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Side by Side Diff: samplecode/SampleShadowing.cpp

Issue 2220633002: moved code into onDrawShadowedPic, only renders into shadow maps if needed (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: updated light pos Created 4 years, 4 months ago
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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(0.2f, 0.05f, 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(0.05f, 0.2f, 1.0f)));
42 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); 26 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
43 fLights = builder.finish(); 27 fLights = builder.finish();
44 28
45 fTestRects[0].fColor = 0xFFEE8888; 29 fTestRects[0].fColor = 0xFFEE8888;
46 fTestRects[0].fDepth = 80; 30 fTestRects[0].fDepth = 80;
47 fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300); 31 fTestRects[0].fGeometry = SkRect::MakeLTRB(200,150,350,300);
48 32
49 fTestRects[1].fColor = 0xFF88EE88; 33 fTestRects[1].fColor = 0xFF88EE88;
50 fTestRects[1].fDepth = 160; 34 fTestRects[1].fDepth = 160;
51 fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350); 35 fTestRects[1].fGeometry = SkRect::MakeLTRB(150,200,300,350);
52 36
53 fTestRects[2].fColor = 0xFF8888EE; 37 fTestRects[2].fColor = 0xFF8888EE;
54 fTestRects[2].fDepth = 240; 38 fTestRects[2].fDepth = 240;
55 fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250); 39 fTestRects[2].fGeometry = SkRect::MakeLTRB(100,100,250,250);
56 40
57 fSceneChanged = true; 41 fSceneChanged = true;
58 fLightsChanged = true; 42 fLightsChanged = true;
59 43
60 fSelectedRect = -1; 44 fSelectedRect = -1;
61 fMoveLight = false; 45 fMoveLight = false;
46
47 fClearShadowMaps = false;
62 } 48 }
63 49
64 protected: 50 protected:
65 bool onQuery(SkEvent *evt) override { 51 bool onQuery(SkEvent *evt) override {
66 if (SampleCode::TitleQ(*evt)) { 52 if (SampleCode::TitleQ(*evt)) {
67 SampleCode::TitleR(evt, "shadowing"); 53 SampleCode::TitleR(evt, "shadowing");
68 return true; 54 return true;
69 } 55 }
70 56
71 SkUnichar uni; 57 SkUnichar uni;
72 if (SampleCode::CharQ(*evt, &uni)) { 58 if (SampleCode::CharQ(*evt, &uni)) {
73 switch (uni) { 59 switch (uni) {
74 case 'L': 60 case 'L':
75 fMoveLight = !fMoveLight; 61 fMoveLight = !fMoveLight;
76 break; 62 break;
63 case 'd':
64 // Raster generated shadow maps have their origin in the UL corner
65 // GPU shadow maps can have an arbitrary origin.
66 // We override the 'd' keypress so that when the device is c ycled,
67 // the shadow maps will be re-generated according to the new backend.
68 fClearShadowMaps = true;
69 break;
77 default: 70 default:
78 break; 71 break;
79 } 72 }
80 } 73 }
81 return this->INHERITED::onQuery(evt); 74 return this->INHERITED::onQuery(evt);
82 } 75 }
83 76
84 sk_sp<SkPicture> makeTestPicture(int width, int height) { 77 sk_sp<SkPicture> makeTestPicture(int width, int height) {
85 SkPictureRecorder recorder; 78 SkPictureRecorder recorder;
86 79
(...skipping 17 matching lines...) Expand all
104 canvas->translateZ(fTestRects[0].fDepth); 97 canvas->translateZ(fTestRects[0].fDepth);
105 } else { 98 } else {
106 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth ); 99 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth );
107 } 100 }
108 canvas->drawRect(fTestRects[i].fGeometry, paint); 101 canvas->drawRect(fTestRects[i].fGeometry, paint);
109 } 102 }
110 103
111 return recorder.finishRecordingAsPicture(); 104 return recorder.finishRecordingAsPicture();
112 } 105 }
113 106
114 void updateDepthMaps(SkCanvas *canvas) { 107 void onDrawContent(SkCanvas *canvas) override {
115 for (int i = 0; i < fLights->numLights(); ++i) { 108 if (fSceneChanged) {
116 // skip over ambient lights; they don't cast shadows 109 fPicture = this->makeTestPicture(kWidth, kHeight);
117 if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) { 110 }
118 continue; 111
112 if (fSceneChanged || fLightsChanged || fClearShadowMaps) {
113 for (int i = 0; i < fLights->numLights(); i++) {
114 fLights->light(i).setShadowMap(nullptr);
119 } 115 }
116 fSceneChanged = false;
117 fLightsChanged = false;
118 fClearShadowMaps = false;
120 119
121 // TODO: maybe add a kDepth_8_SkColorType when vertices have depth 120 canvas->setLights(fLights);
122 // assume max depth is 255. 121 canvas->drawShadowedPicture(fPicture, nullptr, nullptr);
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 } 122 }
149 } 123 }
150 124
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 {
192 if (fSceneChanged || !fPovDepthMap) {
193 fPicture = this->makeTestPicture(kWidth, kHeight);
194 this->updateDepthMaps(canvas);
195 this->updatePovDepthMap(canvas);
196 this->updateDiffuseMap(canvas);
197 }
198
199 if (fLightsChanged) {
200 this->updateDepthMaps(canvas);
201 }
202
203 if (fSceneChanged || fLightsChanged || !fShadowShader) {
204 fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLight s);
205 }
206
207 SkPaint paint;
208 paint.setShader(fShadowShader);
209
210 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
211 }
212
213 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride { 125 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride {
214 return new SkView::Click(this); 126 return new SkView::Click(this);
215 } 127 }
216 128
217 bool onClick(Click *click) override { 129 bool onClick(Click *click) override {
218 SkScalar x = click->fCurr.fX; 130 SkScalar x = click->fCurr.fX;
219 SkScalar y = click->fCurr.fY; 131 SkScalar y = click->fCurr.fY;
220 132
221 SkScalar dx = x - click->fPrev.fX; 133 SkScalar dx = x - click->fPrev.fX;
222 SkScalar dy = y - click->fPrev.fY; 134 SkScalar dy = y - click->fPrev.fY;
223 135
224 if (fMoveLight) { 136 if (fMoveLight) {
225 if (dx != 0 || dy != 0) { 137 if (dx != 0 || dy != 0) {
226 float recipX = 1.0f / kWidth; 138 float recipX = 1.0f / kWidth;
227 float recipY = 1.0f / kHeight; 139 float recipY = 1.0f / kHeight;
228 140
229 SkLights::Builder builder; 141 SkLights::Builder builder;
230 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), 142 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
231 SkVector3::Make(0.12f + (200.0f - x) * recipX, 143 SkVector3::Make(0.2f + (200.0f - x) * recipX,
232 -0.08f + (200.0f - y ) * recipY, 144 0.05f + (200.0f - y) * recipY,
233 1.0f))); 145 1.0f)));
234 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), 146 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
235 SkVector3::Make(-0.12f + (200.0f - x ) * recipX, 147 SkVector3::Make(0.05f + (200.0f - x) * recipX,
236 0.12f + (200.0f - y) * recipY, 148 0.2f + (200.0f - y) * recipY,
237 1.0f))); 149 1.0f)));
238 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); 150 builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
239 fLights = builder.finish(); 151 fLights = builder.finish();
240 152
241 fLightsChanged = true; 153 fLightsChanged = true;
242 this->inval(nullptr); 154 this->inval(nullptr);
243 } 155 }
244 return true; 156 return true;
245 } 157 }
246 158
(...skipping 23 matching lines...) Expand all
270 } 182 }
271 183
272 return true; 184 return true;
273 } 185 }
274 186
275 private: 187 private:
276 static constexpr int kNumTestRects = 3; 188 static constexpr int kNumTestRects = 3;
277 189
278 static const int kWidth = 400; 190 static const int kWidth = 400;
279 static const int kHeight = 400; 191 static const int kHeight = 400;
192 bool fClearShadowMaps;
280 193
281 struct { 194 struct {
282 SkRect fGeometry; 195 SkRect fGeometry;
283 int fDepth; 196 int fDepth;
284 SkColor fColor; 197 SkColor fColor;
285 } fTestRects[kNumTestRects]; 198 } fTestRects[kNumTestRects];
286 199
287 int fSelectedRect; 200 int fSelectedRect;
288 bool fMoveLight; 201 bool fMoveLight;
289 202
290 sk_sp<SkImage> fPovDepthMap;
291 sk_sp<SkImage> fDiffuseMap;
292 sk_sp<SkPicture> fPicture; 203 sk_sp<SkPicture> fPicture;
293 sk_sp<SkShader> fShadowShader;
294 204
295 bool fSceneChanged; 205 bool fSceneChanged;
296 bool fLightsChanged; 206 bool fLightsChanged;
297 207
298 sk_sp<SkLights> fLights; 208 sk_sp<SkLights> fLights;
299 209
300 typedef SampleView INHERITED; 210 typedef SampleView INHERITED;
301 }; 211 };
302 212
303 ////////////////////////////////////////////////////////////////////////////// 213 //////////////////////////////////////////////////////////////////////////////
304 static SkView* MyFactory() { return new ShadowingView; } 214 static SkView* MyFactory() { return new ShadowingView; }
305 static SkViewRegister reg(MyFactory); 215 static SkViewRegister reg(MyFactory);
306 216
307 #endif 217 #endif
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