| /* |
| * 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 "sk_tool_utils.h" |
| #include "SkPathEffect.h" |
| #include "SkPictureRecorder.h" |
| #include "SkShadowPaintFilterCanvas.h" |
| #include "SkShadowShader.h" |
| #include "SkSurface.h" |
| |
| #ifdef SK_EXPERIMENTAL_SHADOWING |
| |
| |
| 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::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f), |
| SkVector3::Make(0.2f, 0.1f, 1.0f))); |
| builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f), |
| SkVector3::Make(0.1f, 0.2f, 1.0f))); |
| builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f)); |
| fLights = builder.finish(); |
| |
| fShadowParams.fShadowRadius = 4.0f; |
| fShadowParams.fBiasingConstant = 0.3f; |
| fShadowParams.fMinVariance = 1024; |
| fShadowParams.fType = SkShadowParams::kVariance_ShadowType; |
| } |
| |
| protected: |
| static constexpr int kWidth = 400; |
| static constexpr 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)); |
| canvas->setLights(fLights); |
| canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams); |
| } |
| |
| private: |
| sk_sp<SkLights> fLights; |
| SkShadowParams fShadowParams; |
| typedef GM INHERITED; |
| }; |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| DEF_GM(return new ShadowMapsGM;) |
| } |
| |
| #endif |