33d2055e59
gm.h includes sk_tool_utils.h but does not use it. The bulk of this CL makes each gm that uses sk_tool_utils include it. sk_tool_utils.h also provided SkRandom and SkTDArray, so a couple GMs add those headers too. Change-Id: Ieb2a7c542f0ca89c3223f744fc11b0ff37af36c1 Reviewed-on: https://skia-review.googlesource.com/10014 Commit-Queue: Mike Klein <mtklein@chromium.org> Reviewed-by: Herb Derby <herb@google.com>
276 lines
10 KiB
C++
276 lines
10 KiB
C++
/*
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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 "sk_tool_utils.h"
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#include "SkLightingShader.h"
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#include "SkNormalSource.h"
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#include "SkPoint3.h"
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#include "SkShader.h"
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// Create a truncated pyramid normal map
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static SkBitmap make_frustum_normalmap(int texSize) {
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SkBitmap frustum;
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frustum.allocN32Pixels(texSize, texSize);
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sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize));
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return frustum;
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}
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namespace skiagm {
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// This GM exercises lighting shaders. Specifically, nullptr arguments, scaling when using
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// normal maps, paint transparency, zero directional lights, multiple directional lights.
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class LightingShader2GM : public GM {
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public:
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LightingShader2GM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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}
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protected:
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SkString onShortName() override {
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return SkString("lightingshader2");
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}
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SkISize onISize() override {
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return SkISize::Make(600, 740);
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}
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void onOnceBeforeDraw() override {
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const SkVector3 kLightFromUpperRight = SkVector3::Make(0.788f, 0.394f, 0.473f);
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const SkVector3 kLightFromUpperLeft = SkVector3::Make(-0.788f, 0.394f, 0.473f);
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// Standard set of lights
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SkLights::Builder builder;
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
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kLightFromUpperRight));
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builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
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fLights = builder.finish();
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// No directional lights
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SkLights::Builder builderNoDir;
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builderNoDir.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
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fLightsNoDir = builderNoDir.finish();
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// Two directional lights
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SkLights::Builder builderTwoDir;
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builderTwoDir.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 0.0f, 1.0f),
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kLightFromUpperRight));
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builderTwoDir.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.0f, 1.0f, 1.0f),
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kLightFromUpperLeft));
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builderTwoDir.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
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fLightsTwoDir = builderTwoDir.finish();
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fRect = SkRect::MakeIWH(kTexSize, kTexSize);
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SkMatrix matrix;
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SkRect bitmapBounds = SkRect::MakeIWH(kTexSize, kTexSize);
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matrix.setRectToRect(bitmapBounds, fRect, SkMatrix::kFill_ScaleToFit);
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SkBitmap opaqueDiffuseMap = sk_tool_utils::create_checkerboard_bitmap(
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kTexSize, kTexSize,
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sk_tool_utils::color_to_565(0x0),
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sk_tool_utils::color_to_565(0xFF804020),
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8);
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fOpaqueDiffuse = SkShader::MakeBitmapShader(opaqueDiffuseMap, SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode, &matrix);
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SkBitmap translucentDiffuseMap = sk_tool_utils::create_checkerboard_bitmap(
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kTexSize, kTexSize,
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SkColorSetARGB(0x55, 0x00, 0x00, 0x00),
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SkColorSetARGB(0x55, 0x80, 0x40, 0x20),
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8);
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fTranslucentDiffuse = SkShader::MakeBitmapShader(translucentDiffuseMap,
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SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode, &matrix);
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SkBitmap normalMap = make_frustum_normalmap(kTexSize);
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fNormalMapShader = SkShader::MakeBitmapShader(normalMap, SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode, &matrix);
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}
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// Scales shape around origin, rotates shape around origin, then translates shape to origin
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void positionCTM(SkCanvas *canvas, SkScalar scaleX, SkScalar scaleY, SkScalar rotate) const {
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canvas->translate(kTexSize/2.0f, kTexSize/2.0f);
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canvas->scale(scaleX, scaleY);
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canvas->rotate(rotate);
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canvas->translate(-kTexSize/2.0f, -kTexSize/2.0f);
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}
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static constexpr int NUM_BOOLEAN_PARAMS = 4;
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void drawRect(SkCanvas* canvas, SkScalar scaleX, SkScalar scaleY,
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SkScalar rotate, bool useNormalSource, bool useDiffuseShader,
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bool useTranslucentPaint, bool useTranslucentShader, sk_sp<SkLights> lights) {
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canvas->save();
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this->positionCTM(canvas, scaleX, scaleY, rotate);
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const SkMatrix& ctm = canvas->getTotalMatrix();
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SkPaint paint;
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sk_sp<SkNormalSource> normalSource = nullptr;
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sk_sp<SkShader> diffuseShader = nullptr;
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if (useNormalSource) {
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normalSource = SkNormalSource::MakeFromNormalMap(fNormalMapShader, ctm);
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}
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if (useDiffuseShader) {
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diffuseShader = (useTranslucentShader) ? fTranslucentDiffuse : fOpaqueDiffuse;
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} else {
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paint.setColor(0xFF00FF00);
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}
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if (useTranslucentPaint) {
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paint.setAlpha(0x99);
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}
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paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource),
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std::move(lights)));
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canvas->drawRect(fRect, paint);
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canvas->restore();
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}
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void onDraw(SkCanvas* canvas) override {
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constexpr SkScalar LABEL_SIZE = 10.0f;
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SkPaint labelPaint;
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labelPaint.setTypeface(sk_tool_utils::create_portable_typeface("sans-serif",
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SkFontStyle()));
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labelPaint.setAntiAlias(true);
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labelPaint.setTextSize(LABEL_SIZE);
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constexpr int GRID_COLUMN_NUM = 4;
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constexpr SkScalar GRID_CELL_WIDTH = kTexSize + 20.0f + NUM_BOOLEAN_PARAMS * LABEL_SIZE;
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int gridNum = 0;
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// Running through all possible bool parameter combinations
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for (bool useNormalSource : {true, false}) {
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for (bool useDiffuseShader : {true, false}) {
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for (bool useTranslucentPaint : {true, false}) {
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for (bool useTranslucentShader : {true, false}) {
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// Determining position
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SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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canvas->save();
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canvas->translate(xPos, yPos);
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this->drawRect(canvas, 1.0f, 1.0f, 0.f, useNormalSource, useDiffuseShader,
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useTranslucentPaint, useTranslucentShader, fLights);
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// Drawing labels
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canvas->translate(0.0f, SkIntToScalar(kTexSize));
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{
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canvas->translate(0.0f, LABEL_SIZE);
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SkString label;
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label.appendf("useNormalSource: %d", useNormalSource);
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canvas->drawText(label.c_str(), label.size(), 0.0f, 0.0f, labelPaint);
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}
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{
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canvas->translate(0.0f, LABEL_SIZE);
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SkString label;
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label.appendf("useDiffuseShader: %d", useDiffuseShader);
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canvas->drawText(label.c_str(), label.size(), 0.0f, 0.0f, labelPaint);
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}
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{
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canvas->translate(0.0f, LABEL_SIZE);
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SkString label;
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label.appendf("useTranslucentPaint: %d", useTranslucentPaint);
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canvas->drawText(label.c_str(), label.size(), 0.0f, 0.0f, labelPaint);
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}
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{
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canvas->translate(0.0f, LABEL_SIZE);
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SkString label;
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label.appendf("useTranslucentShader: %d", useTranslucentShader);
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canvas->drawText(label.c_str(), label.size(), 0.0f, 0.0f, labelPaint);
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}
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canvas->restore();
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gridNum++;
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}
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}
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}
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}
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// Rotation/scale test
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{
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SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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canvas->save();
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canvas->translate(xPos, yPos);
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this->drawRect(canvas, 0.6f, 0.6f, 45.0f, true, true, true, true, fLights);
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canvas->restore();
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gridNum++;
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}
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// Anisotropic scale test
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{
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SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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canvas->save();
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canvas->translate(xPos, yPos);
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this->drawRect(canvas, 0.6f, 0.4f, 30.0f, true, true, true, true, fLights);
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canvas->restore();
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gridNum++;
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}
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// No directional lights test
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{
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SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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canvas->save();
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canvas->translate(xPos, yPos);
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this->drawRect(canvas, 1.0f, 1.0f, 0.0f, true, true, false, false, fLightsNoDir);
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canvas->restore();
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gridNum++;
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}
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// Two directional lights test
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{
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SkScalar xPos = (gridNum % GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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SkScalar yPos = (gridNum / GRID_COLUMN_NUM) * GRID_CELL_WIDTH;
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canvas->save();
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canvas->translate(xPos, yPos);
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this->drawRect(canvas, 1.0f, 1.0f, 0.0f, true, true, false, false, fLightsTwoDir);
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canvas->restore();
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gridNum++;
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}
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}
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private:
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static constexpr int kTexSize = 96;
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sk_sp<SkShader> fOpaqueDiffuse;
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sk_sp<SkShader> fTranslucentDiffuse;
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sk_sp<SkShader> fNormalMapShader;
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SkRect fRect;
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sk_sp<SkLights> fLights;
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sk_sp<SkLights> fLightsNoDir;
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sk_sp<SkLights> fLightsTwoDir;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new LightingShader2GM;)
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}
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