/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkLightingShader.h" #include "SkNormalSource.h" #include "SkPoint3.h" #include "SkShader.h" #include "ToolUtils.h" #include "gm.h" // Create a hemispherical normal map static SkBitmap make_hemi_normalmap(int texSize) { SkBitmap hemi; hemi.allocN32Pixels(texSize, texSize); ToolUtils::create_hemi_normal_map(&hemi, SkIRect::MakeWH(texSize, texSize)); return hemi; } // Create a truncated pyramid normal map static SkBitmap make_frustum_normalmap(int texSize) { SkBitmap frustum; frustum.allocN32Pixels(texSize, texSize); ToolUtils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize)); return frustum; } // Create a tetrahedral normal map static SkBitmap make_tetra_normalmap(int texSize) { SkBitmap tetra; tetra.allocN32Pixels(texSize, texSize); ToolUtils::create_tetra_normal_map(&tetra, SkIRect::MakeWH(texSize, texSize)); return tetra; } namespace skiagm { // This GM exercises lighting shaders by drawing rotated and non-rotated normal mapped rects with // a directional light off to the viewers right. class LightingShaderGM : public GM { public: LightingShaderGM() { this->setBGColor(0xFFCCCCCC); } protected: enum NormalMap { kHemi_NormalMap, kFrustum_NormalMap, kTetra_NormalMap, kLast_NormalMap = kTetra_NormalMap }; static constexpr int kNormalMapCount = kLast_NormalMap+1; SkString onShortName() override { return SkString("lightingshader"); } SkISize onISize() override { return SkISize::Make(kGMSize, kGMSize); } void onOnceBeforeDraw() override { { SkLights::Builder builder; // The direction vector is towards the light w/ +Z coming out of the screen builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f), SkVector3::Make(SK_ScalarRoot2Over2, 0.0f, SK_ScalarRoot2Over2))); builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f)); fLights = builder.finish(); } fDiffuse = ToolUtils::create_checkerboard_bitmap( kTexSize, kTexSize, 0x00000000, ToolUtils::color_to_565(0xFF804020), 8); fNormalMaps[kHemi_NormalMap] = make_hemi_normalmap(kTexSize); fNormalMaps[kFrustum_NormalMap] = make_frustum_normalmap(kTexSize); fNormalMaps[kTetra_NormalMap] = make_tetra_normalmap(kTexSize); } void drawRect(SkCanvas* canvas, const SkRect& r, NormalMap mapType) { SkRect bitmapBounds = SkRect::MakeIWH(fDiffuse.width(), fDiffuse.height()); SkMatrix matrix; matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit); const SkMatrix& ctm = canvas->getTotalMatrix(); SkPaint paint; sk_sp diffuseShader = fDiffuse.makeShader(&matrix); sk_sp normalMap = fNormalMaps[mapType].makeShader(&matrix); sk_sp normalSource = SkNormalSource::MakeFromNormalMap(std::move(normalMap), ctm); paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource), fLights)); canvas->drawRect(r, paint); } // Draw an axis-aligned and rotated version of the normal mapped rect void drawPair(SkCanvas* canvas, const SkRect& r, NormalMap mapType, const SkVector& v) { SkMatrix m; m.setRotate(45.0f, r.centerX(), r.centerY()); m.postTranslate(kScale * v.fX, kScale * v.fY); this->drawRect(canvas, r, mapType); canvas->save(); canvas->setMatrix(m); this->drawRect(canvas, r, mapType); canvas->restore(); } void onDraw(SkCanvas* canvas) override { SkRect r; r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize)); this->drawPair(canvas, r, kHemi_NormalMap, SkVector::Make(1.0f, 0.0f)); r.offset(kGMSize - kTexSize, 0); this->drawPair(canvas, r, kFrustum_NormalMap, SkVector::Make(0.0f, 1.0f)); r.offset(0, kGMSize - kTexSize); this->drawPair(canvas, r, kTetra_NormalMap, SkVector::Make(-1.0, 0.0f)); r.offset(kTexSize - kGMSize, 0); this->drawPair(canvas, r, kHemi_NormalMap, SkVector::Make(0.0f, -1)); } private: static constexpr int kTexSize = 128; static constexpr int kGMSize = 512; static constexpr SkScalar kScale = kGMSize/2.0f - kTexSize/2.0f; SkBitmap fDiffuse; SkBitmap fNormalMaps[kNormalMapCount]; sk_sp fLights; typedef GM INHERITED; }; ////////////////////////////////////////////////////////////////////////////// DEF_GM(return new LightingShaderGM;) }