Index: samplecode/SampleShadowing.cpp |
diff --git a/samplecode/SampleShadowing.cpp b/samplecode/SampleShadowing.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..d35c9d0742a5bf7ae8f88f17f96f3c07873a0384 |
--- /dev/null |
+++ b/samplecode/SampleShadowing.cpp |
@@ -0,0 +1,304 @@ |
+/* |
+ * 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 "gm.h" |
+#include "SampleCode.h" |
robertphillips
2016/08/02 16:05:06
Do we need SkDrawFilter.h ?
vjiaoblack
2016/08/03 14:04:21
Done.
|
+#include "SkDrawFilter.h" |
+#include "SkNormalSource.h" |
robertphillips
2016/08/02 16:05:06
Same for SkPathEffect.h
vjiaoblack
2016/08/03 14:04:21
Done.
|
+#include "SkPathEffect.h" |
+#include "SkPictureRecorder.h" |
+#include "SkSurface.h" |
+#include "SkShadowPaintFilterCanvas.h" |
+#include "SkShadowShader.h" |
+ |
+#ifdef SK_EXPERIMENTAL_SHADOWING |
+ |
+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 { |
+ int fIndex; |
+public: |
robertphillips
2016/08/02 16:05:06
add INHERITED and use it here
vjiaoblack
2016/08/03 14:04:21
Done.
|
+ IndexClick(SkView* v, int index) : SkView::Click(v), fIndex(index) {} |
+ |
+ static int GetIndex(SkView::Click* click) { |
+ return ((IndexClick*)click)->fIndex; |
+ } |
+}; |
+ |
+class ShadowingView : public SampleView { |
+ enum { |
+ kZoom = 96 |
+ }; |
+ |
+public: |
+ ShadowingView() { |
+ |
+ this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC)); |
+ SkLights::Builder builder; |
+ builder.add(SkLights::Light(SkColor3f::Make(0.1f, 0.2f, 0.3f), |
+ SkVector3::Make(0.27f, 0.07f, 1.0f))); |
+ builder.add(SkLights::Light(SkColor3f::Make(0.3f, 0.2f, 0.1f), |
+ SkVector3::Make(0.03f, 0.27f, 1.0f))); |
+ builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.15f, 0.1f), |
+ SkVector3::Make(0.21f, 0.21f, 1.0f))); |
+ builder.add(SkLights::Light(SkColor3f::Make(0.1f, 0.15f, 0.2f), |
+ SkVector3::Make(0.09f, 0.09f, 1.0f))); |
+ builder.add(SkLights::Light(SkColor3f::Make(0.3f, 0.3f, 0.3f))); |
+ this->fLights = builder.finish(); |
+ |
robertphillips
2016/08/02 16:05:07
don't need this-> on member variables
vjiaoblack
2016/08/03 14:04:21
Done.
|
+ this->fColors[0] = 0xFFEE8888; |
+ this->fDepths[0] = 80; |
+ this->fRects[0] = SkRect::MakeLTRB(200,150,350,300); |
+ |
+ this->fColors[1] = 0xFF88EE88; |
+ this->fDepths[1] = 160; |
+ this->fRects[1] = SkRect::MakeLTRB(150,200,300,350); |
+ |
+ this->fColors[2] = 0xFF8888EE; |
+ this->fDepths[2] = 240; |
+ this->fRects[2] = SkRect::MakeLTRB(100,100,250,250); |
+ } |
+ |
+protected: |
+ static const int kWidth = 400; |
+ static const int kHeight = 400; |
+ SkRect fRects[NUM_TEST_RECTS]; |
+ int fDepths[NUM_TEST_RECTS]; |
+ SkColor fColors[NUM_TEST_RECTS]; |
+ int fSelectedRect = -1; |
+ bool fMoveLight = false; |
+ |
+ 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); |
+ } |
+ |
robertphillips
2016/08/02 16:05:06
This is file static naming. You either need to mak
vjiaoblack
2016/08/03 14:04:21
Done.
|
+ sk_sp<SkPicture> make_test_picture(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(); |
+ } |
+ |
robertphillips
2016/08/02 16:05:07
SkTMin ?
vjiaoblack
2016/08/03 14:04:21
Done.
|
+#define MIN(x,y) ((x) > (y) ? (y) : (x)) |
+ void onDrawContent(SkCanvas *canvas) override { |
+ // This picture stores the picture of the scene. |
+ // It's used to generate the depth maps. |
robertphillips
2016/08/02 16:05:06
Do you need to recreate this every time ?
vjiaoblack
2016/08/03 14:04:21
Done.
|
+ sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight)); |
+ |
robertphillips
2016/08/02 16:05:07
Don't you only need to recreate the shadow map if
vjiaoblack
2016/08/03 14:04:21
Done.
|
+ 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 |
+ |
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight, |
+ 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(pic); |
+ |
+ fLights->light(i).setShadowMap(surf->makeImageSnapshot()); |
+ } |
+ |
+ sk_sp<SkImage> povDepthMap; |
+ sk_sp<SkImage> diffuseMap; |
+ |
+ // TODO: pass the depth to the shader in vertices, or uniforms |
+ // so we don't have to render depth and color separately |
+ |
+ // povDepthMap |
+ { |
+ 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(pic); |
+ |
+ povDepthMap = surf->makeImageSnapshot(); |
+ } |
+ |
+ // diffuseMap |
+ { |
+ SkImageInfo info = SkImageInfo::Make(kWidth, kHeight, |
+ kBGRA_8888_SkColorType, |
+ kOpaque_SkAlphaType); |
+ |
+ sk_sp<SkSurface> surf(canvas->makeSurface(info)); |
+ surf->getCanvas()->drawPicture(pic); |
+ |
+ diffuseMap = surf->makeImageSnapshot(); |
+ } |
+ |
+ SkPaint paint; |
+ paint.setShader(make_shadow_shader(std::move(povDepthMap), |
+ std::move(diffuseMap), |
+ 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) { |
robertphillips
2016/08/02 16:05:07
Rebuild the object here ...
vjiaoblack
2016/08/03 14:04:21
Done.
|
+ fLights->light(0).setDir(SkVector3::Make( 0.12f + (200.0f - x) / 400.0f, |
+ -0.08f + (200.0f - y) / 400.0f, 1.0f)); |
+ fLights->light(1).setDir(SkVector3::Make(-0.12f + (200.0f - x) / 400.0f, |
+ 0.12f + (200.0f - y) / 400.0f, 1.0f)); |
+ fLights->light(2).setDir(SkVector3::Make( 0.06f + (200.0f - x) / 400.0f, |
+ 0.06f + (200.0f - y) / 400.0f, 1.0f)); |
+ fLights->light(3).setDir(SkVector3::Make(-0.06f + (200.0f - x) / 400.0f, |
+ -0.06f + (200.0f - y) / 400.0f, 1.0f)); |
+ return true; |
+ } |
+ |
+ 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; |
+ |
+ 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; |
+ |
+ break; |
+ } |
+ } |
+ |
+ return true; |
+ } |
+ |
+ |
+private: |
+ sk_sp<SkLights> fLights; |
+ |
+ typedef SampleView INHERITED; |
+}; |
+ |
+ |
+////////////////////////////////////////////////////////////////////////////// |
+static SkView* MyFactory() { return new ShadowingView; } |
+static SkViewRegister reg(MyFactory); |
+ |
+#endif |