Chromium Code Reviews| OLD | NEW |
|---|---|
| 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))); |
| (...skipping 24 matching lines...) Expand all Loading... | |
| 66 if (SampleCode::TitleQ(*evt)) { | 50 if (SampleCode::TitleQ(*evt)) { |
| 67 SampleCode::TitleR(evt, "shadowing"); | 51 SampleCode::TitleR(evt, "shadowing"); |
| 68 return true; | 52 return true; |
| 69 } | 53 } |
| 70 | 54 |
| 71 SkUnichar uni; | 55 SkUnichar uni; |
| 72 if (SampleCode::CharQ(*evt, &uni)) { | 56 if (SampleCode::CharQ(*evt, &uni)) { |
| 73 switch (uni) { | 57 switch (uni) { |
| 74 case 'L': | 58 case 'L': |
| 75 fMoveLight = !fMoveLight; | 59 fMoveLight = !fMoveLight; |
| 76 break; | 60 break; |
|
robertphillips
2016/08/08 14:18:31
// Comment about why you need this here ?
vjiaoblack
2016/08/08 15:48:31
Done.
| |
| 61 case 'd': | |
| 62 fClearShadowMaps = true; | |
|
jvanverth1
2016/08/08 14:15:47
Should this be a toggle? How do you set it to fals
vjiaoblack
2016/08/08 15:48:31
When the if (fClearShadowMaps) triggers, I edited
| |
| 63 break; | |
| 77 default: | 64 default: |
| 78 break; | 65 break; |
| 79 } | 66 } |
| 80 } | 67 } |
| 81 return this->INHERITED::onQuery(evt); | 68 return this->INHERITED::onQuery(evt); |
| 82 } | 69 } |
| 83 | 70 |
| 84 sk_sp<SkPicture> makeTestPicture(int width, int height) { | 71 sk_sp<SkPicture> makeTestPicture(int width, int height) { |
| 85 SkPictureRecorder recorder; | 72 SkPictureRecorder recorder; |
| 86 | 73 |
| (...skipping 17 matching lines...) Expand all Loading... | |
| 104 canvas->translateZ(fTestRects[0].fDepth); | 91 canvas->translateZ(fTestRects[0].fDepth); |
| 105 } else { | 92 } else { |
| 106 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth ); | 93 canvas->translateZ(fTestRects[i].fDepth - fTestRects[i-1].fDepth ); |
| 107 } | 94 } |
| 108 canvas->drawRect(fTestRects[i].fGeometry, paint); | 95 canvas->drawRect(fTestRects[i].fGeometry, paint); |
| 109 } | 96 } |
| 110 | 97 |
| 111 return recorder.finishRecordingAsPicture(); | 98 return recorder.finishRecordingAsPicture(); |
| 112 } | 99 } |
| 113 | 100 |
| 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 { | 101 void onDrawContent(SkCanvas *canvas) override { |
| 192 if (fSceneChanged || !fPovDepthMap) { | 102 if (fSceneChanged || !fPovDepthMap) { |
| 193 fPicture = this->makeTestPicture(kWidth, kHeight); | 103 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); | |
|
jvanverth1
2016/08/08 14:15:47
Any thoughts on how you'd manage this caching with
vjiaoblack
2016/08/08 15:48:31
yeah, we just only cache when there is no change a
| |
| 201 } | 104 } |
| 202 | 105 |
| 203 if (fSceneChanged || fLightsChanged || !fShadowShader) { | 106 if (fSceneChanged || fLightsChanged || !fShadowShader) { |
| 204 fShadowShader = make_shadow_shader(fPovDepthMap, fDiffuseMap, fLight s); | 107 if (fClearShadowMaps) { |
| 108 for (int i = 0; i < fLights->numLights(); i++) { | |
| 109 fLights->light(i).setShadowMap(nullptr); | |
| 110 } | |
| 111 } | |
| 112 | |
| 113 canvas->setLights(fLights); | |
|
robertphillips
2016/08/08 14:18:31
pass in nullptr for paint argument ?
vjiaoblack
2016/08/08 15:48:31
Done.
| |
| 114 SkPaint paint; | |
| 115 canvas->drawShadowedPicture(fPicture, nullptr, &paint); | |
| 205 } | 116 } |
| 206 | |
| 207 SkPaint paint; | |
| 208 paint.setShader(fShadowShader); | |
| 209 | |
| 210 canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint); | |
| 211 } | 117 } |
| 212 | 118 |
| 213 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride { | 119 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride { |
| 214 return new SkView::Click(this); | 120 return new SkView::Click(this); |
| 215 } | 121 } |
| 216 | 122 |
| 217 bool onClick(Click *click) override { | 123 bool onClick(Click *click) override { |
| 218 SkScalar x = click->fCurr.fX; | 124 SkScalar x = click->fCurr.fX; |
| 219 SkScalar y = click->fCurr.fY; | 125 SkScalar y = click->fCurr.fY; |
| 220 | 126 |
| (...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 270 } | 176 } |
| 271 | 177 |
| 272 return true; | 178 return true; |
| 273 } | 179 } |
| 274 | 180 |
| 275 private: | 181 private: |
| 276 static constexpr int kNumTestRects = 3; | 182 static constexpr int kNumTestRects = 3; |
| 277 | 183 |
| 278 static const int kWidth = 400; | 184 static const int kWidth = 400; |
| 279 static const int kHeight = 400; | 185 static const int kHeight = 400; |
| 186 bool fClearShadowMaps; | |
|
jvanverth1
2016/08/08 14:15:47
This is never initialized.
vjiaoblack
2016/08/08 15:48:31
Done.
| |
| 280 | 187 |
| 281 struct { | 188 struct { |
| 282 SkRect fGeometry; | 189 SkRect fGeometry; |
| 283 int fDepth; | 190 int fDepth; |
| 284 SkColor fColor; | 191 SkColor fColor; |
| 285 } fTestRects[kNumTestRects]; | 192 } fTestRects[kNumTestRects]; |
| 286 | 193 |
| 287 int fSelectedRect; | 194 int fSelectedRect; |
| 288 bool fMoveLight; | 195 bool fMoveLight; |
| 289 | 196 |
|
robertphillips
2016/08/08 14:18:31
rm fPovDepthMap, fDiffuseMap & fShadowShader ?
vjiaoblack
2016/08/08 15:48:31
Done.
| |
| 290 sk_sp<SkImage> fPovDepthMap; | 197 sk_sp<SkImage> fPovDepthMap; |
| 291 sk_sp<SkImage> fDiffuseMap; | 198 sk_sp<SkImage> fDiffuseMap; |
| 292 sk_sp<SkPicture> fPicture; | 199 sk_sp<SkPicture> fPicture; |
| 293 sk_sp<SkShader> fShadowShader; | 200 sk_sp<SkShader> fShadowShader; |
| 294 | 201 |
| 295 bool fSceneChanged; | 202 bool fSceneChanged; |
| 296 bool fLightsChanged; | 203 bool fLightsChanged; |
| 297 | 204 |
| 298 sk_sp<SkLights> fLights; | 205 sk_sp<SkLights> fLights; |
| 299 | 206 |
| 300 typedef SampleView INHERITED; | 207 typedef SampleView INHERITED; |
| 301 }; | 208 }; |
| 302 | 209 |
| 303 ////////////////////////////////////////////////////////////////////////////// | 210 ////////////////////////////////////////////////////////////////////////////// |
| 304 static SkView* MyFactory() { return new ShadowingView; } | 211 static SkView* MyFactory() { return new ShadowingView; } |
| 305 static SkViewRegister reg(MyFactory); | 212 static SkViewRegister reg(MyFactory); |
| 306 | 213 |
| 307 #endif | 214 #endif |
| OLD | NEW |