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Unified 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: Removed setDir() and re-added resizing shadow maps Created 4 years, 4 months ago
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Index: samplecode/SampleShadowing.cpp
diff --git a/samplecode/SampleShadowing.cpp b/samplecode/SampleShadowing.cpp
new file mode 100644
index 0000000000000000000000000000000000000000..763a1ef3bd7ba0bdb0c1cd23e8aa97f3e14899db
--- /dev/null
+++ b/samplecode/SampleShadowing.cpp
@@ -0,0 +1,356 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
robertphillips 2016/08/03 18:47:48 Why gm.h?
vjiaoblack 2016/08/04 13:36:22 Done.
+#include "gm.h"
+#include "SampleCode.h"
+#include "SkPictureRecorder.h"
+#include "SkSurface.h"
+#include "SkShadowPaintFilterCanvas.h"
+#include "SkShadowShader.h"
+
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
robertphillips 2016/08/03 18:47:47 Can this be a class scope constant?
vjiaoblack 2016/08/04 13:36:22 Done.
+constexpr int NUM_TEST_RECTS = 3;
+
+static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
+ sk_sp<SkImage> diffuse,
+ sk_sp<SkLights> lights) {
+
+ sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
+ SkShader::kClamp_TileMode);
+
+ sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
+ SkShader::kClamp_TileMode);
+
+ return SkShadowShader::Make(std::move(povDepthShader),
+ std::move(diffuseShader),
+ std::move(lights),
+ diffuse->width(), diffuse->height());
+}
+
+
+class IndexClick : public SkView::Click {
robertphillips 2016/08/03 18:47:47 move this to the private block ?
vjiaoblack 2016/08/04 13:36:22 Done.
+ int fIndex;
+public:
+ IndexClick(SkView* v, int index) : INHERITED(v), fIndex(index) {}
+
+ static int GetIndex(SkView::Click* click) {
+ return ((IndexClick*)click)->fIndex;
+ }
+
+private:
+ typedef SkView::Click INHERITED;
+};
+
+class ShadowingView : public SampleView {
robertphillips 2016/08/03 18:47:48 Make this "static const int kZoom = 96;" down in t
vjiaoblack 2016/08/04 13:36:22 Done.
+ enum {
+ kZoom = 96
+ };
+
+public:
+ ShadowingView() {
+
+ this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
+ SkLights::Builder builder;
+ builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
+ SkVector3::Make(0.27f, 0.07f, 1.0f)));
+ builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
+ SkVector3::Make(0.03f, 0.27f, 1.0f)));
+ builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
+ fLights = builder.finish();
+
+ fColors[0] = 0xFFEE8888;
+ fDepths[0] = 80;
+ fRects[0] = SkRect::MakeLTRB(200,150,350,300);
+
+ fColors[1] = 0xFF88EE88;
+ fDepths[1] = 160;
+ fRects[1] = SkRect::MakeLTRB(150,200,300,350);
+
+ fColors[2] = 0xFF8888EE;
+ fDepths[2] = 240;
+ fRects[2] = SkRect::MakeLTRB(100,100,250,250);
+
+ fUpdateDiffuseMap = true;
+ fUpdatePovDepthMap = true;
+ fUpdatePicture = true;
+ fUpdateDepthMaps = true;
+
+ }
+
+protected:
robertphillips 2016/08/03 18:47:48 Can all these member variables be private ?
vjiaoblack 2016/08/04 13:36:22 Done.
+ static const int kWidth = 400;
+ static const int kHeight = 400;
robertphillips 2016/08/03 18:47:48 Maybe have: struct { SkRect fGeometry; int
vjiaoblack 2016/08/04 13:36:22 Done.
+ SkRect fRects[NUM_TEST_RECTS];
+ int fDepths[NUM_TEST_RECTS];
+ SkColor fColors[NUM_TEST_RECTS];
robertphillips 2016/08/03 18:47:48 You initialize all the other guys in the ctor.
vjiaoblack 2016/08/04 13:36:22 Done.
+ int fSelectedRect = -1;
+ bool fMoveLight = false;
+
+ sk_sp<SkImage> fPovDepthMap;
+ sk_sp<SkImage> fDiffuseMap;
+ sk_sp<SkPicture> fPicture;
+
+ bool fUpdateDiffuseMap;
+ bool fUpdatePovDepthMap;
+ bool fUpdatePicture;
+ bool fUpdateDepthMaps;
+
+ bool onQuery(SkEvent *evt) override {
+ if (SampleCode::TitleQ(*evt)) {
+ SampleCode::TitleR(evt, "shadowing");
+ return true;
+ }
+
+ SkUnichar uni;
+ if (SampleCode::CharQ(*evt, &uni)) {
+ switch (uni) {
+ case 'L':
+ fMoveLight = !fMoveLight;
+ break;
+ default:
+ break;
+ }
+ }
+ return this->INHERITED::onQuery(evt);
+ }
+
+ sk_sp<SkPicture> makeTestPicture(int width, int height) {
+ SkPictureRecorder recorder;
+
+ // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
+ SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
+
+ SkASSERT(canvas->getTotalMatrix().isIdentity());
+ SkPaint paint;
+ paint.setColor(SK_ColorGRAY);
+
+ // LONG RANGE TODO: tag occluders
+ // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
+ // and determinate the mapping from z to id
+
+ // universal receiver, "ground"
+ canvas->drawRect(SkRect::MakeIWH(width, height), paint);
+
+ for (int i = 0; i < NUM_TEST_RECTS; i++) {
+ paint.setColor(fColors[i]);
+ if (i == 0) {
+ canvas->translateZ(fDepths[0]);
+ } else {
+ canvas->translateZ(fDepths[i] - fDepths[i-1]);
+ }
+ canvas->drawRect(fRects[i], paint);
+ }
+
+ return recorder.finishRecordingAsPicture();
+ }
+
+ void updateDepthMaps(SkCanvas *canvas) {
+ for (int i = 0; i < fLights->numLights(); ++i) {
+ // skip over ambient lights; they don't cast shadows
+ if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
+ continue;
+ }
+
+ // TODO: maybe add a kDepth_8_SkColorType when vertices have depth
+
+ // assume max depth is 255.
+ // TODO: find actual max depth of picture
robertphillips 2016/08/03 18:47:48 Can this computation be a sub routine: static SkI
vjiaoblack 2016/08/04 13:36:22 Done.
+ int maxDepth = 255;
+ int dMapWidth = SkMin32(maxDepth * fabs(fLights->light(i).dir().fX) + kWidth,
robertphillips 2016/08/03 18:47:47 line up ?
vjiaoblack 2016/08/04 13:36:22 Done.
+ kWidth * 2);
+ int dMapHeight = SkMin32(maxDepth * fabs(fLights->light(i).dir().fY) + kHeight,
robertphillips 2016/08/03 18:47:48 line up ?
vjiaoblack 2016/08/04 13:36:22 Done.
+ kHeight * 2);
+
+ SkImageInfo info = SkImageInfo::Make(dMapWidth, dMapHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ // Create a new surface (that matches the backend of canvas)
+ // for each shadow map
+ sk_sp<SkSurface> surf(canvas->makeSurface(info));
+
+ // Wrap another SPFCanvas around the surface
+ sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
+ sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
+
+ // set the depth map canvas to have the light we're drawing.
+ SkLights::Builder builder;
+ builder.add(fLights->light(i));
+ sk_sp<SkLights> curLight = builder.finish();
+
+ depthMapCanvas->setLights(std::move(curLight));
+ depthMapCanvas->drawPicture(fPicture);
+
+ fLights->light(i).setShadowMap(surf->makeImageSnapshot());
+ }
+ }
+
+ void updatePovDepthMap(SkCanvas* canvas) {
+ // TODO: pass the depth to the shader in vertices, or uniforms
+ // so we don't have to render depth and color separately
+
+ SkLights::Builder builder;
+ builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
+ SkVector3::Make(0.0f, 0.0f, 1.0f)));
+ sk_sp<SkLights> povLight = builder.finish();
+
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ // Create a new surface (that matches the backend of canvas)
+ // to create the povDepthMap
+ sk_sp<SkSurface> surf(canvas->makeSurface(info));
+
+ // Wrap another SPFCanvas around the surface
+ sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
+ sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
+
+ // set the depth map canvas to have the light as the user's POV
+ depthMapCanvas->setLights(std::move(povLight));
+
+ depthMapCanvas->drawPicture(fPicture);
+
+ fPovDepthMap = surf->makeImageSnapshot();
+ }
+
+ void updateDiffuseMap(SkCanvas* canvas) {
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
+ kBGRA_8888_SkColorType,
+ kOpaque_SkAlphaType);
+
+ sk_sp<SkSurface> surf(canvas->makeSurface(info));
+ surf->getCanvas()->drawPicture(fPicture);
+
+ fDiffuseMap = surf->makeImageSnapshot();
+ }
+
robertphillips 2016/08/03 18:47:48 rm this TODO ?
vjiaoblack 2016/08/04 13:36:22 Done.
+ // TODO why does this get slower after time approaches
+ void onDrawContent(SkCanvas *canvas) override {
+ if (fUpdatePicture || !fPicture) {
robertphillips 2016/08/03 18:47:48 add this-> for member function calls here & below
vjiaoblack 2016/08/04 13:36:22 Done.
+ fPicture = makeTestPicture(kWidth, kHeight);
+ fUpdatePicture = false;
+ }
+
+ if (fUpdateDepthMaps || !fPovDepthMap) {
+ updateDepthMaps(canvas);
+ fUpdateDepthMaps = false;
+ }
+
+ if (fUpdatePovDepthMap || !fPovDepthMap) {
+ updatePovDepthMap(canvas);
+ fUpdatePovDepthMap = false;
+ }
+
+ if (fUpdateDiffuseMap || !fDiffuseMap) {
+ updateDiffuseMap(canvas);
+ fUpdateDiffuseMap = false;
+ }
+
+ SkPaint paint;
robertphillips 2016/08/03 18:47:48 I don't think you want to std::move here
vjiaoblack 2016/08/04 13:36:22 I see. Since we need it next frame as well (perhap
+ paint.setShader(make_shadow_shader(std::move(fPovDepthMap),
+ std::move(fDiffuseMap),
+ fLights));
+
+ canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
+ }
+
+ SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
+ int index = 0;
+
+ return new IndexClick(this, index);
+ }
+
+ bool onClick(Click *click) override {
+ SkScalar x = click->fCurr.fX;
+ SkScalar y = click->fCurr.fY;
+
+ SkScalar dx = x - click->fPrev.fX;
+ SkScalar dy = y - click->fPrev.fY;
+
+ if (fMoveLight) {
+ if (dx != 0 && dy != 0) {
+ float recipX = 1.0f / kWidth;
+ float recipY = 1.0f / kHeight;
+
+ SkLights::Builder builder;
+ builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
+ SkVector3::Make(0.12f + (200.0f - x) * recipX,
+ -0.08f + (200.0f - y) * recipY,
+ 1.0f)));
+ builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
+ SkVector3::Make(-0.12f + (200.0f - x) * recipX,
+ 0.12f + (200.0f - y) * recipY,
+ 1.0f)));
+ builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
+ fLights = builder.finish();
+
+ fUpdateDepthMaps = true;
+ }
+
+ return true;
robertphillips 2016/08/03 18:47:48 extra '\n'
vjiaoblack 2016/08/04 13:36:22 Done.
+
+ }
+
+ if (click->fState == Click::State::kUp_State) {
+ fSelectedRect = -1;
+ return true;
+ }
+
+ if (fSelectedRect > -1) {
+ SkScalar x = click->fCurr.fX;
+ SkScalar y = click->fCurr.fY;
+
+ SkScalar dx = x - click->fPrev.fX;
+ SkScalar dy = y - click->fPrev.fY;
+
+ fRects[fSelectedRect].fLeft += dx;
+ fRects[fSelectedRect].fRight += dx;
+ fRects[fSelectedRect].fTop += dy;
+ fRects[fSelectedRect].fBottom += dy;
+
robertphillips 2016/08/03 18:47:48 It seems like you actually have two states: fScen
vjiaoblack 2016/08/04 13:36:22 Done. Seems like the slowest part of the loop is
+ fUpdateDepthMaps = true;
+ fUpdatePovDepthMap = true;
+ fUpdatePicture = true;
+ fUpdateDiffuseMap = true;
+
+ return true;
+ }
+
+ // assume last elements are highest
+ for (int i = NUM_TEST_RECTS - 1; i >= 0; i--) {
+ if (fRects[i].contains(SkRect::MakeXYWH(x, y, 1, 1))) {
+ fSelectedRect = i;
+ fRects[i].fLeft += dx;
+ fRects[i].fRight += dx;
+ fRects[i].fTop += dy;
+ fRects[i].fBottom += dy;
+
+ fUpdateDepthMaps = true;
+ fUpdatePovDepthMap = true;
+ fUpdatePicture = true;
+ fUpdateDiffuseMap = true;
+
+ break;
+ }
+ }
+
+ return true;
+ }
+
+private:
+ sk_sp<SkLights> fLights;
+
+ typedef SampleView INHERITED;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+static SkView* MyFactory() { return new ShadowingView; }
+static SkViewRegister reg(MyFactory);
+
+#endif

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