Index: gm/lightingshader2.cpp |
diff --git a/gm/lightingshader2.cpp b/gm/lightingshader2.cpp |
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+++ b/gm/lightingshader2.cpp |
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+/* |
+ * 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" |
+ |
+#include <cmath> |
egdaniel
2016/07/19 22:26:15
if we use simpler nested for loops shouldn't need
dvonbeck
2016/07/20 15:21:25
Done.
|
+#include "SkBitmapProcShader.h" |
+#include "SkLightingShader.h" |
+#include "SkNormalSource.h" |
+#include "SkPoint3.h" |
+#include "SkShader.h" |
+ |
+// Create a truncated pyramid normal map |
+static SkBitmap make_frustum_normalmap(int texSize) { |
+ SkBitmap frustum; |
+ frustum.allocN32Pixels(texSize, texSize); |
+ |
+ sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize)); |
+ return frustum; |
+} |
+ |
+namespace skiagm { |
+ |
+// This GM exercises lighting shaders. Specifically, nullptr arguments, scaling when using |
+// normal maps, and paint transparency. |
+class LightingShader2GM : public GM { |
+public: |
+ LightingShader2GM() { |
+ this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC)); |
+ } |
+ |
+protected: |
+ SkString onShortName() override { |
+ return SkString("lightingshader2"); |
+ } |
+ |
+ SkISize onISize() override { |
+ return SkISize::Make(kGMSize, kGMSize); |
+ } |
+ |
+ void onOnceBeforeDraw() override { |
+ SkLights::Builder builder; |
+ const SkVector3 kLightFromUpperRight = SkVector3::Make(0.788f, 0.394f, 0.473f); |
+ |
+ builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f), |
+ kLightFromUpperRight)); |
+ builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.2f, 0.2f))); |
+ fLights = builder.finish(); |
+ |
+ fOpaqueDiffuse = sk_tool_utils::create_checkerboard_bitmap( |
+ kTexSize, kTexSize, |
+ sk_tool_utils::color_to_565(0x0), |
+ sk_tool_utils::color_to_565(0xFF804020), |
+ 8); |
+ |
+ fTranslucentDiffuse = sk_tool_utils::create_checkerboard_bitmap( |
+ kTexSize, kTexSize, |
+ SkColorSetARGB(0x55, 0x00, 0x00, 0x00), |
+ SkColorSetARGB(0x55, 0x80, 0x40, 0x20), |
+ 8); |
+ |
+ fNormalMap = make_frustum_normalmap(kTexSize); |
+ } |
+ |
+ // Scales shape around origin, rotates shape around origin, then translates shape to origin |
+ void positionCTM(SkCanvas *canvas, SkScalar scaleX, SkScalar scaleY, SkScalar rotate) const { |
+ canvas->translate(kTexSize/2.0f, kTexSize/2.0f); |
+ canvas->scale(scaleX, scaleY); |
+ canvas->rotate(rotate); |
+ canvas->translate(-kTexSize/2.0f, -kTexSize/2.0f); |
+ } |
+ |
+ static constexpr const char* BOOL_PARAM_LABELS[] = { |
+ "normalSource", |
+ "diffuseShader", |
+ "transparentPaint", |
+ "translucentShader"}; |
+ |
+ static constexpr int NUM_BOOLEAN_PARAMS = sizeof(BOOL_PARAM_LABELS)/sizeof(char*); |
+ |
+ void drawRect(SkCanvas* canvas, const SkRect& r, SkScalar scaleX, SkScalar scaleY, |
+ SkScalar rotate, bool params[]) { |
+ bool useNormalSource = params[0]; |
+ bool useDiffuseShader = params[1]; |
+ bool useTransparentPaint = params[2]; |
+ bool useTranslucentShader = params[3]; |
+ |
+ canvas->save(); |
+ |
+ this->positionCTM(canvas, scaleX, scaleY, rotate); |
+ |
+ SkRect bitmapBounds = SkRect::MakeIWH(fOpaqueDiffuse.width(), fOpaqueDiffuse.height()); |
+ SkMatrix matrix; |
+ matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit); |
+ |
+ const SkMatrix& ctm = canvas->getTotalMatrix(); |
+ |
+ SkPaint paint; |
+ sk_sp<SkNormalSource> normalSource = nullptr; |
+ sk_sp<SkShader> diffuseShader = nullptr; |
+ |
+ if (useNormalSource) { |
+ sk_sp <SkShader> normalMap = SkMakeBitmapShader(fNormalMap, SkShader::kClamp_TileMode, |
egdaniel
2016/07/19 22:26:15
can we premake this bitmapshader in onceBeforeDraw
dvonbeck
2016/07/20 15:21:24
Done.
|
+ SkShader::kClamp_TileMode, &matrix, |
+ nullptr); |
+ normalSource = SkNormalSource::MakeFromNormalMap( |
+ std::move(normalMap), |
+ ctm); |
+ } |
+ |
+ if (useDiffuseShader && !useTranslucentShader) { |
+ diffuseShader = SkMakeBitmapShader(fOpaqueDiffuse, SkShader::kClamp_TileMode, |
egdaniel
2016/07/19 22:26:15
Here as well, premake?
dvonbeck
2016/07/20 15:21:25
Done.
|
+ SkShader::kClamp_TileMode, &matrix, nullptr); |
+ } else if (useDiffuseShader && useTranslucentShader) { |
+ diffuseShader = SkMakeBitmapShader(fTranslucentDiffuse, SkShader::kClamp_TileMode, |
egdaniel
2016/07/19 22:26:15
Again here.
dvonbeck
2016/07/20 15:21:25
Done.
|
+ SkShader::kClamp_TileMode, &matrix, nullptr); |
+ } else { |
+ paint.setColor(0xFF00FF00); |
+ } |
+ |
+ if (useTransparentPaint) { |
+ paint.setAlpha(0x99); |
+ } |
+ |
+ paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource), |
+ fLights)); |
+ canvas->drawRect(r, paint); |
+ |
+ canvas->restore(); |
+ } |
+ |
+ void onDraw(SkCanvas* canvas) override { |
+ SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize)); |
+ |
+ constexpr int LABEL_LEN = 15; |
+ constexpr SkScalar LABEL_SIZE = 10.0f; |
+ SkPaint labelPaint; |
+ labelPaint.setTypeface(sk_tool_utils::create_portable_typeface("sans-serif", |
+ SkFontStyle())); |
+ labelPaint.setAntiAlias(true); |
+ labelPaint.setTextSize(LABEL_SIZE); |
+ |
+ constexpr int GRID_COLUMN_NUM = 4; |
+ constexpr SkScalar GRID_CELL_WIDTH = kTexSize + 20.0f + NUM_BOOLEAN_PARAMS * LABEL_SIZE; |
+ |
+ constexpr int NUM_PARAM_COMBINATIONS = std::pow(2,NUM_BOOLEAN_PARAMS); |
+ int gridNum = 0; |
+ bool params[NUM_BOOLEAN_PARAMS]; |
+ // Running through all possible bool parameter combinations |
+ for (; gridNum < NUM_PARAM_COMBINATIONS; gridNum++) { |
egdaniel
2016/07/19 22:26:15
Why not just use 4 nested for loops here, seems li
dvonbeck
2016/07/20 15:21:24
Done. I left the x,y adjustment as is because I fe
|
+ // Setting params array to the low-order bits of gridNum |
+ for (int j = 0; j < NUM_BOOLEAN_PARAMS; j++) { |
+ params[j] = (gridNum & (1 << j)); |
+ } |
+ |
+ // Determining position |
+ SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH; |
+ SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH; |
+ |
+ canvas->save(); |
+ |
+ canvas->translate(xPos, yPos); |
+ this->drawRect(canvas, r, 1.0f, 1.0f, 0.f, params); |
+ // Drawing label |
+ canvas->translate(0.0f, kTexSize); |
+ for (int j = 0; j < NUM_BOOLEAN_PARAMS; j++) { |
+ char label[(LABEL_LEN + 1)]; |
+ sprintf(label, "%s: %d", BOOL_PARAM_LABELS[j], params[j]); |
egdaniel
2016/07/19 22:26:15
its not common to use sprintf in Skia. Lets just c
dvonbeck
2016/07/20 15:21:24
Done.
|
+ |
+ canvas->translate(0.0f, LABEL_SIZE); |
+ canvas->drawText(label, strlen(label), 0.0f, 0.0f, labelPaint); |
+ } |
+ |
+ canvas->restore(); |
+ } |
+ |
+ // Rotation/scale test |
+ { |
+ SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH; |
+ SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH; |
+ |
+ canvas->save(); |
+ canvas->translate(xPos, yPos); |
+ this->drawRect(canvas, r, 0.6f, 0.6f, 45.0f, params); |
+ canvas->restore(); |
+ |
+ gridNum++; |
+ } |
+ |
+ // Anisotropic scale test |
+ { |
+ SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH; |
+ SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH; |
+ |
+ canvas->save(); |
+ canvas->translate(xPos, yPos); |
+ this->drawRect(canvas, r, 0.6f, 0.4f, 30.0f, params); |
+ canvas->restore(); |
+ |
+ gridNum++; |
+ } |
+ } |
+ |
+private: |
+ static const int kTexSize = 96; |
+ static const int kGMSize = 512; |
+ |
+ SkBitmap fOpaqueDiffuse; |
+ SkBitmap fTranslucentDiffuse; |
+ SkBitmap fNormalMap; |
+ |
+ sk_sp<SkLights> fLights; |
+ |
+ typedef GM INHERITED; |
+}; |
+ |
+constexpr const char* skiagm::LightingShader2GM::BOOL_PARAM_LABELS[]; |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+ |
+DEF_GM(return new LightingShader2GM;) |
+} |