blob: 1ae95fb68f5cee6e96e6ed2749faa173a4692de8 [file] [log] [blame]
/*
* 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 "SkPathEffect.h"
#include "SkPictureRecorder.h"
#include "SkShadowPaintFilterCanvas.h"
#include "SkShadowShader.h"
#include "SkSurface.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
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());
}
static 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);
// TODO: Maybe add the ID here along with the depth
paint.setColor(0xFFEE8888);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
paint.setColor(0xFF88EE88);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
paint.setColor(0xFF8888EE);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
// TODO: Add an assert that Z order matches painter's order
// TODO: think about if the Z-order always matching painting order is too strict
return recorder.finishRecordingAsPicture();
}
namespace skiagm {
class ShadowMapsGM : public GM {
public:
ShadowMapsGM() {
this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
}
void onOnceBeforeDraw() override {
// Create a light set consisting of
// - bluish directional light pointing more right than down
// - reddish directional light pointing more down than right
// - soft white ambient light
SkLights::Builder builder;
builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
SkVector3::Make(0.2f, 0.1f, 1.0f)));
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
SkVector3::Make(0.1f, 0.2f, 1.0f)));
builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
fLights = builder.finish();
}
protected:
static const int kWidth = 400;
static const int kHeight = 400;
SkString onShortName() override {
return SkString("shadowmaps");
}
SkISize onISize() override {
return SkISize::Make(kWidth, kHeight);
}
void onDraw(SkCanvas* canvas) override {
// This picture stores the picture of the scene.
// It's used to generate the depth maps.
sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
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: compute the correct size of the depth map from the light properties
// TODO: maybe add a kDepth_8_SkColorType
// TODO: find actual max depth of picture
SkISize shMapSize = SkShadowPaintFilterCanvas::
ComputeDepthMapSize(fLights->light(i), 255, kWidth, kHeight);
SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight,
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);
}
private:
sk_sp<SkLights> fLights;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new ShadowMapsGM;)
}
#endif