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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.
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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.
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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.
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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.
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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.
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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.
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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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