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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: argh fixed utils include error 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..3907db30cc1a5ea6ac26fd9af7769adb1de02bd4
--- /dev/null
+++ b/samplecode/SampleShadowing.cpp
@@ -0,0 +1,307 @@
+/*
+ * Copyright 2016 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "SampleCode.h"
+#include "SkPictureRecorder.h"
+#include "SkShadowPaintFilterCanvas.h"
+#include "SkShadowShader.h"
+#include "SkSurface.h"
+
+#ifdef SK_EXPERIMENTAL_SHADOWING
+
+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 ShadowingView : public SampleView {
+public:
+ ShadowingView() {
+
+ this->setBGColor(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();
+
+ fTestRects[0].fColor = 0xFFEE8888;
+ fTestRects[0].fDepth = 80;
+ fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300);
+
+ fTestRects[1].fColor = 0xFF88EE88;
+ fTestRects[1].fDepth = 160;
+ fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350);
+
+ fTestRects[2].fColor = 0xFF8888EE;
+ fTestRects[2].fDepth = 240;
+ fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250);
+
+ fSceneChanged = true;
+ fLightsChanged = true;
+
+ fSelectedRect = -1;
+ fMoveLight = false;
+ }
+
+protected:
+ 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 < kNumTestRects; i++) {
+ paint.setColor(fTestRects[i].fColor);
+ if (i == 0) {
+ canvas->translateZ(fTestRects[0].fDepth);
+ } else {
+ canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth);
+ }
+ canvas->drawRect(fTestRects[i].fGeometry, 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
+ SkISize shMapSize = SkShadowPaintFilterCanvas::
+ ComputeDepthMapSize(fLights->light(i), 255, kWidth, kHeight);
+
+ SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
+ 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();
+ }
+
+ void onDrawContent(SkCanvas *canvas) override {
+ if (fSceneChanged || !fPovDepthMap) {
+ fPicture = this->makeTestPicture(kWidth, kHeight);
+ this->updateDepthMaps(canvas);
+ this->updatePovDepthMap(canvas);
+ this->updateDiffuseMap(canvas);
+ }
+
+ if (fLightsChanged) {
+ this->updateDepthMaps(canvas);
+ }
+
+ if (fSceneChanged || fLightsChanged || !fShadowShader) {
+ fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLights);
+ }
+
+ SkPaint paint;
+ paint.setShader(fShadowShader);
+
+ canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
+ }
+
+ SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
+ return new SkView::Click(this);
+ }
+
+ 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();
+
+ fLightsChanged = true;
+ this->inval(nullptr);
+ }
+ return true;
+ }
+
+ if (click->fState == Click::State::kUp_State) {
+ fSelectedRect = -1;
+ return true;
+ }
+
+ if (fSelectedRect > -1) {
+ fTestRects[fSelectedRect].fGeometry.offset(dx, dy);
+
+ fSceneChanged = true;
+ this->inval(nullptr);
+ return true;
+ }
+
+ // assume last elements are highest
+ for (int i = kNumTestRects - 1; i >= 0; i--) {
+ if (fTestRects[i].fGeometry.contains(SkRect::MakeXYWH(x, y, 1, 1))) {
+ fSelectedRect = i;
+ fTestRects[i].fGeometry.offset(dx, dy);
+
+ fSceneChanged = true;
+ this->inval(nullptr);
+ break;
+ }
+ }
+
+ return true;
+ }
+
+private:
+ static constexpr int kNumTestRects = 3;
+
+ static const int kWidth = 400;
+ static const int kHeight = 400;
+
+ struct {
+ SkRect fGeometry;
+ int fDepth;
+ SkColor fColor;
+ } fTestRects[kNumTestRects];
+
+ int fSelectedRect;
+ bool fMoveLight;
+
+ sk_sp<SkImage> fPovDepthMap;
+ sk_sp<SkImage> fDiffuseMap;
+ sk_sp<SkPicture> fPicture;
+ sk_sp<SkShader> fShadowShader;
+
+ bool fSceneChanged;
+ bool fLightsChanged;
+
+ sk_sp<SkLights> fLights;
+
+ typedef SampleView INHERITED;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+static SkView* MyFactory() { return new ShadowingView; }
+static SkViewRegister reg(MyFactory);
+
+#endif
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