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Side by Side Diff: samplecode/SampleShadowing.cpp

Issue 2198933002: Making a sample for shadow maps for more intensive development (Closed) Base URL: https://skia.googlesource.com/skia@shadow-gm
Patch Set: Removed setDir() and re-added resizing shadow maps Created 4 years, 4 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
robertphillips 2016/08/03 18:47:48 Why gm.h?
vjiaoblack 2016/08/04 13:36:22 Done.
8 #include "gm.h"
9 #include "SampleCode.h"
10 #include "SkPictureRecorder.h"
11 #include "SkSurface.h"
12 #include "SkShadowPaintFilterCanvas.h"
13 #include "SkShadowShader.h"
14
15 #ifdef SK_EXPERIMENTAL_SHADOWING
16
robertphillips 2016/08/03 18:47:47 Can this be a class scope constant?
vjiaoblack 2016/08/04 13:36:22 Done.
17 constexpr int NUM_TEST_RECTS = 3;
18
19 static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
20 sk_sp<SkImage> diffuse,
21 sk_sp<SkLights> lights) {
22
23 sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileM ode,
24 SkShader::kClamp_TileM ode);
25
26 sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMod e,
27 SkShader::kClamp_TileMod e);
28
29 return SkShadowShader::Make(std::move(povDepthShader),
30 std::move(diffuseShader),
31 std::move(lights),
32 diffuse->width(), diffuse->height());
33 }
34
35
36 class IndexClick : public SkView::Click {
robertphillips 2016/08/03 18:47:47 move this to the private block ?
vjiaoblack 2016/08/04 13:36:22 Done.
37 int fIndex;
38 public:
39 IndexClick(SkView* v, int index) : INHERITED(v), fIndex(index) {}
40
41 static int GetIndex(SkView::Click* click) {
42 return ((IndexClick*)click)->fIndex;
43 }
44
45 private:
46 typedef SkView::Click INHERITED;
47 };
48
49 class ShadowingView : public SampleView {
robertphillips 2016/08/03 18:47:48 Make this "static const int kZoom = 96;" down in t
vjiaoblack 2016/08/04 13:36:22 Done.
50 enum {
51 kZoom = 96
52 };
53
54 public:
55 ShadowingView() {
56
57 this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
58 SkLights::Builder builder;
59 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
60 SkVector3::Make(0.27f, 0.07f, 1.0f)));
61 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
62 SkVector3::Make(0.03f, 0.27f, 1.0f)));
63 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
64 fLights = builder.finish();
65
66 fColors[0] = 0xFFEE8888;
67 fDepths[0] = 80;
68 fRects[0] = SkRect::MakeLTRB(200,150,350,300);
69
70 fColors[1] = 0xFF88EE88;
71 fDepths[1] = 160;
72 fRects[1] = SkRect::MakeLTRB(150,200,300,350);
73
74 fColors[2] = 0xFF8888EE;
75 fDepths[2] = 240;
76 fRects[2] = SkRect::MakeLTRB(100,100,250,250);
77
78 fUpdateDiffuseMap = true;
79 fUpdatePovDepthMap = true;
80 fUpdatePicture = true;
81 fUpdateDepthMaps = true;
82
83 }
84
85 protected:
robertphillips 2016/08/03 18:47:48 Can all these member variables be private ?
vjiaoblack 2016/08/04 13:36:22 Done.
86 static const int kWidth = 400;
87 static const int kHeight = 400;
robertphillips 2016/08/03 18:47:48 Maybe have: struct { SkRect fGeometry; int
vjiaoblack 2016/08/04 13:36:22 Done.
88 SkRect fRects[NUM_TEST_RECTS];
89 int fDepths[NUM_TEST_RECTS];
90 SkColor fColors[NUM_TEST_RECTS];
robertphillips 2016/08/03 18:47:48 You initialize all the other guys in the ctor.
vjiaoblack 2016/08/04 13:36:22 Done.
91 int fSelectedRect = -1;
92 bool fMoveLight = false;
93
94 sk_sp<SkImage> fPovDepthMap;
95 sk_sp<SkImage> fDiffuseMap;
96 sk_sp<SkPicture> fPicture;
97
98 bool fUpdateDiffuseMap;
99 bool fUpdatePovDepthMap;
100 bool fUpdatePicture;
101 bool fUpdateDepthMaps;
102
103 bool onQuery(SkEvent *evt) override {
104 if (SampleCode::TitleQ(*evt)) {
105 SampleCode::TitleR(evt, "shadowing");
106 return true;
107 }
108
109 SkUnichar uni;
110 if (SampleCode::CharQ(*evt, &uni)) {
111 switch (uni) {
112 case 'L':
113 fMoveLight = !fMoveLight;
114 break;
115 default:
116 break;
117 }
118 }
119 return this->INHERITED::onQuery(evt);
120 }
121
122 sk_sp<SkPicture> makeTestPicture(int width, int height) {
123 SkPictureRecorder recorder;
124
125 // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
126 SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height ));
127
128 SkASSERT(canvas->getTotalMatrix().isIdentity());
129 SkPaint paint;
130 paint.setColor(SK_ColorGRAY);
131
132 // LONG RANGE TODO: tag occluders
133 // LONG RANGE TODO: track number of IDs we need (hopefully less than 256 )
134 // and determinate the mapping from z to id
135
136 // universal receiver, "ground"
137 canvas->drawRect(SkRect::MakeIWH(width, height), paint);
138
139 for (int i = 0; i < NUM_TEST_RECTS; i++) {
140 paint.setColor(fColors[i]);
141 if (i == 0) {
142 canvas->translateZ(fDepths[0]);
143 } else {
144 canvas->translateZ(fDepths[i] - fDepths[i-1]);
145 }
146 canvas->drawRect(fRects[i], paint);
147 }
148
149 return recorder.finishRecordingAsPicture();
150 }
151
152 void updateDepthMaps(SkCanvas *canvas) {
153 for (int i = 0; i < fLights->numLights(); ++i) {
154 // skip over ambient lights; they don't cast shadows
155 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
156 continue;
157 }
158
159 // TODO: maybe add a kDepth_8_SkColorType when vertices have depth
160
161 // assume max depth is 255.
162 // TODO: find actual max depth of picture
robertphillips 2016/08/03 18:47:48 Can this computation be a sub routine: static SkI
vjiaoblack 2016/08/04 13:36:22 Done.
163 int maxDepth = 255;
164 int dMapWidth = SkMin32(maxDepth * fabs(fLights->light(i).dir().fX) + kWidth,
robertphillips 2016/08/03 18:47:47 line up ?
vjiaoblack 2016/08/04 13:36:22 Done.
165 kWidth * 2);
166 int dMapHeight = SkMin32(maxDepth * fabs(fLights->light(i).dir().fY) + kHeight,
robertphillips 2016/08/03 18:47:48 line up ?
vjiaoblack 2016/08/04 13:36:22 Done.
167 kHeight * 2);
168
169 SkImageInfo info = SkImageInfo::Make(dMapWidth, dMapHeight,
170 kBGRA_8888_SkColorType,
171 kOpaque_SkAlphaType);
172
173 // Create a new surface (that matches the backend of canvas)
174 // for each shadow map
175 sk_sp<SkSurface> surf(canvas->makeSurface(info));
176
177 // Wrap another SPFCanvas around the surface
178 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
179 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
180
181 // set the depth map canvas to have the light we're drawing.
182 SkLights::Builder builder;
183 builder.add(fLights->light(i));
184 sk_sp<SkLights> curLight = builder.finish();
185
186 depthMapCanvas->setLights(std::move(curLight));
187 depthMapCanvas->drawPicture(fPicture);
188
189 fLights->light(i).setShadowMap(surf->makeImageSnapshot());
190 }
191 }
192
193 void updatePovDepthMap(SkCanvas* canvas) {
194 // TODO: pass the depth to the shader in vertices, or uniforms
195 // so we don't have to render depth and color separately
196
197 SkLights::Builder builder;
198 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
199 SkVector3::Make(0.0f, 0.0f, 1.0f)));
200 sk_sp<SkLights> povLight = builder.finish();
201
202 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
203 kBGRA_8888_SkColorType,
204 kOpaque_SkAlphaType);
205
206 // Create a new surface (that matches the backend of canvas)
207 // to create the povDepthMap
208 sk_sp<SkSurface> surf(canvas->makeSurface(info));
209
210 // Wrap another SPFCanvas around the surface
211 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
212 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
213
214 // set the depth map canvas to have the light as the user's POV
215 depthMapCanvas->setLights(std::move(povLight));
216
217 depthMapCanvas->drawPicture(fPicture);
218
219 fPovDepthMap = surf->makeImageSnapshot();
220 }
221
222 void updateDiffuseMap(SkCanvas* canvas) {
223 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
224 kBGRA_8888_SkColorType,
225 kOpaque_SkAlphaType);
226
227 sk_sp<SkSurface> surf(canvas->makeSurface(info));
228 surf->getCanvas()->drawPicture(fPicture);
229
230 fDiffuseMap = surf->makeImageSnapshot();
231 }
232
robertphillips 2016/08/03 18:47:48 rm this TODO ?
vjiaoblack 2016/08/04 13:36:22 Done.
233 // TODO why does this get slower after time approaches
234 void onDrawContent(SkCanvas *canvas) override {
235 if (fUpdatePicture || !fPicture) {
robertphillips 2016/08/03 18:47:48 add this-> for member function calls here & below
vjiaoblack 2016/08/04 13:36:22 Done.
236 fPicture = makeTestPicture(kWidth, kHeight);
237 fUpdatePicture = false;
238 }
239
240 if (fUpdateDepthMaps || !fPovDepthMap) {
241 updateDepthMaps(canvas);
242 fUpdateDepthMaps = false;
243 }
244
245 if (fUpdatePovDepthMap || !fPovDepthMap) {
246 updatePovDepthMap(canvas);
247 fUpdatePovDepthMap = false;
248 }
249
250 if (fUpdateDiffuseMap || !fDiffuseMap) {
251 updateDiffuseMap(canvas);
252 fUpdateDiffuseMap = false;
253 }
254
255 SkPaint paint;
robertphillips 2016/08/03 18:47:48 I don't think you want to std::move here
vjiaoblack 2016/08/04 13:36:22 I see. Since we need it next frame as well (perhap
256 paint.setShader(make_shadow_shader(std::move(fPovDepthMap),
257 std::move(fDiffuseMap),
258 fLights));
259
260 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
261 }
262
263 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride {
264 int index = 0;
265
266 return new IndexClick(this, index);
267 }
268
269 bool onClick(Click *click) override {
270 SkScalar x = click->fCurr.fX;
271 SkScalar y = click->fCurr.fY;
272
273 SkScalar dx = x - click->fPrev.fX;
274 SkScalar dy = y - click->fPrev.fY;
275
276 if (fMoveLight) {
277 if (dx != 0 && dy != 0) {
278 float recipX = 1.0f / kWidth;
279 float recipY = 1.0f / kHeight;
280
281 SkLights::Builder builder;
282 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
283 SkVector3::Make(0.12f + (200.0f - x) * recipX,
284 -0.08f + (200.0f - y ) * recipY,
285 1.0f)));
286 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
287 SkVector3::Make(-0.12f + (200.0f - x ) * recipX,
288 0.12f + (200.0f - y) * recipY,
289 1.0f)));
290 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
291 fLights = builder.finish();
292
293 fUpdateDepthMaps = true;
294 }
295
296 return true;
robertphillips 2016/08/03 18:47:48 extra '\n'
vjiaoblack 2016/08/04 13:36:22 Done.
297
298 }
299
300 if (click->fState == Click::State::kUp_State) {
301 fSelectedRect = -1;
302 return true;
303 }
304
305 if (fSelectedRect > -1) {
306 SkScalar x = click->fCurr.fX;
307 SkScalar y = click->fCurr.fY;
308
309 SkScalar dx = x - click->fPrev.fX;
310 SkScalar dy = y - click->fPrev.fY;
311
312 fRects[fSelectedRect].fLeft += dx;
313 fRects[fSelectedRect].fRight += dx;
314 fRects[fSelectedRect].fTop += dy;
315 fRects[fSelectedRect].fBottom += dy;
316
robertphillips 2016/08/03 18:47:48 It seems like you actually have two states: fScen
vjiaoblack 2016/08/04 13:36:22 Done. Seems like the slowest part of the loop is
317 fUpdateDepthMaps = true;
318 fUpdatePovDepthMap = true;
319 fUpdatePicture = true;
320 fUpdateDiffuseMap = true;
321
322 return true;
323 }
324
325 // assume last elements are highest
326 for (int i = NUM_TEST_RECTS - 1; i >= 0; i--) {
327 if (fRects[i].contains(SkRect::MakeXYWH(x, y, 1, 1))) {
328 fSelectedRect = i;
329 fRects[i].fLeft += dx;
330 fRects[i].fRight += dx;
331 fRects[i].fTop += dy;
332 fRects[i].fBottom += dy;
333
334 fUpdateDepthMaps = true;
335 fUpdatePovDepthMap = true;
336 fUpdatePicture = true;
337 fUpdateDiffuseMap = true;
338
339 break;
340 }
341 }
342
343 return true;
344 }
345
346 private:
347 sk_sp<SkLights> fLights;
348
349 typedef SampleView INHERITED;
350 };
351
352 //////////////////////////////////////////////////////////////////////////////
353 static SkView* MyFactory() { return new ShadowingView; }
354 static SkViewRegister reg(MyFactory);
355
356 #endif
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