| /* |
| * 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 |