dbfd7ab108
'static const' means, there must be at most one of these, and initialize it at compile time if possible or runtime if necessary. This leads to unexpected code execution, and TSAN* will complain about races on the guard variables. Generally 'constexpr' or 'const' are better choices. Neither can cause races: they're either intialized at compile time (constexpr) or intialized each time independently (const). This CL prefers constexpr where possible, and uses const where not. It even prefers constexpr over const where they don't make a difference... I want to have lots of examples of constexpr for people to see and mimic. The scoped-to-class static has nothing to do with any of this, and is not changed. * Not yet on the bots, which use an older TSAN. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2300623005 Review-Url: https://codereview.chromium.org/2300623005
118 lines
3.5 KiB
C++
118 lines
3.5 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 "SkPathEffect.h"
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#include "SkPictureRecorder.h"
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#include "SkShadowPaintFilterCanvas.h"
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#include "SkShadowShader.h"
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#include "SkSurface.h"
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#ifdef SK_EXPERIMENTAL_SHADOWING
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static sk_sp<SkPicture> make_test_picture(int width, int height) {
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SkPictureRecorder recorder;
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// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
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SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
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SkASSERT(canvas->getTotalMatrix().isIdentity());
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SkPaint paint;
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paint.setColor(SK_ColorGRAY);
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// LONG RANGE TODO: tag occluders
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// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
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// and determinate the mapping from z to id
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// universal receiver, "ground"
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canvas->drawRect(SkRect::MakeIWH(width, height), paint);
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// TODO: Maybe add the ID here along with the depth
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paint.setColor(0xFFEE8888);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
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paint.setColor(0xFF88EE88);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
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paint.setColor(0xFF8888EE);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
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// TODO: Add an assert that Z order matches painter's order
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// TODO: think about if the Z-order always matching painting order is too strict
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return recorder.finishRecordingAsPicture();
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}
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namespace skiagm {
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class ShadowMapsGM : public GM {
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public:
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ShadowMapsGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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}
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void onOnceBeforeDraw() override {
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// Create a light set consisting of
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// - bluish directional light pointing more right than down
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// - reddish directional light pointing more down than right
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// - soft white ambient light
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SkLights::Builder builder;
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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SkVector3::Make(0.2f, 0.1f, 1.0f)));
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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SkVector3::Make(0.1f, 0.2f, 1.0f)));
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builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f));
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fLights = builder.finish();
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fShadowParams.fShadowRadius = 4.0f;
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fShadowParams.fBiasingConstant = 0.3f;
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fShadowParams.fMinVariance = 1024;
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fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
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}
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protected:
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constexpr int kWidth = 400;
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constexpr int kHeight = 400;
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SkString onShortName() override {
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return SkString("shadowmaps");
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}
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SkISize onISize() override {
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return SkISize::Make(kWidth, kHeight);
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}
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void onDraw(SkCanvas* canvas) override {
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// This picture stores the picture of the scene.
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// It's used to generate the depth maps.
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sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
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canvas->setLights(fLights);
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canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams);
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}
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private:
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sk_sp<SkLights> fLights;
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SkShadowParams fShadowParams;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new ShadowMapsGM;)
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}
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#endif
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