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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
2016/08/04 18:16:06
I don't think we need sk_tool_utils.h
vjiaoblack
2016/08/04 18:55:49
Done.
| |
8 #include "sk_tool_utils.h" | |
9 #include "SampleCode.h" | |
10 #include "SkPictureRecorder.h" | |
11 #include "SkShadowPaintFilterCanvas.h" | |
12 #include "SkShadowShader.h" | |
13 #include "SkSurface.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 class ShadowingView : public SampleView { | |
35 public: | |
36 ShadowingView() { | |
37 | |
38 this->setBGColor(0xFFCCCCCC); | |
39 SkLights::Builder builder; | |
40 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), | |
41 SkVector3::Make(0.27f, 0.07f, 1.0f))); | |
42 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), | |
43 SkVector3::Make(0.03f, 0.27f, 1.0f))); | |
44 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); | |
45 fLights = builder.finish(); | |
46 | |
47 fTestRects[0].fColor = 0xFFEE8888; | |
48 fTestRects[0].fDepth = 80; | |
49 fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300); | |
50 | |
51 fTestRects[1].fColor = 0xFF88EE88; | |
52 fTestRects[1].fDepth = 160; | |
53 fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350); | |
54 | |
55 fTestRects[2].fColor = 0xFF8888EE; | |
56 fTestRects[2].fDepth = 240; | |
57 fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250); | |
58 | |
59 fSceneChanged = true; | |
60 fLightsChanged = true; | |
61 | |
62 fSelectedRect = -1; | |
63 fMoveLight = false; | |
64 } | |
65 | |
66 protected: | |
67 bool onQuery(SkEvent *evt) override { | |
68 if (SampleCode::TitleQ(*evt)) { | |
69 SampleCode::TitleR(evt, "shadowing"); | |
70 return true; | |
71 } | |
72 | |
73 SkUnichar uni; | |
74 if (SampleCode::CharQ(*evt, &uni)) { | |
75 switch (uni) { | |
76 case 'L': | |
77 fMoveLight = !fMoveLight; | |
78 break; | |
79 default: | |
80 break; | |
81 } | |
82 } | |
83 return this->INHERITED::onQuery(evt); | |
84 } | |
85 | |
86 sk_sp<SkPicture> makeTestPicture(int width, int height) { | |
87 SkPictureRecorder recorder; | |
88 | |
89 // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory) | |
90 SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height )); | |
91 | |
92 SkASSERT(canvas->getTotalMatrix().isIdentity()); | |
93 SkPaint paint; | |
94 paint.setColor(SK_ColorGRAY); | |
95 | |
96 // LONG RANGE TODO: tag occluders | |
97 // LONG RANGE TODO: track number of IDs we need (hopefully less than 256 ) | |
98 // and determinate the mapping from z to id | |
99 | |
100 // universal receiver, "ground" | |
101 canvas->drawRect(SkRect::MakeIWH(width, height), paint); | |
102 | |
103 for (int i = 0; i < kNumTestRects; i++) { | |
104 paint.setColor(fTestRects[i].fColor); | |
105 if (i == 0) { | |
106 canvas->translateZ(fTestRects[0].fDepth); | |
107 } else { | |
108 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth ); | |
109 } | |
110 canvas->drawRect(fTestRects[i].fGeometry, paint); | |
111 } | |
112 | |
113 return recorder.finishRecordingAsPicture(); | |
114 } | |
115 | |
116 void updateDepthMaps(SkCanvas *canvas) { | |
117 for (int i = 0; i < fLights->numLights(); ++i) { | |
118 // skip over ambient lights; they don't cast shadows | |
119 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) { | |
120 continue; | |
121 } | |
122 | |
123 // TODO: maybe add a kDepth_8_SkColorType when vertices have depth | |
124 // assume max depth is 255. | |
125 // TODO: find actual max depth of picture | |
126 SkISize shMapSize = SkShadowPaintFilterCanvas:: | |
127 computeDepthMapSize(fLights->light(i), 255, kWid th, kHeight); | |
128 | |
129 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHe ight, | |
130 kBGRA_8888_SkColorType, | |
131 kOpaque_SkAlphaType); | |
132 | |
133 // Create a new surface (that matches the backend of canvas) | |
134 // for each shadow map | |
135 sk_sp<SkSurface> surf(canvas->makeSurface(info)); | |
136 | |
137 // Wrap another SPFCanvas around the surface | |
138 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = | |
139 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); | |
140 | |
141 // set the depth map canvas to have the light we're drawing. | |
142 SkLights::Builder builder; | |
143 builder.add(fLights->light(i)); | |
144 sk_sp<SkLights> curLight = builder.finish(); | |
145 | |
146 depthMapCanvas->setLights(std::move(curLight)); | |
147 depthMapCanvas->drawPicture(fPicture); | |
148 | |
149 fLights->light(i).setShadowMap(surf->makeImageSnapshot()); | |
150 } | |
151 } | |
152 | |
153 void updatePovDepthMap(SkCanvas* canvas) { | |
154 // TODO: pass the depth to the shader in vertices, or uniforms | |
155 // so we don't have to render depth and color separately | |
156 | |
157 SkLights::Builder builder; | |
158 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f), | |
159 SkVector3::Make(0.0f, 0.0f, 1.0f))); | |
160 sk_sp<SkLights> povLight = builder.finish(); | |
161 | |
162 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight, | |
163 kBGRA_8888_SkColorType, | |
164 kOpaque_SkAlphaType); | |
165 | |
166 // Create a new surface (that matches the backend of canvas) | |
167 // to create the povDepthMap | |
168 sk_sp<SkSurface> surf(canvas->makeSurface(info)); | |
169 | |
170 // Wrap another SPFCanvas around the surface | |
171 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = | |
172 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); | |
173 | |
174 // set the depth map canvas to have the light as the user's POV | |
175 depthMapCanvas->setLights(std::move(povLight)); | |
176 | |
177 depthMapCanvas->drawPicture(fPicture); | |
178 | |
179 fPovDepthMap = surf->makeImageSnapshot(); | |
180 } | |
181 | |
182 void updateDiffuseMap(SkCanvas* canvas) { | |
183 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight, | |
184 kBGRA_8888_SkColorType, | |
185 kOpaque_SkAlphaType); | |
186 | |
187 sk_sp<SkSurface> surf(canvas->makeSurface(info)); | |
188 surf->getCanvas()->drawPicture(fPicture); | |
189 | |
190 fDiffuseMap = surf->makeImageSnapshot(); | |
191 } | |
192 | |
193 void onDrawContent(SkCanvas *canvas) override { | |
194 if (fSceneChanged || !fPovDepthMap) { | |
195 fPicture = this->makeTestPicture(kWidth, kHeight); | |
196 this->updateDepthMaps(canvas); | |
197 this->updatePovDepthMap(canvas); | |
198 this->updateDiffuseMap(canvas); | |
199 } | |
200 | |
201 if (fLightsChanged) { | |
202 this->updateDepthMaps(canvas); | |
203 } | |
204 | |
205 if (fSceneChanged || fLightsChanged || !fShadowShader) { | |
206 fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLight s); | |
207 } | |
208 | |
209 SkPaint paint; | |
210 paint.setShader(fShadowShader); | |
211 | |
212 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint); | |
213 } | |
214 | |
215 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride { | |
216 return new SkView::Click(this); | |
217 } | |
218 | |
219 bool onClick(Click *click) override { | |
220 SkScalar x = click->fCurr.fX; | |
221 SkScalar y = click->fCurr.fY; | |
222 | |
223 SkScalar dx = x - click->fPrev.fX; | |
224 SkScalar dy = y - click->fPrev.fY; | |
225 | |
226 if (fMoveLight) { | |
227 if (dx != 0 || dy != 0) { | |
228 float recipX = 1.0f / kWidth; | |
229 float recipY = 1.0f / kHeight; | |
230 | |
231 SkLights::Builder builder; | |
232 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), | |
233 SkVector3::Make(0.12f + (200.0f - x) * recipX, | |
234 -0.08f + (200.0f - y ) * recipY, | |
235 1.0f))); | |
236 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), | |
237 SkVector3::Make(-0.12f + (200.0f - x ) * recipX, | |
238 0.12f + (200.0f - y) * recipY, | |
239 1.0f))); | |
240 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); | |
241 fLights = builder.finish(); | |
242 | |
243 fLightsChanged = true; | |
244 } | |
245 | |
246 return true; | |
247 } | |
248 | |
249 if (click->fState == Click::State::kUp_State) { | |
250 fSelectedRect = -1; | |
251 return true; | |
252 } | |
253 | |
254 if (fSelectedRect > -1) { | |
255 fTestRects[fSelectedRect].fGeometry.offset(dx, dy); | |
256 | |
257 fSceneChanged = true; | |
258 | |
259 return true; | |
260 } | |
261 | |
262 // assume last elements are highest | |
263 for (int i = kNumTestRects - 1; i >= 0; i--) { | |
264 if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) { | |
265 fSelectedRect = i; | |
266 fTestRects[i].fGeometry.offset(dx, dy); | |
267 | |
268 fSceneChanged = true; | |
269 | |
270 break; | |
271 } | |
272 } | |
273 | |
274 return true; | |
275 } | |
276 | |
277 private: | |
278 static constexpr int kNumTestRects = 3; | |
279 | |
280 static const int kWidth = 400; | |
281 static const int kHeight = 400; | |
282 | |
283 struct { | |
284 SkRect fGeometry; | |
285 int fDepth; | |
286 SkColor fColor; | |
287 } fTestRects[kNumTestRects]; | |
288 | |
289 int fSelectedRect; | |
290 bool fMoveLight; | |
291 | |
292 sk_sp<SkImage> fPovDepthMap; | |
293 sk_sp<SkImage> fDiffuseMap; | |
294 sk_sp<SkPicture> fPicture; | |
295 sk_sp<SkShader> fShadowShader; | |
296 | |
297 bool fSceneChanged; | |
298 bool fLightsChanged; | |
299 | |
300 sk_sp<SkLights> fLights; | |
301 | |
302 typedef SampleView INHERITED; | |
303 }; | |
304 | |
305 ////////////////////////////////////////////////////////////////////////////// | |
306 static SkView* MyFactory() { return new ShadowingView; } | |
307 static SkViewRegister reg(MyFactory); | |
308 | |
309 #endif | |
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