vjiaoblack | 53da5ba | 2016-08-01 10:02:31 -0700 | [diff] [blame] | 1 | /* |
| 2 | * Copyright 2016 Google Inc. |
| 3 | * |
| 4 | * Use of this source code is governed by a BSD-style license that can be |
| 5 | * found in the LICENSE file. |
| 6 | */ |
| 7 | |
| 8 | |
| 9 | #include "gm.h" |
vjiaoblack | 53da5ba | 2016-08-01 10:02:31 -0700 | [diff] [blame] | 10 | #include "SkPathEffect.h" |
| 11 | #include "SkPictureRecorder.h" |
vjiaoblack | 955e879 | 2016-08-05 07:55:01 -0700 | [diff] [blame^] | 12 | #include "SkShadowPaintFilterCanvas.h" |
vjiaoblack | 53da5ba | 2016-08-01 10:02:31 -0700 | [diff] [blame] | 13 | #include "SkShadowShader.h" |
| 14 | #include "SkSurface.h" |
| 15 | |
| 16 | #ifdef SK_EXPERIMENTAL_SHADOWING |
| 17 | |
| 18 | static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth, |
| 19 | sk_sp<SkImage> diffuse, |
| 20 | sk_sp<SkLights> lights) { |
| 21 | |
| 22 | sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode, |
| 23 | SkShader::kClamp_TileMode); |
| 24 | |
| 25 | sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode, |
| 26 | SkShader::kClamp_TileMode); |
| 27 | |
| 28 | return SkShadowShader::Make(std::move(povDepthShader), |
| 29 | std::move(diffuseShader), |
| 30 | std::move(lights), |
| 31 | diffuse->width(), diffuse->height()); |
| 32 | } |
| 33 | |
| 34 | static sk_sp<SkPicture> make_test_picture(int width, int height) { |
| 35 | SkPictureRecorder recorder; |
| 36 | |
| 37 | // LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory) |
| 38 | SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height)); |
| 39 | |
| 40 | SkASSERT(canvas->getTotalMatrix().isIdentity()); |
| 41 | SkPaint paint; |
| 42 | paint.setColor(SK_ColorGRAY); |
| 43 | |
| 44 | // LONG RANGE TODO: tag occluders |
| 45 | // LONG RANGE TODO: track number of IDs we need (hopefully less than 256) |
| 46 | // and determinate the mapping from z to id |
| 47 | |
| 48 | // universal receiver, "ground" |
| 49 | canvas->drawRect(SkRect::MakeIWH(width, height), paint); |
| 50 | |
| 51 | // TODO: Maybe add the ID here along with the depth |
| 52 | |
| 53 | paint.setColor(0xFFEE8888); |
| 54 | |
| 55 | canvas->translateZ(80); |
| 56 | canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint); |
| 57 | |
| 58 | paint.setColor(0xFF88EE88); |
| 59 | |
| 60 | canvas->translateZ(80); |
| 61 | canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint); |
| 62 | |
| 63 | paint.setColor(0xFF8888EE); |
| 64 | |
| 65 | canvas->translateZ(80); |
| 66 | canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint); |
| 67 | // TODO: Add an assert that Z order matches painter's order |
| 68 | // TODO: think about if the Z-order always matching painting order is too strict |
| 69 | |
| 70 | return recorder.finishRecordingAsPicture(); |
| 71 | } |
| 72 | |
| 73 | namespace skiagm { |
| 74 | |
vjiaoblack | 53da5ba | 2016-08-01 10:02:31 -0700 | [diff] [blame] | 75 | class ShadowMapsGM : public GM { |
| 76 | public: |
| 77 | ShadowMapsGM() { |
| 78 | this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC)); |
| 79 | } |
| 80 | |
| 81 | void onOnceBeforeDraw() override { |
| 82 | // Create a light set consisting of |
| 83 | // - bluish directional light pointing more right than down |
| 84 | // - reddish directional light pointing more down than right |
| 85 | // - soft white ambient light |
| 86 | |
| 87 | SkLights::Builder builder; |
| 88 | builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f), |
| 89 | SkVector3::Make(0.2f, 0.1f, 1.0f))); |
| 90 | builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f), |
| 91 | SkVector3::Make(0.1f, 0.2f, 1.0f))); |
| 92 | builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f))); |
| 93 | fLights = builder.finish(); |
| 94 | } |
| 95 | |
| 96 | protected: |
| 97 | static const int kWidth = 400; |
| 98 | static const int kHeight = 400; |
| 99 | |
| 100 | SkString onShortName() override { |
| 101 | return SkString("shadowmaps"); |
| 102 | } |
| 103 | |
| 104 | SkISize onISize() override { |
| 105 | return SkISize::Make(kWidth, kHeight); |
| 106 | } |
| 107 | |
| 108 | void onDraw(SkCanvas* canvas) override { |
| 109 | // This picture stores the picture of the scene. |
| 110 | // It's used to generate the depth maps. |
| 111 | sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight)); |
| 112 | |
| 113 | for (int i = 0; i < fLights->numLights(); ++i) { |
| 114 | // skip over ambient lights; they don't cast shadows |
| 115 | if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) { |
| 116 | continue; |
| 117 | } |
| 118 | // TODO: compute the correct size of the depth map from the light properties |
| 119 | // TODO: maybe add a kDepth_8_SkColorType |
| 120 | |
vjiaoblack | 955e879 | 2016-08-05 07:55:01 -0700 | [diff] [blame^] | 121 | // TODO: find actual max depth of picture |
| 122 | SkISize shMapSize = SkShadowPaintFilterCanvas:: |
| 123 | ComputeDepthMapSize(fLights->light(i), 255, kWidth, kHeight); |
| 124 | |
| 125 | SkImageInfo info = SkImageInfo::Make(shMapSize.fWidth, shMapSize.fHeight, |
vjiaoblack | 53da5ba | 2016-08-01 10:02:31 -0700 | [diff] [blame] | 126 | kBGRA_8888_SkColorType, |
| 127 | kOpaque_SkAlphaType); |
| 128 | |
| 129 | // Create a new surface (that matches the backend of canvas) |
| 130 | // for each shadow map |
| 131 | sk_sp<SkSurface> surf(canvas->makeSurface(info)); |
| 132 | |
| 133 | // Wrap another SPFCanvas around the surface |
| 134 | sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = |
| 135 | sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); |
| 136 | |
| 137 | // set the depth map canvas to have the light we're drawing. |
| 138 | SkLights::Builder builder; |
| 139 | builder.add(fLights->light(i)); |
| 140 | sk_sp<SkLights> curLight = builder.finish(); |
| 141 | |
| 142 | depthMapCanvas->setLights(std::move(curLight)); |
| 143 | depthMapCanvas->drawPicture(pic); |
| 144 | |
| 145 | fLights->light(i).setShadowMap(surf->makeImageSnapshot()); |
| 146 | } |
| 147 | |
| 148 | sk_sp<SkImage> povDepthMap; |
| 149 | sk_sp<SkImage> diffuseMap; |
| 150 | |
| 151 | // TODO: pass the depth to the shader in vertices, or uniforms |
| 152 | // so we don't have to render depth and color separately |
| 153 | |
| 154 | // povDepthMap |
| 155 | { |
| 156 | SkLights::Builder builder; |
| 157 | builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f), |
| 158 | SkVector3::Make(0.0f, 0.0f, 1.0f))); |
| 159 | sk_sp<SkLights> povLight = builder.finish(); |
| 160 | |
| 161 | SkImageInfo info = SkImageInfo::Make(kWidth, kHeight, |
| 162 | kBGRA_8888_SkColorType, |
| 163 | kOpaque_SkAlphaType); |
| 164 | |
| 165 | // Create a new surface (that matches the backend of canvas) |
| 166 | // to create the povDepthMap |
| 167 | sk_sp<SkSurface> surf(canvas->makeSurface(info)); |
| 168 | |
| 169 | // Wrap another SPFCanvas around the surface |
| 170 | sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas = |
| 171 | sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas()); |
| 172 | |
| 173 | // set the depth map canvas to have the light as the user's POV |
| 174 | depthMapCanvas->setLights(std::move(povLight)); |
| 175 | |
| 176 | depthMapCanvas->drawPicture(pic); |
| 177 | |
| 178 | povDepthMap = surf->makeImageSnapshot(); |
| 179 | } |
| 180 | |
| 181 | // diffuseMap |
| 182 | { |
| 183 | SkImageInfo info = SkImageInfo::Make(kWidth, kHeight, |
| 184 | kBGRA_8888_SkColorType, |
| 185 | kOpaque_SkAlphaType); |
| 186 | |
| 187 | sk_sp<SkSurface> surf(canvas->makeSurface(info)); |
| 188 | surf->getCanvas()->drawPicture(pic); |
| 189 | |
| 190 | diffuseMap = surf->makeImageSnapshot(); |
| 191 | } |
| 192 | |
| 193 | SkPaint paint; |
| 194 | paint.setShader(make_shadow_shader(std::move(povDepthMap), std::move(diffuseMap), fLights)); |
| 195 | |
| 196 | canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint); |
| 197 | } |
| 198 | |
| 199 | private: |
| 200 | sk_sp<SkLights> fLights; |
| 201 | |
| 202 | typedef GM INHERITED; |
| 203 | }; |
| 204 | |
| 205 | ////////////////////////////////////////////////////////////////////////////// |
| 206 | |
| 207 | DEF_GM(return new ShadowMapsGM;) |
| 208 | } |
| 209 | |
| 210 | #endif |