@ -0,0 +1,388 @@
+/*
jvanverth1 2016/07/26 15:01:24 I'd rename this to something more generic, like sh
vjiaoblack 2016/07/27 15:26:26 Done.
+ * 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 "gm.h"
robertphillips 2016/07/26 16:15:04 Do you still need SkDrawFilter.h ?
vjiaoblack 2016/07/27 15:26:26 Done.
+#include "SkDrawFilter.h"
+#include "SkLights.h"
+#include "SkPictureRecorder.h"
+#include "SkSurface.h"
+#include "SkPaintFilterCanvas.h"
+#include "SkMatrix.h"
+#include "SkShadowShader.h"
+#include "SkBitmapProcShader.h"
+#include "SkNormalSource.h"
+
robertphillips 2016/07/26 16:15:04 overlength line file static methods are make_shado
vjiaoblack 2016/07/27 15:26:26 Done.
+static sk_sp<SkShader> makeShadowShader(sk_sp<SkImage> povDepth, sk_sp<SkImage> diffuse, sk_sp<SkLights> lights) {
+ // TODO: Victor continues to figure this out
+ SkMatrix matrix1 = SkMatrix::I();
+ SkMatrix matrix2 = SkMatrix::I();
+
+ // this is the 0, 0, 1 light
jvanverth1 2016/07/26 15:01:24 It's unclear based on this comment what this means
vjiaoblack 2016/07/27 15:26:27 Is that necessarily better? Asking because IDK. Th
+ sk_sp<SkShader> povDepthShader = povDepth->makeShader(
+ SkShader::kClamp_TileMode,
+ SkShader::kClamp_TileMode,
+ &matrix1);
jvanverth1 2016/07/26 15:01:24 If the matrix is identity, you don't need to pass
vjiaoblack 2016/07/27 15:26:26 Done.
+
+ sk_sp<SkShader> diffuseShader = diffuse->makeShader(
+ SkShader::kClamp_TileMode,
+ SkShader::kClamp_TileMode,
+ &matrix2);
+
robertphillips 2016/07/26 16:15:05 std::move(lights) ?
vjiaoblack 2016/07/27 15:26:26 Done.
+ return SkShadowShader::Make(std::move(povDepthShader), std::move(diffuseShader), lights);
+}
+
robertphillips 2016/07/26 16:15:05 If it is named this way it should be file static /
vjiaoblack 2016/07/27 15:26:26 Done.
+sk_sp<SkPicture> make_picture(int width, int height, sk_sp<SkLights> lights) {
jvanverth1 2016/07/26 15:01:24 This name seems a little generic. Maybe make_test_
vjiaoblack 2016/07/27 15:26:26 Done.
+ SkPictureRecorder recorder;
+
+ // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
+ SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
+
+ SkASSERT(canvas->getTotalMatrix().isIdentity());
+ SkPaint paint;
+ paint.setColor(SK_ColorGRAY);
+
+ // LONG RANGE TODO: tag occluders
+ // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
+ // and determinate the mapping from z to id
+
+ // universal receiver, "ground"
+ canvas->drawRect(SkRect::MakeIWH(width, height), paint);
+
+ // TODO: Maybe add the ID here along with the depth
+
+ paint.setColor(0xFFEE8888);
+
+ canvas->translateZ(80);
+ canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
+
+ paint.setColor(0xFF88EE88);
+
+ canvas->translateZ(80);
+ canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
+
+ paint.setColor(0xFF8888EE);
+
+ canvas->translateZ(80);
+ canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
+ // TODO: Add an assert that Z order matches painter's order
+ // TODO: think about if the Z-order always matching painting order is too strict
+
+ return recorder.finishRecordingAsPicture();
+}
+
+
+namespace skiagm {
+
robertphillips 2016/07/26 16:15:04 // Why does this class exist
vjiaoblack 2016/07/27 15:26:27 Done.
+class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
+public:
+
robertphillips 2016/07/26 16:15:04 Do you need to this entry point ? It isn't virtual
vjiaoblack 2016/07/27 15:26:27 Done.
+ sk_sp<SkLights> getLights() {
+ return INHERITED::getLights();
+ }
+
robertphillips 2016/07/26 16:15:05 Can you fit this all on one line. Also no spaces i
vjiaoblack 2016/07/27 15:26:26 Done.
+ SkShadowPaintFilterCanvas(SkCanvas* canvas)
+ : SkPaintFilterCanvas( canvas ) { }
+
+ bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override {
+ if (*paint) {
+ uint32_t z = this->getZ();
+ SkColor color = 0xFF000000; // init color to opaque white
+ color |= z; // Put the index into the blue component
+ paint->writable()->setColor(color);
+ }
+
+ return true;
+ }
+
+ void onDrawPicture(const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) {
robertphillips 2016/07/26 16:15:04 Maybe some words here about how the updating of th
vjiaoblack 2016/07/27 15:26:27 Done.
+ SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
robertphillips 2016/07/26 16:15:05 Calls to member functions are preceded with "this-
vjiaoblack 2016/07/27 15:26:25 Filtering is necessary for calling onFilter, which
+ if (onFilter(&filteredPaint, kPicture_Type))
robertphillips 2016/07/26 16:15:04 Need {}s around this line Not "this->INHERITED::on
vjiaoblack 2016/07/27 15:26:27 Doing that didn't work.
+ SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
+ }
+
+ void updateMatrix() {
robertphillips 2016/07/26 16:15:04 this->
vjiaoblack 2016/07/27 15:26:27 Done.
+ save();
+
robertphillips 2016/07/26 16:15:04 Shouldn't we only ever have one light when we get
vjiaoblack 2016/07/27 15:26:27 Done.
+ // TODO which light do we set?
+ SkVector3 lightDir = this->fLights->light(0).dir();
jvanverth1 2016/07/26 15:01:24 Some sort of comment here that describes what you'
vjiaoblack 2016/07/27 15:26:25 I did! I can't really pass into these override-ed
+ SkScalar x = lightDir.fX * this->getZ();
+ SkScalar y = lightDir.fY * this->getZ();
+
+ this->translate(x, y);
+ }
+
+ void onDrawPaint(const SkPaint& paint) {
robertphillips 2016/07/26 16:15:05 this-> & all following instances too
vjiaoblack 2016/07/27 15:26:26 Done.
+ updateMatrix();
+ this->INHERITED::onDrawPaint(paint);
robertphillips 2016/07/26 16:15:04 this-> & all following instances too
vjiaoblack 2016/07/27 15:26:26 Done.
+ restore();
+ }
+
+ void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
robertphillips 2016/07/26 16:15:05 align the "const SkPint& paint" somehow
vjiaoblack 2016/07/27 15:26:27 Done.
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawPoints(mode, count, pts, paint);
+ restore();
+ }
+
+ void onDrawRect(const SkRect& rect, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawRect(rect, paint);
+ restore();
+ }
+
+ void onDrawRRect(const SkRRect& rrect, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawRRect(rrect, paint);
+ restore();
+ }
+
+ void onDrawDRRect(const SkRRect& outer, const SkRRect& inner,
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawDRRect(outer, inner, paint);
+ restore();
+ }
+
+ void onDrawOval(const SkRect& rect, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawOval(rect, paint);
+ restore();
+ }
+
+ void onDrawPath(const SkPath& path, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawPath(path, paint);
+ restore();
+ }
+
+ void onDrawBitmap(const SkBitmap& bm, SkScalar left, SkScalar top,
+ const SkPaint* paint) {
+ updateMatrix();
+ this->INHERITED::onDrawBitmap(bm, left, top, paint);
+ restore();
+ }
+
+ void onDrawBitmapRect(const SkBitmap& bm, const SkRect* src, const SkRect& dst,
+ const SkPaint* paint, SrcRectConstraint constraint) {
+ updateMatrix();
+ this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
+ restore();
+ }
+
+ void onDrawBitmapNine(const SkBitmap& bm, const SkIRect& center,
+ const SkRect& dst, const SkPaint* paint) {
+ updateMatrix();
+ this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
+ restore();
+ }
+
+ void onDrawImage(const SkImage* image, SkScalar left, SkScalar top,
+ const SkPaint* paint) {
+ updateMatrix();
+ this->INHERITED::onDrawImage(image, left, top, paint);
+ restore();
+ }
+
+ void onDrawImageRect(const SkImage* image, const SkRect* src,
+ const SkRect& dst, const SkPaint* paint,
+ SrcRectConstraint constraint) {
+ updateMatrix();
+ this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
+ restore();
+ }
+
+ void onDrawImageNine(const SkImage* image, const SkIRect& center,
+ const SkRect& dst, const SkPaint* paint) {
+ updateMatrix();
+ this->INHERITED::onDrawImageNine(image, center, dst, paint);
+ restore();
+ }
+
+ void onDrawVertices(VertexMode vmode, int vertexCount,
+ const SkPoint vertices[], const SkPoint texs[],
+ const SkColor colors[], SkXfermode* xmode,
+ const uint16_t indices[], int indexCount,
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
+ xmode, indices, indexCount, paint);
+ restore();
+ }
+
+ void onDrawPatch(const SkPoint cubics[], const SkColor colors[],
+ const SkPoint texCoords[], SkXfermode* xmode,
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
+ restore();
+ }
+
+ void onDrawText(const void* text, size_t byteLength, SkScalar x, SkScalar y,
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawText(text, byteLength, x, y, paint);
+ restore();
+ }
+
+ void onDrawPosText(const void* text, size_t byteLength, const SkPoint pos[],
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
+ restore();
+ }
+
+ void onDrawPosTextH(const void* text, size_t byteLength, const SkScalar xpos[],
+ SkScalar constY, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
+ restore();
+ }
+
+ void onDrawTextOnPath(const void* text, size_t byteLength, const SkPath& path,
+ const SkMatrix* matrix, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
+ restore();
+ }
+
+ void onDrawTextRSXform(const void* text, size_t byteLength,
+ const SkRSXform xform[], const SkRect* cull,
+ const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
+ restore();
+ }
+
+ void onDrawTextBlob(const SkTextBlob* blob, SkScalar x, SkScalar y, const SkPaint& paint) {
+ updateMatrix();
+ this->INHERITED::onDrawTextBlob(blob, x, y, paint);
+ restore();
+ }
+
+private:
+ typedef SkPaintFilterCanvas INHERITED;
+
+};
+
+class VictorShadowsGM : public GM {
+public:
+ VictorShadowsGM() {
+
+ this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
robertphillips 2016/07/26 16:15:04 move the construction of the lights into onOnceBef
vjiaoblack 2016/07/27 15:26:26 Done.
+ SkLights::Builder builder;
+ builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
+ SkVector3::Make(0.22f, 0.12f, 0.9747f)));
+ builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
+ SkVector3::Make(0.12f, 0.22f, 0.9747f)));
+ builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
+ fLights = builder.finish();
+ }
+
+protected:
+ static const int kWidth = 400;
+ static const int kHeight = 400;
+
+ SkString onShortName() override {
robertphillips 2016/07/26 16:15:05 Probably rename to shadowmap-shadows or something
vjiaoblack 2016/07/27 15:26:26 Done.
+ return SkString("victor-shadows");
+ }
+
+ SkISize onISize() override {
+ return SkISize::Make(kWidth, kHeight);
+ }
+
+ void onDraw(SkCanvas* canvas) override {
+ // This picture stores the picture of the scene.
robertphillips 2016/07/26 16:15:04 depth maps or shadow maps ?
vjiaoblack 2016/07/27 15:26:26 Technically, shadow maps === depth maps, right? (a
+ // It's used to generate the depth maps.
+ sk_sp<SkPicture> pic(make_picture(kWidth, kHeight, fLights));
+
robertphillips 2016/07/26 16:15:04 Unless I'm missing something this isn't a cast. Do
vjiaoblack 2016/07/27 15:26:26 Done.
+ // The general ShadowPaintFilterCanvas cast of input canvas
+ sk_sp<SkShadowPaintFilterCanvas> SPFCanvas = sk_make_sp<SkShadowPaintFilterCanvas>(canvas);
+
+ for (int i = 0; i < fLights->numLights(); ++i) {
+ // skip over ambient lights; they don't cast shadows
+ if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
+ continue;
+ }
+ // TODO: compute the correct size of the shadow map from the light properties
+ // TODO: maybe add a kDepth_8_SkColorType
+ // TODO: change to kIndex_8_SkColorType
jvanverth1 2016/07/26 15:01:24 Or use kAlpha_8_SkColorType?
robertphillips 2016/07/26 16:15:04 We should probably avoid trying to render to Index
vjiaoblack 2016/07/27 15:26:26 Is that possible through SkPaint?
vjiaoblack 2016/07/27 15:26:27 I don't think this is actually possible with the c
+
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ sk_sp<SkSurface> surf(SPFCanvas->makeSurface(info));
robertphillips 2016/07/26 16:15:04 // Wrap the new canvas in a ShadowPaintFilterCanva
vjiaoblack 2016/07/27 15:26:25 Done.
+ sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
+ sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
+
+ // set the depth map canvas to have the light we're drawing.
+ SkLights::Builder builder;
+ builder.add(fLights->light(i));
+ sk_sp<SkLights> curLight = builder.finish();
+
+ depthMapCanvas->setLights(curLight);
+ depthMapCanvas->drawPicture(pic);
+
+ fLights->light(i).setShadowMap(surf->makeImageSnapshot());
+ }
+
robertphillips 2016/07/26 16:15:05 // TODO: plumb down each primitive's Z so we don't
vjiaoblack 2016/07/27 15:26:25 Done.
+ sk_sp<SkImage> povDepthMap;
+ sk_sp<SkImage> diffuseMap;
+
+ // povDepthMap
+ {
+ SkLights::Builder builder;
+ builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
+ SkVector3::Make(0.0f, 0.0f, 1.0f)));
+ sk_sp<SkLights> povLight = builder.finish();
+
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ sk_sp<SkSurface> surf(SPFCanvas->makeSurface(info));
robertphillips 2016/07/26 16:15:04 // Wrap ...
vjiaoblack 2016/07/27 15:26:26 Done.
+ sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
+ sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
+
+ // set the depth map canvas to have the light we're drawing.
robertphillips 2016/07/26 16:15:05 How does curLight differ from povLight ?
vjiaoblack 2016/07/27 15:26:27 Done.
+ sk_sp<SkLights> curLight = builder.finish();
+ depthMapCanvas->setLights(curLight);
+
+ depthMapCanvas->drawPicture(pic);
+
+ povDepthMap = surf->makeImageSnapshot();
+ }
+
+ // diffuseMap
+ {
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ sk_sp<SkSurface> surf(SPFCanvas->makeSurface(info));
+ surf->getCanvas()->drawPicture(pic);
+
+ diffuseMap = surf->makeImageSnapshot();
+ }
+
+ sk_sp<SkShader> shadowShader = makeShadowShader(povDepthMap, diffuseMap, fLights);
+ SkPaint paint;
+ paint.setShader(shadowShader);
+
+ canvas->drawRect(SkRect::MakeIWH(400, 400), paint);
jvanverth1 2016/07/26 15:01:24 kWidth, kHeight?
vjiaoblack 2016/07/27 15:26:26 Done.
+ }
+
+private:
+ sk_sp<SkLights> fLights;
+
+ typedef GM INHERITED;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+
+DEF_GM(return new VictorShadowsGM;)
+}
« no previous file with comments | « no previous file | gyp/common_variables.gypi » ('j') | gyp/common_variables.gypi » ('J')

Powered by Google App Engine
This is Rietveld 408576698