blob: 4a0f88ec91be1debe1ed7e016209c5c780089aa1 [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 "SkPaintFilterCanvas.h"
#include "SkPathEffect.h"
#include "SkPictureRecorder.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 {
/* We override the onFilter method to draw depths into the canvas
* depending on the current draw depth of the canvas, throwing out
* the actual draw color.
*/
class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
public:
SkShadowPaintFilterCanvas(SkCanvas* canvas) : INHERITED(canvas) { }
// TODO use a shader instead
bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override {
if (*paint) {
int z = this->getZ();
SkASSERT(z <= 0xFF && z >= 0x00);
SkPaint newPaint;
newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
SkColor color = 0xFF000000; // init color to opaque black
color |= z; // Put the index into the blue component
newPaint.setColor(color);
*paint->writable() = newPaint;
}
return true;
}
void onDrawPicture(const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) {
SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
if (this->onFilter(&filteredPaint, kPicture_Type)) {
// we directly call SkCanvas's onDrawPicture because calling the one
// that INHERITED has (SkPaintFilterCanvas) leads to wrong behavior
this->SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
}
}
void updateMatrix() {
this->save();
// When we use the SkShadowPaintFilterCanvas, we can only render
// one depth map at a time. Thus, we leave it up to the user to
// set SkLights to only contain (or contain at the first position)
// the light they intend to use for the current depth rendering.
if (fLights->numLights() > 0 &&
this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
SkVector3 lightDir = this->fLights->light(0).dir();
SkScalar x = lightDir.fX * this->getZ();
SkScalar y = lightDir.fY * this->getZ();
this->translate(x, y);
}
}
void onDrawPaint(const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPaint(paint);
this->restore();
}
void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPoints(mode, count, pts, paint);
this->restore();
}
void onDrawRect(const SkRect& rect, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawRect(rect, paint);
this->restore();
}
void onDrawRRect(const SkRRect& rrect, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawRRect(rrect, paint);
this->restore();
}
void onDrawDRRect(const SkRRect& outer, const SkRRect& inner,
const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawDRRect(outer, inner, paint);
this->restore();
}
void onDrawOval(const SkRect& rect, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawOval(rect, paint);
this->restore();
}
void onDrawPath(const SkPath& path, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPath(path, paint);
this->restore();
}
void onDrawBitmap(const SkBitmap& bm, SkScalar left, SkScalar top,
const SkPaint* paint) override {
this->updateMatrix();
this->INHERITED::onDrawBitmap(bm, left, top, paint);
this->restore();
}
void onDrawBitmapRect(const SkBitmap& bm, const SkRect* src, const SkRect& dst,
const SkPaint* paint, SrcRectConstraint constraint) override {
this->updateMatrix();
this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
this->restore();
}
void onDrawBitmapNine(const SkBitmap& bm, const SkIRect& center,
const SkRect& dst, const SkPaint* paint) {
this->updateMatrix();
this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
this->restore();
}
void onDrawImage(const SkImage* image, SkScalar left, SkScalar top,
const SkPaint* paint) override {
this->updateMatrix();
this->INHERITED::onDrawImage(image, left, top, paint);
this->restore();
}
void onDrawImageRect(const SkImage* image, const SkRect* src, const SkRect& dst,
const SkPaint* paint, SrcRectConstraint constraint) override {
this->updateMatrix();
this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
this->restore();
}
void onDrawImageNine(const SkImage* image, const SkIRect& center,
const SkRect& dst, const SkPaint* paint) {
this->updateMatrix();
this->INHERITED::onDrawImageNine(image, center, dst, paint);
this->restore();
}
void onDrawVertices(VertexMode vmode, int vertexCount, const SkPoint vertices[],
const SkPoint texs[], const SkColor colors[], SkXfermode* xmode,
const uint16_t indices[], int indexCount, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
xmode, indices, indexCount, paint);
this->restore();
}
void onDrawPatch(const SkPoint cubics[], const SkColor colors[], const SkPoint texCoords[],
SkXfermode* xmode, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
this->restore();
}
void onDrawText(const void* text, size_t byteLength,
SkScalar x, SkScalar y, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawText(text, byteLength, x, y, paint);
this->restore();
}
void onDrawPosText(const void* text, size_t byteLength,
const SkPoint pos[], const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
this->restore();
}
void onDrawPosTextH(const void* text, size_t byteLength, const SkScalar xpos[],
SkScalar constY, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
this->restore();
}
void onDrawTextOnPath(const void* text, size_t byteLength, const SkPath& path,
const SkMatrix* matrix, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
this->restore();
}
void onDrawTextRSXform(const void* text, size_t byteLength, const SkRSXform xform[],
const SkRect* cull, const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
this->restore();
}
void onDrawTextBlob(const SkTextBlob* blob, SkScalar x, SkScalar y,
const SkPaint& paint) override {
this->updateMatrix();
this->INHERITED::onDrawTextBlob(blob, x, y, paint);
this->restore();
}
private:
typedef SkPaintFilterCanvas INHERITED;
};
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
SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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