2016-08-01 17:02:31 +00:00
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm.h"
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#include "SkPathEffect.h"
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#include "SkPictureRecorder.h"
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2016-08-05 14:55:01 +00:00
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#include "SkShadowPaintFilterCanvas.h"
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2016-08-01 17:02:31 +00:00
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#include "SkShadowShader.h"
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#include "SkSurface.h"
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#ifdef SK_EXPERIMENTAL_SHADOWING
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static sk_sp<SkPicture> make_test_picture(int width, int height) {
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SkPictureRecorder recorder;
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// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
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SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
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SkASSERT(canvas->getTotalMatrix().isIdentity());
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SkPaint paint;
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paint.setColor(SK_ColorGRAY);
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// LONG RANGE TODO: tag occluders
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// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
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// and determinate the mapping from z to id
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// universal receiver, "ground"
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canvas->drawRect(SkRect::MakeIWH(width, height), paint);
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// TODO: Maybe add the ID here along with the depth
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paint.setColor(0xFFEE8888);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
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paint.setColor(0xFF88EE88);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
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paint.setColor(0xFF8888EE);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
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// TODO: Add an assert that Z order matches painter's order
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// TODO: think about if the Z-order always matching painting order is too strict
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return recorder.finishRecordingAsPicture();
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}
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namespace skiagm {
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class ShadowMapsGM : public GM {
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public:
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ShadowMapsGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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}
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void onOnceBeforeDraw() override {
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// Create a light set consisting of
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// - bluish directional light pointing more right than down
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// - reddish directional light pointing more down than right
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// - soft white ambient light
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SkLights::Builder builder;
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2016-08-12 18:38:47 +00:00
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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SkVector3::Make(0.2f, 0.1f, 1.0f)));
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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SkVector3::Make(0.1f, 0.2f, 1.0f)));
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2016-08-29 17:22:09 +00:00
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builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f));
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2016-08-01 17:02:31 +00:00
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fLights = builder.finish();
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2016-08-25 13:30:23 +00:00
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fShadowParams.fShadowRadius = 4.0f;
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fShadowParams.fBiasingConstant = 0.3f;
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fShadowParams.fMinVariance = 1024;
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fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
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2016-08-01 17:02:31 +00:00
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}
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protected:
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static const int kWidth = 400;
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static const int kHeight = 400;
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SkString onShortName() override {
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return SkString("shadowmaps");
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}
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SkISize onISize() override {
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return SkISize::Make(kWidth, kHeight);
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}
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void onDraw(SkCanvas* canvas) override {
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// This picture stores the picture of the scene.
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// It's used to generate the depth maps.
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sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
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2016-08-09 16:32:09 +00:00
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canvas->setLights(fLights);
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2016-08-25 13:30:23 +00:00
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canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams);
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2016-08-01 17:02:31 +00:00
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}
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private:
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sk_sp<SkLights> fLights;
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2016-08-25 13:30:23 +00:00
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SkShadowParams fShadowParams;
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2016-08-01 17:02:31 +00:00
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new ShadowMapsGM;)
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}
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#endif
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