| 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
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| @@ -0,0 +1,307 @@
|
| +/*
|
| + * Copyright 2016 Google Inc.
|
| + *
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| + * 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"
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| +
|
| +#ifdef SK_EXPERIMENTAL_SHADOWING
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| +
|
| +static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
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| + sk_sp<SkImage> diffuse,
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| + sk_sp<SkLights> lights) {
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| +
|
| + sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
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| + SkShader::kClamp_TileMode);
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| +
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| + sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
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| + SkShader::kClamp_TileMode);
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| +
|
| + return SkShadowShader::Make(std::move(povDepthShader),
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| + std::move(diffuseShader),
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| + std::move(lights),
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| + diffuse->width(), diffuse->height());
|
| +}
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| +
|
| +class ShadowingView : public SampleView {
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| +public:
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| + ShadowingView() {
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| +
|
| + this->setBGColor(0xFFCCCCCC);
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| + SkLights::Builder builder;
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| + builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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| + SkVector3::Make(0.27f, 0.07f, 1.0f)));
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| + builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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| + SkVector3::Make(0.03f, 0.27f, 1.0f)));
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| + builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
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| + fLights = builder.finish();
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| +
|
| + fTestRects[0].fColor = 0xFFEE8888;
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| + fTestRects[0].fDepth = 80;
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| + fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300);
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| +
|
| + fTestRects[1].fColor = 0xFF88EE88;
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| + fTestRects[1].fDepth = 160;
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| + fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350);
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| +
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| + fTestRects[2].fColor = 0xFF8888EE;
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| + fTestRects[2].fDepth = 240;
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| + fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250);
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| +
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| + fSceneChanged = true;
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| + fLightsChanged = true;
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| +
|
| + fSelectedRect = -1;
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| + fMoveLight = false;
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| + }
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| +
|
| +protected:
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| + bool onQuery(SkEvent *evt) override {
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| + if (SampleCode::TitleQ(*evt)) {
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| + SampleCode::TitleR(evt, "shadowing");
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| + return true;
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| + }
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| +
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| + SkUnichar uni;
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| + if (SampleCode::CharQ(*evt, &uni)) {
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| + switch (uni) {
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| + case 'L':
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| + fMoveLight = !fMoveLight;
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| + break;
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| + default:
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| + break;
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| + }
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| + }
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| + return this->INHERITED::onQuery(evt);
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| + }
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| +
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| + sk_sp<SkPicture> makeTestPicture(int width, int height) {
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| + SkPictureRecorder recorder;
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| +
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| + // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
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| + SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
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| +
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| + SkASSERT(canvas->getTotalMatrix().isIdentity());
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| + SkPaint paint;
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| + paint.setColor(SK_ColorGRAY);
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| +
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| + // LONG RANGE TODO: tag occluders
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| + // LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
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| + // and determinate the mapping from z to id
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| +
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| + // universal receiver, "ground"
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| + canvas->drawRect(SkRect::MakeIWH(width, height), paint);
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| +
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| + for (int i = 0; i < kNumTestRects; i++) {
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| + paint.setColor(fTestRects[i].fColor);
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| + if (i == 0) {
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| + canvas->translateZ(fTestRects[0].fDepth);
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| + } else {
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| + canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth);
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| + }
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| + canvas->drawRect(fTestRects[i].fGeometry, paint);
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| + }
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| +
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| + return recorder.finishRecordingAsPicture();
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| + }
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| +
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| + void updateDepthMaps(SkCanvas *canvas) {
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| + for (int i = 0; i < fLights->numLights(); ++i) {
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| + // skip over ambient lights; they don't cast shadows
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| + if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
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| + continue;
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| + }
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| +
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| + // TODO: maybe add a kDepth_8_SkColorType when vertices have depth
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| + // assume max depth is 255.
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| + // TODO: find actual max depth of picture
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| + SkISize shMapSize = SkShadowPaintFilterCanvas::
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| + ComputeDepthMapSize(fLights->light(i), 255, kWidth, kHeight);
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| +
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| + SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
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| + kBGRA_8888_SkColorType,
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| + kOpaque_SkAlphaType);
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| +
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| + // Create a new surface (that matches the backend of canvas)
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| + // for each shadow map
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| + sk_sp<SkSurface> surf(canvas->makeSurface(info));
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| +
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| + // Wrap another SPFCanvas around the surface
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| + sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
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| + sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
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| +
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| + // set the depth map canvas to have the light we're drawing.
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| + SkLights::Builder builder;
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| + builder.add(fLights->light(i));
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| + sk_sp<SkLights> curLight = builder.finish();
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| +
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| + depthMapCanvas->setLights(std::move(curLight));
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| + depthMapCanvas->drawPicture(fPicture);
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| +
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| + fLights->light(i).setShadowMap(surf->makeImageSnapshot());
|
| + }
|
| + }
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| +
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| + void updatePovDepthMap(SkCanvas* canvas) {
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| + // TODO: pass the depth to the shader in vertices, or uniforms
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| + // so we don't have to render depth and color separately
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| +
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| + SkLights::Builder builder;
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| + builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
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| + SkVector3::Make(0.0f, 0.0f, 1.0f)));
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| + sk_sp<SkLights> povLight = builder.finish();
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| +
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| + SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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| + kBGRA_8888_SkColorType,
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| + kOpaque_SkAlphaType);
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| +
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| + // Create a new surface (that matches the backend of canvas)
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| + // to create the povDepthMap
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| + sk_sp<SkSurface> surf(canvas->makeSurface(info));
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| +
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| + // Wrap another SPFCanvas around the surface
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| + sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
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| + sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
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| +
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| + // set the depth map canvas to have the light as the user's POV
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| + depthMapCanvas->setLights(std::move(povLight));
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| +
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| + depthMapCanvas->drawPicture(fPicture);
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| +
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| + fPovDepthMap = surf->makeImageSnapshot();
|
| + }
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| +
|
| + void updateDiffuseMap(SkCanvas* canvas) {
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| + SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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| + kBGRA_8888_SkColorType,
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| + kOpaque_SkAlphaType);
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| +
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| + sk_sp<SkSurface> surf(canvas->makeSurface(info));
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| + surf->getCanvas()->drawPicture(fPicture);
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| +
|
| + fDiffuseMap = surf->makeImageSnapshot();
|
| + }
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| +
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| + void onDrawContent(SkCanvas *canvas) override {
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| + if (fSceneChanged || !fPovDepthMap) {
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| + fPicture = this->makeTestPicture(kWidth, kHeight);
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| + this->updateDepthMaps(canvas);
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| + this->updatePovDepthMap(canvas);
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| + this->updateDiffuseMap(canvas);
|
| + }
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| +
|
| + if (fLightsChanged) {
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| + this->updateDepthMaps(canvas);
|
| + }
|
| +
|
| + if (fSceneChanged || fLightsChanged || !fShadowShader) {
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| + fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLights);
|
| + }
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| +
|
| + SkPaint paint;
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| + paint.setShader(fShadowShader);
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| +
|
| + canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
|
| + }
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| +
|
| + SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
|
| + return new SkView::Click(this);
|
| + }
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| +
|
| + bool onClick(Click *click) override {
|
| + SkScalar x = click->fCurr.fX;
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| + SkScalar y = click->fCurr.fY;
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| +
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| + SkScalar dx = x - click->fPrev.fX;
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| + SkScalar dy = y - click->fPrev.fY;
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| +
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| + if (fMoveLight) {
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| + if (dx != 0 || dy != 0) {
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| + float recipX = 1.0f / kWidth;
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| + float recipY = 1.0f / kHeight;
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| +
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| + SkLights::Builder builder;
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| + builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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| + SkVector3::Make(0.12f + (200.0f - x) * recipX,
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| + -0.08f + (200.0f - y) * recipY,
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| + 1.0f)));
|
| + builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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| + SkVector3::Make(-0.12f + (200.0f - x) * recipX,
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| + 0.12f + (200.0f - y) * recipY,
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| + 1.0f)));
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| + builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
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| + fLights = builder.finish();
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| +
|
| + fLightsChanged = true;
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| + this->inval(nullptr);
|
| + }
|
| + return true;
|
| + }
|
| +
|
| + if (click->fState == Click::State::kUp_State) {
|
| + fSelectedRect = -1;
|
| + return true;
|
| + }
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| +
|
| + if (fSelectedRect > -1) {
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| + fTestRects[fSelectedRect].fGeometry.offset(dx, dy);
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| +
|
| + fSceneChanged = true;
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| + 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);
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| +
|
| + fSceneChanged = true;
|
| + this->inval(nullptr);
|
| + break;
|
| + }
|
| + }
|
| +
|
| + return true;
|
| + }
|
| +
|
| +private:
|
| + static constexpr int kNumTestRects = 3;
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| +
|
| + static const int kWidth = 400;
|
| + static const int kHeight = 400;
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| +
|
| + struct {
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| + SkRect fGeometry;
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| + 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;
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| +
|
| + sk_sp<SkLights> fLights;
|
| +
|
| + typedef SampleView INHERITED;
|
| +};
|
| +
|
| +//////////////////////////////////////////////////////////////////////////////
|
| +static SkView* MyFactory() { return new ShadowingView; }
|
| +static SkViewRegister reg(MyFactory);
|
| +
|
| +#endif
|
|
|