skia2/gm/skinning.cpp

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/*
* Copyright 2018 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 "SkCanvas.h"
#include "SkVertices.h"
#include "SkPoint.h"
#include <iostream>
#include <vector>
using namespace skiagm;
static const int kCellSize = 60;
static const int kColumnSize = 36;
static const int kBoneCount = 7;
static const SkMatrix kBones[] = {
SkMatrix::I(),
SkMatrix::MakeTrans(10, 0),
SkMatrix::MakeTrans(0, 10),
SkMatrix::MakeTrans(-10, 0),
SkMatrix::MakeTrans(0, -10),
SkMatrix::MakeScale(0.5f),
SkMatrix::MakeScale(1.5f),
};
static const int kVertexCount = 4;
static const SkPoint kPositions[] = {
{ 0, 0 },
{ 0, 30 },
{ 30, 30 },
{ 30, 0 },
};
static const SkColor kColors[] = {
0xFFFF0000,
0xFF00FF00,
0xFF0000FF,
0xFFFFFF00,
};
static const SkVertices::BoneIndices kBoneIndices[] = {
{{ 1, 0, 0, 0 }},
{{ 2, 1, 0, 0 }},
{{ 3, 2, 1, 0 }},
{{ 4, 3, 2, 1 }},
};
static const SkVertices::BoneWeights kBoneWeights[] = {
{{ 1.0f, 0.0f, 0.0f, 0.0f }},
{{ 0.5f, 0.5f, 0.0f, 0.0f }},
{{ 0.34f, 0.33f, 0.33f, 0.0f }},
{{ 0.25f, 0.25f, 0.25f, 0.25f }},
};
static const int kIndexCount = 6;
static const uint16_t kIndices[] = {
0, 1, 2,
2, 3, 0,
};
// Swap two SkMatrix pointers in place.
static void swap(const SkMatrix** x, const SkMatrix** y) {
const SkMatrix* temp = *x;
*x = *y;
*y = temp;
}
class SkinningGM : public GM {
public:
SkinningGM(bool deformUsingCPU)
: fPaint()
, fVertices(nullptr)
, fDeformUsingCPU(deformUsingCPU)
{}
protected:
bool runAsBench() const override {
return true;
}
SkString onShortName() override {
SkString name("skinning");
if (fDeformUsingCPU) {
name.append("_cpu");
}
return name;
}
SkISize onISize() override {
return SkISize::Make(2400, 2400);
}
void onOnceBeforeDraw() override {
fVertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
kVertexCount,
kPositions,
nullptr,
kColors,
kBoneIndices,
kBoneWeights,
kIndexCount,
kIndices,
false); // Keep the vertices non-volatile.
}
void onDraw(SkCanvas* canvas) override {
// Set the initial position.
int xpos = kCellSize;
int ypos = kCellSize;
// Create the mutable set of bones.
const SkMatrix* bones[kBoneCount];
for (int i = 0; i < kBoneCount; i ++) {
bones[i] = &kBones[i];
}
// Draw the vertices.
drawPermutations(canvas, xpos, ypos, bones, 1);
}
private:
void drawPermutations(SkCanvas* canvas,
int& xpos,
int& ypos,
const SkMatrix** bones,
int start) {
if (start == kBoneCount) {
// Reached the end of the permutations, so draw.
canvas->save();
// Copy the bones.
SkMatrix copiedBones[kBoneCount];
for (int i = 0; i < kBoneCount; i ++) {
copiedBones[i] = *bones[i];
}
// Set the position.
canvas->translate(xpos, ypos);
// Draw the vertices.
if (fDeformUsingCPU) {
// Deform with CPU.
std::vector<SkPoint> positions(kVertexCount);
for (int i = 0; i < kVertexCount; i ++) {
const SkVertices::BoneIndices& indices = kBoneIndices[i];
const SkVertices::BoneWeights& weights = kBoneWeights[i];
// Apply deformations.
SkPoint& result = positions[i];
SkPoint transformed;
for (uint32_t j = 0; j < 4; j ++) {
// Get the bone attachment data.
uint32_t index = indices.indices[j];
float weight = weights.weights[j];
// Skip the bone is there is no weight.
if (weight == 0.0f) {
continue;
}
SkASSERT(index != 0);
// transformed = M * v
copiedBones[index].mapPoints(&transformed, &kPositions[i], 1);
// result += transformed * w
result += transformed * weight;
}
}
sk_sp<SkVertices> vertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
kVertexCount,
positions.data(),
nullptr,
kColors,
kIndexCount,
kIndices);
canvas->drawVertices(vertices.get(),
SkBlendMode::kSrc,
fPaint);
} else {
// Deform with GPU.
canvas->drawVertices(fVertices.get(),
copiedBones,
kBoneCount,
SkBlendMode::kSrc,
fPaint);
}
canvas->restore();
// Get a new position to draw the vertices.
xpos += kCellSize;
if (xpos > kCellSize * kColumnSize) {
xpos = kCellSize;
ypos += kCellSize;
}
return;
}
// Find all possible permutations within the given range.
for (int i = start; i < kBoneCount; i ++) {
// Swap the start and i-th elements.
swap(bones + start, bones + i);
// Find permutations of the sub array.
drawPermutations(canvas, xpos, ypos, bones, start + 1);
// Swap the elements back.
swap(bones + i, bones + start);
}
}
private:
SkPaint fPaint;
sk_sp<SkVertices> fVertices;
bool fDeformUsingCPU;
typedef GM INHERITED;
};
/////////////////////////////////////////////////////////////////////////////////////
DEF_GM(return new SkinningGM(true);)
DEF_GM(return new SkinningGM(false);)