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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 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 "SampleCode.h"
9 #include "SkPictureRecorder.h"
10 #include "SkShadowPaintFilterCanvas.h"
11 #include "SkShadowShader.h"
12 #include "SkSurface.h"
13
14 #ifdef SK_EXPERIMENTAL_SHADOWING
15
16
17 static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
18 sk_sp<SkImage> diffuse,
19 sk_sp<SkLights> lights) {
20
21 sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileM ode,
22 SkShader::kClamp_TileM ode);
23
24 sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMod e,
25 SkShader::kClamp_TileMod e);
26
27 return SkShadowShader::Make(std::move(povDepthShader),
28 std::move(diffuseShader),
29 std::move(lights),
30 diffuse->width(), diffuse->height());
31 }
32
33 class ShadowingView : public SampleView {
34 public:
35 ShadowingView() {
36
37 this->setBGColor(0xFFCCCCCC);
38 SkLights::Builder builder;
39 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
40 SkVector3::Make(0.27f, 0.07f, 1.0f)));
41 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
42 SkVector3::Make(0.03f, 0.27f, 1.0f)));
43 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
44 fLights = builder.finish();
45
46 fTestRects[0].fColor = 0xFFEE8888;
47 fTestRects[0].fDepth = 80;
48 fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300);
49
50 fTestRects[1].fColor = 0xFF88EE88;
51 fTestRects[1].fDepth = 160;
52 fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350);
53
54 fTestRects[2].fColor = 0xFF8888EE;
55 fTestRects[2].fDepth = 240;
56 fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250);
57
58 fSceneChanged = true;
59 fLightsChanged = true;
60
61 fSelectedRect = -1;
62 fMoveLight = false;
63 }
64
65 protected:
66 bool onQuery(SkEvent *evt) override {
67 if (SampleCode::TitleQ(*evt)) {
68 SampleCode::TitleR(evt, "shadowing");
69 return true;
70 }
71
72 SkUnichar uni;
73 if (SampleCode::CharQ(*evt, &uni)) {
74 switch (uni) {
75 case 'L':
76 fMoveLight = !fMoveLight;
77 break;
78 default:
79 break;
80 }
81 }
82 return this->INHERITED::onQuery(evt);
83 }
84
85 sk_sp<SkPicture> makeTestPicture(int width, int height) {
86 SkPictureRecorder recorder;
87
88 // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
89 SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height ));
90
91 SkASSERT(canvas->getTotalMatrix().isIdentity());
92 SkPaint paint;
93 paint.setColor(SK_ColorGRAY);
94
95 // LONG RANGE TODO: tag occluders
96 // LONG RANGE TODO: track number of IDs we need (hopefully less than 256 )
97 // and determinate the mapping from z to id
98
99 // universal receiver, "ground"
100 canvas->drawRect(SkRect::MakeIWH(width, height), paint);
101
102 for (int i = 0; i < kNumTestRects; i++) {
103 paint.setColor(fTestRects[i].fColor);
104 if (i == 0) {
105 canvas->translateZ(fTestRects[0].fDepth);
106 } else {
107 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth );
108 }
109 canvas->drawRect(fTestRects[i].fGeometry, paint);
110 }
111
112 return recorder.finishRecordingAsPicture();
113 }
114
115 void updateDepthMaps(SkCanvas *canvas) {
116 for (int i = 0; i < fLights->numLights(); ++i) {
117 // skip over ambient lights; they don't cast shadows
118 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
119 continue;
120 }
121
122 // TODO: maybe add a kDepth_8_SkColorType when vertices have depth
123 // assume max depth is 255.
124 // TODO: find actual max depth of picture
125 SkISize shMapSize = SkShadowPaintFilterCanvas::
126 ComputeDepthMapSize(fLights->light(i), 255, kWid th, kHeight);
127
128 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHe ight,
129 kBGRA_8888_SkColorType,
130 kOpaque_SkAlphaType);
131
132 // Create a new surface (that matches the backend of canvas)
133 // for each shadow map
134 sk_sp<SkSurface> surf(canvas->makeSurface(info));
135
136 // Wrap another SPFCanvas around the surface
137 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
138 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
139
140 // set the depth map canvas to have the light we're drawing.
141 SkLights::Builder builder;
142 builder.add(fLights->light(i));
143 sk_sp<SkLights> curLight = builder.finish();
144
145 depthMapCanvas->setLights(std::move(curLight));
146 depthMapCanvas->drawPicture(fPicture);
147
148 fLights->light(i).setShadowMap(surf->makeImageSnapshot());
149 }
150 }
151
152 void updatePovDepthMap(SkCanvas* canvas) {
153 // TODO: pass the depth to the shader in vertices, or uniforms
154 // so we don't have to render depth and color separately
155
156 SkLights::Builder builder;
157 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
158 SkVector3::Make(0.0f, 0.0f, 1.0f)));
159 sk_sp<SkLights> povLight = builder.finish();
160
161 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
162 kBGRA_8888_SkColorType,
163 kOpaque_SkAlphaType);
164
165 // Create a new surface (that matches the backend of canvas)
166 // to create the povDepthMap
167 sk_sp<SkSurface> surf(canvas->makeSurface(info));
168
169 // Wrap another SPFCanvas around the surface
170 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
171 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
172
173 // set the depth map canvas to have the light as the user's POV
174 depthMapCanvas->setLights(std::move(povLight));
175
176 depthMapCanvas->drawPicture(fPicture);
177
178 fPovDepthMap = surf->makeImageSnapshot();
179 }
180
181 void updateDiffuseMap(SkCanvas* canvas) {
182 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
183 kBGRA_8888_SkColorType,
184 kOpaque_SkAlphaType);
185
186 sk_sp<SkSurface> surf(canvas->makeSurface(info));
187 surf->getCanvas()->drawPicture(fPicture);
188
189 fDiffuseMap = surf->makeImageSnapshot();
190 }
191
192 void onDrawContent(SkCanvas *canvas) override {
193 if (fSceneChanged || !fPovDepthMap) {
194 fPicture = this->makeTestPicture(kWidth, kHeight);
195 this->updateDepthMaps(canvas);
196 this->updatePovDepthMap(canvas);
197 this->updateDiffuseMap(canvas);
198 }
199
200 if (fLightsChanged) {
201 this->updateDepthMaps(canvas);
202 }
203
204 if (fSceneChanged || fLightsChanged || !fShadowShader) {
205 fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLight s);
206 }
207
208 SkPaint paint;
209 paint.setShader(fShadowShader);
210
211 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
212 }
213
214 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride {
215 return new SkView::Click(this);
216 }
217
218 bool onClick(Click *click) override {
219 SkScalar x = click->fCurr.fX;
220 SkScalar y = click->fCurr.fY;
221
222 SkScalar dx = x - click->fPrev.fX;
223 SkScalar dy = y - click->fPrev.fY;
224
225 if (fMoveLight) {
226 if (dx != 0 || dy != 0) {
227 float recipX = 1.0f / kWidth;
228 float recipY = 1.0f / kHeight;
229
230 SkLights::Builder builder;
231 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
232 SkVector3::Make(0.12f + (200.0f - x) * recipX,
233 -0.08f + (200.0f - y ) * recipY,
234 1.0f)));
235 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
236 SkVector3::Make(-0.12f + (200.0f - x ) * recipX,
237 0.12f + (200.0f - y) * recipY,
238 1.0f)));
239 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
240 fLights = builder.finish();
241
242 fLightsChanged = true;
243 }
244
robertphillips 2016/08/04 19:16:17 this->inval(nullptr); ?
vjiaoblack 2016/08/05 13:40:32 Done.
vjiaoblack 2016/08/05 13:40:32 Done.
245 return true;
246 }
247
248 if (click->fState == Click::State::kUp_State) {
249 fSelectedRect = -1;
250 return true;
251 }
252
253 if (fSelectedRect > -1) {
254 fTestRects[fSelectedRect].fGeometry.offset(dx, dy);
255
256 fSceneChanged = true;
257
robertphillips 2016/08/04 19:16:17 this->inval(nullptr); ?
vjiaoblack 2016/08/05 13:40:32 Done.
258 return true;
259 }
260
261 // assume last elements are highest
262 for (int i = kNumTestRects - 1; i >= 0; i--) {
263 if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
264 fSelectedRect = i;
265 fTestRects[i].fGeometry.offset(dx, dy);
266
267 fSceneChanged = true;
robertphillips 2016/08/04 19:16:17 this->inval(nullptr); ?
vjiaoblack 2016/08/05 13:40:32 Done.
268
269 break;
270 }
271 }
272
273 return true;
274 }
275
276 private:
277 static constexpr int kNumTestRects = 3;
278
279 static const int kWidth = 400;
280 static const int kHeight = 400;
281
282 struct {
283 SkRect fGeometry;
284 int fDepth;
285 SkColor fColor;
286 } fTestRects[kNumTestRects];
287
288 int fSelectedRect;
289 bool fMoveLight;
290
291 sk_sp<SkImage> fPovDepthMap;
292 sk_sp<SkImage> fDiffuseMap;
293 sk_sp<SkPicture> fPicture;
294 sk_sp<SkShader> fShadowShader;
295
296 bool fSceneChanged;
297 bool fLightsChanged;
298
299 sk_sp<SkLights> fLights;
300
301 typedef SampleView INHERITED;
302 };
303
304 //////////////////////////////////////////////////////////////////////////////
305 static SkView* MyFactory() { return new ShadowingView; }
306 static SkViewRegister reg(MyFactory);
307
308 #endif
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