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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 req chang 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 2016/08/04 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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