/* * Copyright 2020 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "include/core/SkCanvas.h" #include "include/core/SkMatrix44.h" #include "include/core/SkPaint.h" #include "include/core/SkRRect.h" #include "include/private/SkM44.h" #include "include/utils/Sk3D.h" #include "include/utils/SkRandom.h" #include "samplecode/Sample.h" #include "tools/Resources.h" static SkMatrix44 inv(const SkMatrix44& m) { SkMatrix44 inverse; SkAssertResult(m.invert(&inverse)); return inverse; } class Sample3DView : public Sample { protected: float fNear = 0.05f; float fFar = 4; float fAngle = SK_ScalarPI / 12; SkPoint3 fEye { 0, 0, 1.0f/tan(fAngle/2) - 1 }; SkPoint3 fCOA { 0, 0, 0 }; SkPoint3 fUp { 0, 1, 0 }; SkMatrix44 fRot; SkPoint3 fTrans; void rotate(float x, float y, float z) { SkMatrix44 r; if (x) { r.setRotateAboutUnit(1, 0, 0, x); } else if (y) { r.setRotateAboutUnit(0, 1, 0, y); } else { r.setRotateAboutUnit(0, 0, 1, z); } fRot.postConcat(r); } public: void saveCamera(SkCanvas* canvas, const SkRect& area, SkScalar zscale) { SkMatrix44 camera, perspective, viewport; Sk3Perspective(&perspective, fNear, fFar, fAngle); Sk3LookAt(&camera, fEye, fCOA, fUp); viewport.setScale(area.width()*0.5f, area.height()*0.5f, zscale) .postTranslate(area.centerX(), area.centerY(), 0); canvas->experimental_saveCamera(viewport * perspective, camera * inv(viewport)); } bool onChar(SkUnichar uni) override { float delta = SK_ScalarPI / 30; switch (uni) { case '8': this->rotate( delta, 0, 0); return true; case '2': this->rotate(-delta, 0, 0); return true; case '4': this->rotate(0, delta, 0); return true; case '6': this->rotate(0, -delta, 0); return true; case '-': this->rotate(0, 0, delta); return true; case '+': this->rotate(0, 0, -delta); return true; case 'i': fTrans.fZ += 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true; case 'k': fTrans.fZ -= 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true; case 'n': fNear += 0.1f; SkDebugf("near %g\n", fNear); return true; case 'N': fNear -= 0.1f; SkDebugf("near %g\n", fNear); return true; case 'f': fFar += 0.1f; SkDebugf("far %g\n", fFar); return true; case 'F': fFar -= 0.1f; SkDebugf("far %g\n", fFar); return true; default: break; } return false; } }; static SkMatrix44 RX(SkScalar rad) { SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad); SkMatrix44 m; m.set3x3(1, 0, 0, 0, c, s, 0,-s, c); return m; } static SkMatrix44 RY(SkScalar rad) { SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad); SkMatrix44 m; m.set3x3( c, 0,-s, 0, 1, 0, s, 0, c); return m; } struct Face { SkScalar fRx, fRy; static SkMatrix44 T(SkScalar x, SkScalar y, SkScalar z) { SkMatrix44 m; m.setTranslate(x, y, z); return m; } static SkMatrix44 R(SkScalar x, SkScalar y, SkScalar z, SkScalar rad) { SkMatrix44 m; m.setRotateAboutUnit(x, y, z, rad); return m; } SkMatrix44 asM44(SkScalar scale) const { return RY(fRy) * RX(fRx) * T(0, 0, scale); } }; static bool front(const SkM44& m) { SkM44 m2; m.invert(&m2); /* * Classically we want to dot the transpose(inverse(ctm)) with our surface normal. * In this case, the normal is known to be {0, 0, 1}, so we only actually need to look * at the z-scale of the inverse (the transpose doesn't change the main diagonal, so * no need to actually transpose). */ return m2.atColMajor(10) > 0; } const Face faces[] = { { 0, 0 }, // front { 0, SK_ScalarPI }, // back { SK_ScalarPI/2, 0 }, // top {-SK_ScalarPI/2, 0 }, // bottom { 0, SK_ScalarPI/2 }, // left { 0,-SK_ScalarPI/2 }, // right }; #include "include/core/SkColorFilter.h" #include "include/effects/SkColorMatrix.h" static SkV3 normalize(SkV3 v) { return v * (1.0f / v.length()); } static SkColorMatrix comput_planar_lighting(SkCanvas* canvas, SkV3 lightDir) { SkM44 l2w = canvas->experimental_getLocalToWorld(); auto normal = normalize(l2w * SkV3{0, 0, 1}); float dot = -normal * lightDir; SkColorMatrix cm; if (dot < 0) { dot = 0; } float ambient = 0.5f; float scale = ambient + dot; cm.setScale(scale, scale, scale, 1); return cm; } struct Light { SkPoint fCenter; SkPoint fEndPt; SkScalar fRadius; SkScalar fHeight; bool hitTest(SkScalar x, SkScalar y) const { auto xx = x - fCenter.fX; auto yy = y - fCenter.fY; return xx*xx + yy*yy <= fRadius*fRadius; } void update(SkScalar x, SkScalar y) { auto xx = x - fCenter.fX; auto yy = y - fCenter.fY; auto len = SkScalarSqrt(xx*xx + yy*yy); if (len > fRadius) { xx *= fRadius / len; yy *= fRadius / len; } fEndPt = {fCenter.fX + xx, fCenter.fY + yy}; } SkV3 getDir() const { auto pt = fEndPt - fCenter; return normalize({pt.fX, pt.fY, -fHeight}); } void draw(SkCanvas* canvas) { SkPaint paint; paint.setAntiAlias(true); canvas->drawCircle(fCenter.fX, fCenter.fY, 5, paint); paint.setStyle(SkPaint::kStroke_Style); canvas->drawCircle(fCenter.fX, fCenter.fY, fRadius, paint); paint.setColor(SK_ColorRED); canvas->drawLine(fCenter.fX, fCenter.fY, fEndPt.fX, fEndPt.fY, paint); } }; class SampleRR3D : public Sample3DView { SkRRect fRR; Light fLight = { {60, 60}, {60, 60}, 50, 10 }; sk_sp fShader; SkString name() override { return SkString("rrect3d"); } void onOnceBeforeDraw() override { fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50); fShader = GetResourceAsImage("images/mandrill_128.png") ->makeShader(SkMatrix::MakeScale(3, 3)); } bool onChar(SkUnichar uni) override { return this->Sample3DView::onChar(uni); } void drawContent(SkCanvas* canvas, const SkMatrix44& m) { SkMatrix44 trans; trans.setTranslate(200, 200, 0); // center of the rotation canvas->experimental_concat44(trans * fRot * m * inv(trans)); if (!front(canvas->experimental_getLocalToDevice())) { return; } SkPaint paint; paint.setAlphaf(front(canvas->experimental_getLocalToDevice()) ? 1 : 0.25f); paint.setShader(fShader); SkColorMatrix cm = comput_planar_lighting(canvas, fLight.getDir()); paint.setColorFilter(SkColorFilters::Matrix(cm)); canvas->drawRRect(fRR, paint); } void onDrawContent(SkCanvas* canvas) override { canvas->save(); canvas->translate(400, 300); this->saveCamera(canvas, {0, 0, 400, 400}, 200); for (auto f : faces) { SkAutoCanvasRestore acr(canvas, true); this->drawContent(canvas, f.asM44(200)); } canvas->restore(); canvas->restore(); fLight.draw(canvas); } Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override { if (fLight.hitTest(x, y)) { return new Click(); } return nullptr; } bool onClick(Click* click) override { fLight.update(click->fCurr.fX, click->fCurr.fY); return true; } }; DEF_SAMPLE( return new SampleRR3D(); )