Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(880)

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: argh fixed utils include error Created 4 years, 4 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
« no previous file with comments | « gyp/utils.gypi ('k') | src/core/SkShadowShader.h » ('j') | no next file with comments »
Toggle Intra-line Diffs ('i') | Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
OLDNEW
(Empty)
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 static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
17 sk_sp<SkImage> diffuse,
18 sk_sp<SkLights> lights) {
19
20 sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileM ode,
21 SkShader::kClamp_TileM ode);
22
23 sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMod e,
24 SkShader::kClamp_TileMod e);
25
26 return SkShadowShader::Make(std::move(povDepthShader),
27 std::move(diffuseShader),
28 std::move(lights),
29 diffuse->width(), diffuse->height());
30 }
31
32 class ShadowingView : public SampleView {
33 public:
34 ShadowingView() {
35
36 this->setBGColor(0xFFCCCCCC);
37 SkLights::Builder builder;
38 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
39 SkVector3::Make(0.27f, 0.07f, 1.0f)));
40 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
41 SkVector3::Make(0.03f, 0.27f, 1.0f)));
42 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
43 fLights = builder.finish();
44
45 fTestRects[0].fColor = 0xFFEE8888;
46 fTestRects[0].fDepth = 80;
47 fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300);
48
49 fTestRects[1].fColor = 0xFF88EE88;
50 fTestRects[1].fDepth = 160;
51 fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350);
52
53 fTestRects[2].fColor = 0xFF8888EE;
54 fTestRects[2].fDepth = 240;
55 fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250);
56
57 fSceneChanged = true;
58 fLightsChanged = true;
59
60 fSelectedRect = -1;
61 fMoveLight = false;
62 }
63
64 protected:
65 bool onQuery(SkEvent *evt) override {
66 if (SampleCode::TitleQ(*evt)) {
67 SampleCode::TitleR(evt, "shadowing");
68 return true;
69 }
70
71 SkUnichar uni;
72 if (SampleCode::CharQ(*evt, &uni)) {
73 switch (uni) {
74 case 'L':
75 fMoveLight = !fMoveLight;
76 break;
77 default:
78 break;
79 }
80 }
81 return this->INHERITED::onQuery(evt);
82 }
83
84 sk_sp<SkPicture> makeTestPicture(int width, int height) {
85 SkPictureRecorder recorder;
86
87 // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
88 SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height ));
89
90 SkASSERT(canvas->getTotalMatrix().isIdentity());
91 SkPaint paint;
92 paint.setColor(SK_ColorGRAY);
93
94 // LONG RANGE TODO: tag occluders
95 // LONG RANGE TODO: track number of IDs we need (hopefully less than 256 )
96 // and determinate the mapping from z to id
97
98 // universal receiver, "ground"
99 canvas->drawRect(SkRect::MakeIWH(width, height), paint);
100
101 for (int i = 0; i < kNumTestRects; i++) {
102 paint.setColor(fTestRects[i].fColor);
103 if (i == 0) {
104 canvas->translateZ(fTestRects[0].fDepth);
105 } else {
106 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth );
107 }
108 canvas->drawRect(fTestRects[i].fGeometry, paint);
109 }
110
111 return recorder.finishRecordingAsPicture();
112 }
113
114 void updateDepthMaps(SkCanvas *canvas) {
115 for (int i = 0; i < fLights->numLights(); ++i) {
116 // skip over ambient lights; they don't cast shadows
117 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
118 continue;
119 }
120
121 // TODO: maybe add a kDepth_8_SkColorType when vertices have depth
122 // assume max depth is 255.
123 // TODO: find actual max depth of picture
124 SkISize shMapSize = SkShadowPaintFilterCanvas::
125 ComputeDepthMapSize(fLights->light(i), 255, kWid th, kHeight);
126
127 SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHe ight,
128 kBGRA_8888_SkColorType,
129 kOpaque_SkAlphaType);
130
131 // Create a new surface (that matches the backend of canvas)
132 // for each shadow map
133 sk_sp<SkSurface> surf(canvas->makeSurface(info));
134
135 // Wrap another SPFCanvas around the surface
136 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
137 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
138
139 // set the depth map canvas to have the light we're drawing.
140 SkLights::Builder builder;
141 builder.add(fLights->light(i));
142 sk_sp<SkLights> curLight = builder.finish();
143
144 depthMapCanvas->setLights(std::move(curLight));
145 depthMapCanvas->drawPicture(fPicture);
146
147 fLights->light(i).setShadowMap(surf->makeImageSnapshot());
148 }
149 }
150
151 void updatePovDepthMap(SkCanvas* canvas) {
152 // TODO: pass the depth to the shader in vertices, or uniforms
153 // so we don't have to render depth and color separately
154
155 SkLights::Builder builder;
156 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
157 SkVector3::Make(0.0f, 0.0f, 1.0f)));
158 sk_sp<SkLights> povLight = builder.finish();
159
160 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
161 kBGRA_8888_SkColorType,
162 kOpaque_SkAlphaType);
163
164 // Create a new surface (that matches the backend of canvas)
165 // to create the povDepthMap
166 sk_sp<SkSurface> surf(canvas->makeSurface(info));
167
168 // Wrap another SPFCanvas around the surface
169 sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
170 sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
171
172 // set the depth map canvas to have the light as the user's POV
173 depthMapCanvas->setLights(std::move(povLight));
174
175 depthMapCanvas->drawPicture(fPicture);
176
177 fPovDepthMap = surf->makeImageSnapshot();
178 }
179
180 void updateDiffuseMap(SkCanvas* canvas) {
181 SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
182 kBGRA_8888_SkColorType,
183 kOpaque_SkAlphaType);
184
185 sk_sp<SkSurface> surf(canvas->makeSurface(info));
186 surf->getCanvas()->drawPicture(fPicture);
187
188 fDiffuseMap = surf->makeImageSnapshot();
189 }
190
191 void onDrawContent(SkCanvas *canvas) override {
192 if (fSceneChanged || !fPovDepthMap) {
193 fPicture = this->makeTestPicture(kWidth, kHeight);
194 this->updateDepthMaps(canvas);
195 this->updatePovDepthMap(canvas);
196 this->updateDiffuseMap(canvas);
197 }
198
199 if (fLightsChanged) {
200 this->updateDepthMaps(canvas);
201 }
202
203 if (fSceneChanged || fLightsChanged || !fShadowShader) {
204 fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLight s);
205 }
206
207 SkPaint paint;
208 paint.setShader(fShadowShader);
209
210 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
211 }
212
213 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride {
214 return new SkView::Click(this);
215 }
216
217 bool onClick(Click *click) override {
218 SkScalar x = click->fCurr.fX;
219 SkScalar y = click->fCurr.fY;
220
221 SkScalar dx = x - click->fPrev.fX;
222 SkScalar dy = y - click->fPrev.fY;
223
224 if (fMoveLight) {
225 if (dx != 0 || dy != 0) {
226 float recipX = 1.0f / kWidth;
227 float recipY = 1.0f / kHeight;
228
229 SkLights::Builder builder;
230 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
231 SkVector3::Make(0.12f + (200.0f - x) * recipX,
232 -0.08f + (200.0f - y ) * recipY,
233 1.0f)));
234 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
235 SkVector3::Make(-0.12f + (200.0f - x ) * recipX,
236 0.12f + (200.0f - y) * recipY,
237 1.0f)));
238 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
239 fLights = builder.finish();
240
241 fLightsChanged = true;
242 this->inval(nullptr);
243 }
244 return true;
245 }
246
247 if (click->fState == Click::State::kUp_State) {
248 fSelectedRect = -1;
249 return true;
250 }
251
252 if (fSelectedRect > -1) {
253 fTestRects[fSelectedRect].fGeometry.offset(dx, dy);
254
255 fSceneChanged = true;
256 this->inval(nullptr);
257 return true;
258 }
259
260 // assume last elements are highest
261 for (int i = kNumTestRects - 1; i >= 0; i--) {
262 if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
263 fSelectedRect = i;
264 fTestRects[i].fGeometry.offset(dx, dy);
265
266 fSceneChanged = true;
267 this->inval(nullptr);
268 break;
269 }
270 }
271
272 return true;
273 }
274
275 private:
276 static constexpr int kNumTestRects = 3;
277
278 static const int kWidth = 400;
279 static const int kHeight = 400;
280
281 struct {
282 SkRect fGeometry;
283 int fDepth;
284 SkColor fColor;
285 } fTestRects[kNumTestRects];
286
287 int fSelectedRect;
288 bool fMoveLight;
289
290 sk_sp<SkImage> fPovDepthMap;
291 sk_sp<SkImage> fDiffuseMap;
292 sk_sp<SkPicture> fPicture;
293 sk_sp<SkShader> fShadowShader;
294
295 bool fSceneChanged;
296 bool fLightsChanged;
297
298 sk_sp<SkLights> fLights;
299
300 typedef SampleView INHERITED;
301 };
302
303 //////////////////////////////////////////////////////////////////////////////
304 static SkView* MyFactory() { return new ShadowingView; }
305 static SkViewRegister reg(MyFactory);
306
307 #endif
OLDNEW
« no previous file with comments | « gyp/utils.gypi ('k') | src/core/SkShadowShader.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698