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1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SampleCode.h" | 8 #include "SampleCode.h" |
9 #include "SkPictureRecorder.h" | 9 #include "SkPictureRecorder.h" |
10 #include "SkShadowPaintFilterCanvas.h" | 10 #include "SkShadowPaintFilterCanvas.h" |
11 #include "SkShadowShader.h" | 11 #include "SkShadowShader.h" |
12 #include "SkSurface.h" | 12 #include "SkSurface.h" |
13 | 13 |
14 #ifdef SK_EXPERIMENTAL_SHADOWING | 14 #ifdef SK_EXPERIMENTAL_SHADOWING |
15 | 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 { | 16 class ShadowingView : public SampleView { |
33 public: | 17 public: |
34 ShadowingView() { | 18 ShadowingView() { |
35 | 19 |
36 this->setBGColor(0xFFCCCCCC); | 20 this->setBGColor(0xFFCCCCCC); |
37 SkLights::Builder builder; | 21 SkLights::Builder builder; |
38 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), | 22 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), |
39 SkVector3::Make(0.27f, 0.07f, 1.0f))); | 23 SkVector3::Make(0.27f, 0.07f, 1.0f))); |
40 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), | 24 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), |
41 SkVector3::Make(0.03f, 0.27f, 1.0f))); | 25 SkVector3::Make(0.03f, 0.27f, 1.0f))); |
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104 canvas->translateZ(fTestRects[0].fDepth); | 88 canvas->translateZ(fTestRects[0].fDepth); |
105 } else { | 89 } else { |
106 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth
); | 90 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth
); |
107 } | 91 } |
108 canvas->drawRect(fTestRects[i].fGeometry, paint); | 92 canvas->drawRect(fTestRects[i].fGeometry, paint); |
109 } | 93 } |
110 | 94 |
111 return recorder.finishRecordingAsPicture(); | 95 return recorder.finishRecordingAsPicture(); |
112 } | 96 } |
113 | 97 |
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 { | 98 void onDrawContent(SkCanvas *canvas) override { |
192 if (fSceneChanged || !fPovDepthMap) { | 99 if (fSceneChanged || !fPovDepthMap) { |
193 fPicture = this->makeTestPicture(kWidth, kHeight); | 100 fPicture = this->makeTestPicture(kWidth, kHeight); |
194 this->updateDepthMaps(canvas); | 101 for (int i = 0; i < fLights->numLights(); i++) { |
195 this->updatePovDepthMap(canvas); | 102 fLights->light(0).setShadowMap(nullptr); |
196 this->updateDiffuseMap(canvas); | 103 } |
197 } | |
198 | |
199 if (fLightsChanged) { | |
200 this->updateDepthMaps(canvas); | |
201 } | 104 } |
202 | 105 |
203 if (fSceneChanged || fLightsChanged || !fShadowShader) { | 106 if (fSceneChanged || fLightsChanged || !fShadowShader) { |
204 fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLight
s); | 107 canvas->setLights(fLights); |
| 108 SkPaint paint; |
| 109 canvas->drawShadowedPicture(fPicture, nullptr, &paint); |
205 } | 110 } |
206 | 111 |
207 SkPaint paint; | |
208 paint.setShader(fShadowShader); | |
209 | |
210 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint); | |
211 } | 112 } |
212 | 113 |
213 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove
rride { | 114 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove
rride { |
214 return new SkView::Click(this); | 115 return new SkView::Click(this); |
215 } | 116 } |
216 | 117 |
217 bool onClick(Click *click) override { | 118 bool onClick(Click *click) override { |
218 SkScalar x = click->fCurr.fX; | 119 SkScalar x = click->fCurr.fX; |
219 SkScalar y = click->fCurr.fY; | 120 SkScalar y = click->fCurr.fY; |
220 | 121 |
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298 sk_sp<SkLights> fLights; | 199 sk_sp<SkLights> fLights; |
299 | 200 |
300 typedef SampleView INHERITED; | 201 typedef SampleView INHERITED; |
301 }; | 202 }; |
302 | 203 |
303 ////////////////////////////////////////////////////////////////////////////// | 204 ////////////////////////////////////////////////////////////////////////////// |
304 static SkView* MyFactory() { return new ShadowingView; } | 205 static SkView* MyFactory() { return new ShadowingView; } |
305 static SkViewRegister reg(MyFactory); | 206 static SkViewRegister reg(MyFactory); |
306 | 207 |
307 #endif | 208 #endif |
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