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