/* * 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; } static SkM44 inv(const SkM44& m) { SkM44 inverse; SkAssertResult(m.invert(&inverse)); return inverse; } static SkPoint project(const SkM44& m, SkV4 p) { auto v = m * p; return {v.x / v.w, v.y / v.w}; } 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); // want "world" to be in our big coordinates (e.g. area), so apply this inverse // as part of our "camera". 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; SkColor fColor; 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, SK_ColorRED }, // front { 0, SK_ScalarPI, SK_ColorGREEN }, // back { SK_ScalarPI/2, 0, SK_ColorBLUE }, // top {-SK_ScalarPI/2, 0, SK_ColorCYAN }, // bottom { 0, SK_ScalarPI/2, SK_ColorMAGENTA }, // left { 0,-SK_ScalarPI/2, SK_ColorYELLOW }, // 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(); ) #include "include/effects/SkRuntimeEffect.h" struct LightPos { SkV4 fPos; SkScalar fUIRadius; bool hitTest(SkScalar x, SkScalar y) const { auto xx = x - fPos.x; auto yy = y - fPos.y; return xx*xx + yy*yy <= fUIRadius*fUIRadius; } void update(SkScalar x, SkScalar y) { fPos.x = x; fPos.y = y; } void draw(SkCanvas* canvas) { SkPaint paint; paint.setAntiAlias(true); SkAutoCanvasRestore acr(canvas, true); canvas->experimental_concat44(SkM44::Translate(0, 0, fPos.z)); canvas->drawCircle(fPos.x, fPos.y, fUIRadius, paint); } }; class SamplePointLight3D : public Sample3DView { SkRRect fRR; LightPos fLight = {{200, 200, 800, 1}, 8}; sk_sp fShader; sk_sp fEffect; SkM44 fWorldToClick, fClickToWorld; SkString name() override { return SkString("pointlight3d"); } void onOnceBeforeDraw() override { fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50); fShader = GetResourceAsImage("images/mandrill_128.png") ->makeShader(SkMatrix::MakeScale(3, 3)); const char code[] = R"( // in fragmentProcessor texture; // color = sample(texture) * half(scale); uniform float4x4 localToWorld; uniform float3 lightPos; // TODO: Remove these helpers once all intrinsics work on the raster backend float3 normalize_(float3 v) { return v / sqrt(dot(v, v)); } float max_(float a, float b) { return a > b ? a : b; } void main(float x, float y, inout half4 color) { float3 plane_pos = (localToWorld * float4(x, y, 0, 1)).xyz; float3 plane_norm = normalize_((localToWorld * float4(0, 0, 1, 0)).xyz); float3 light_dir = normalize_(lightPos - plane_pos); float ambient = 0.5; float dp = dot(plane_norm, light_dir); float scale = ambient + max_(dp, 0); color = color * half4(float4(scale, scale, scale, 1)); } )"; auto [effect, error] = SkRuntimeEffect::Make(SkString(code)); if (!effect) { SkDebugf("runtime error %s\n", error.c_str()); } fEffect = effect; } bool onChar(SkUnichar uni) override { switch (uni) { case 'Z': fLight.fPos.z += 10; return true; case 'z': fLight.fPos.z -= 10; return true; } return this->Sample3DView::onChar(uni); } void drawContent(SkCanvas* canvas, const SkMatrix44& m, SkColor color) { SkMatrix44 trans; trans.setTranslate(200, 200, 0); // center of the rotation canvas->experimental_concat44(trans * fRot * m * inv(trans)); // wonder if the runtimeeffect can do this reject? (in a setup function) if (!front(canvas->experimental_getLocalToDevice())) { return; } struct Uniforms { SkM44 fLocalToWorld; SkV3 fLightPos; } uni; uni.fLocalToWorld = canvas->experimental_getLocalToWorld(); uni.fLightPos = {fLight.fPos.x, fLight.fPos.y, fLight.fPos.z}; sk_sp data = SkData::MakeWithCopy(&uni, sizeof(uni)); SkPaint paint; paint.setColor(color); paint.setShader(fEffect->makeShader(data, &fShader, 0, nullptr, true)); canvas->drawRRect(fRR, paint); } void setClickToWorld(SkCanvas* canvas, const SkM44& clickM) { auto l2d = canvas->experimental_getLocalToDevice(); fWorldToClick = inv(clickM) * l2d; fClickToWorld = inv(fWorldToClick); } void onDrawContent(SkCanvas* canvas) override { if (canvas->getGrContext() == nullptr) { return; } SkM44 clickM = canvas->experimental_getLocalToDevice(); canvas->save(); canvas->translate(400, 300); this->saveCamera(canvas, {0, 0, 400, 400}, 200); this->setClickToWorld(canvas, clickM); for (auto f : faces) { SkAutoCanvasRestore acr(canvas, true); this->drawContent(canvas, f.asM44(200), f.fColor); } fLight.draw(canvas); canvas->restore(); canvas->restore(); } Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override { auto L = fWorldToClick * fLight.fPos; SkPoint c = project(fClickToWorld, {x, y, L.z/L.w, 1}); if (fLight.hitTest(c.fX, c.fY)) { return new Click(); } return nullptr; } bool onClick(Click* click) override { auto L = fWorldToClick * fLight.fPos; SkPoint c = project(fClickToWorld, {click->fCurr.fX, click->fCurr.fY, L.z/L.w, 1}); fLight.update(c.fX, c.fY); return true; } }; DEF_SAMPLE( return new SamplePointLight3D(); ) #include "include/core/SkColorPriv.h" #include "include/core/SkSurface.h" class SampleBump3D : public Sample3DView { SkRRect fRR; LightPos fLight = {{200, 200, 800, 1}, 8}; sk_sp fBmpShader, fImgShader; sk_sp fEffect; SkM44 fWorldToClick, fClickToWorld; SkString name() override { return SkString("bump3d"); } void onOnceBeforeDraw() override { fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50); auto img = GetResourceAsImage("images/brickwork-texture.jpg"); fImgShader = img->makeShader(SkMatrix::MakeScale(2, 2)); img = GetResourceAsImage("images/brickwork_normal-map.jpg"); fBmpShader = img->makeShader(SkMatrix::MakeScale(2, 2)); const char code[] = R"( in fragmentProcessor color_map; in fragmentProcessor normal_map; uniform float4x4 localToWorld; uniform float4x4 localToWorldAdjInv; uniform float3 lightPos; float3 convert_normal_sample(half4 c) { float3 n = 2 * c.rgb - 1; n.y = -n.y; return n; } void main(float x, float y, inout half4 color) { float3 norm = convert_normal_sample(sample(normal_map)); float3 plane_norm = normalize(localToWorld * float4(norm, 0)).xyz; float3 plane_pos = (localToWorld * float4(x, y, 0, 1)).xyz; float3 light_dir = normalize(lightPos - plane_pos); float ambient = 0.2; float dp = dot(plane_norm, light_dir); float scale = min(ambient + max(dp, 0), 1); color = sample(color_map) * half4(float4(scale, scale, scale, 1)); } )"; auto [effect, error] = SkRuntimeEffect::Make(SkString(code)); if (!effect) { SkDebugf("runtime error %s\n", error.c_str()); } fEffect = effect; } bool onChar(SkUnichar uni) override { switch (uni) { case 'Z': fLight.fPos.z += 10; return true; case 'z': fLight.fPos.z -= 10; return true; } return this->Sample3DView::onChar(uni); } void drawContent(SkCanvas* canvas, const SkMatrix44& m, SkColor color) { SkMatrix44 trans; trans.setTranslate(200, 200, 0); // center of the rotation canvas->experimental_concat44(trans * fRot * m * inv(trans)); // wonder if the runtimeeffect can do this reject? (in a setup function) if (!front(canvas->experimental_getLocalToDevice())) { return; } auto adj_inv = [](const SkM44& m) { SkM44 inv; SkAssertResult(m.invert(&inv)); return inv.transpose(); }; struct Uniforms { SkM44 fLocalToWorld; SkM44 fLocalToWorldAdjInv; SkV3 fLightPos; } uni; uni.fLocalToWorld = canvas->experimental_getLocalToWorld(); uni.fLocalToWorldAdjInv = adj_inv(uni.fLocalToWorld); uni.fLightPos = {fLight.fPos.x, fLight.fPos.y, fLight.fPos.z}; sk_sp data = SkData::MakeWithCopy(&uni, sizeof(uni)); sk_sp children[] = { fImgShader, fBmpShader }; SkPaint paint; paint.setColor(color); paint.setShader(fEffect->makeShader(data, children, 2, nullptr, true)); canvas->drawRRect(fRR, paint); } void setClickToWorld(SkCanvas* canvas, const SkM44& clickM) { auto l2d = canvas->experimental_getLocalToDevice(); fWorldToClick = inv(clickM) * l2d; fClickToWorld = inv(fWorldToClick); } void onDrawContent(SkCanvas* canvas) override { if (canvas->getGrContext() == nullptr) { return; } SkM44 clickM = canvas->experimental_getLocalToDevice(); canvas->save(); canvas->translate(400, 300); this->saveCamera(canvas, {0, 0, 400, 400}, 200); this->setClickToWorld(canvas, clickM); for (auto f : faces) { SkAutoCanvasRestore acr(canvas, true); this->drawContent(canvas, f.asM44(200), f.fColor); } fLight.draw(canvas); canvas->restore(); canvas->restore(); } Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override { auto L = fWorldToClick * fLight.fPos; SkPoint c = project(fClickToWorld, {x, y, L.z/L.w, 1}); if (fLight.hitTest(c.fX, c.fY)) { return new Click(); } return nullptr; } bool onClick(Click* click) override { auto L = fWorldToClick * fLight.fPos; SkPoint c = project(fClickToWorld, {click->fCurr.fX, click->fCurr.fY, L.z/L.w, 1}); fLight.update(c.fX, c.fY); return true; } }; DEF_SAMPLE( return new SampleBump3D(); )