skia2/gm/lightingshader2.cpp
Robert Phillips a8cdbd7431 Restore SkLightingShader and associated classes
This reverts https://skia-review.googlesource.com/c/skia/+/31140 (Remove SkLightingShader and associated classes) and updates the classes to ToT

Change-Id: I3b1df1704cca8907aa00f081a7e93339b65ad4fa
Reviewed-on: https://skia-review.googlesource.com/141545
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
2018-07-17 17:24:50 +00:00

279 lines
10 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "sk_tool_utils.h"
#include "SkLightingShader.h"
#include "SkNormalSource.h"
#include "SkPoint3.h"
#include "SkShader.h"
#include "SkTypeface.h"
// Create a truncated pyramid normal map
static SkBitmap make_frustum_normalmap(int texSize) {
SkBitmap frustum;
frustum.allocN32Pixels(texSize, texSize);
sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize));
return frustum;
}
namespace skiagm {
// This GM exercises lighting shaders. Specifically, nullptr arguments, scaling when using
// normal maps, paint transparency, zero directional lights, multiple directional lights.
class LightingShader2GM : public GM {
public:
LightingShader2GM() : fRect(SkRect::MakeIWH(kTexSize, kTexSize)) {
this->setBGColor(sk_tool_utils::color_to_565(0xFF0000CC));
}
protected:
SkString onShortName() override {
return SkString("lightingshader2");
}
SkISize onISize() override {
return SkISize::Make(600, 740);
}
void onOnceBeforeDraw() override {
// The light direction is towards the light with +Z coming out of the screen
const SkVector3 kLightFromUpperRight = SkVector3::Make(0.788f, 0.394f, 0.473f);
const SkVector3 kLightFromUpperLeft = SkVector3::Make(-0.788f, 0.394f, 0.473f);
// Standard set of lights
{
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
kLightFromUpperRight));
builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
fLights = builder.finish();
}
// No directional lights
{
SkLights::Builder builder;
builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
fLightsNoDir = builder.finish();
}
// Two directional lights
{
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 0.0f, 0.0f),
kLightFromUpperRight));
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.0f, 1.0f, 0.0f),
kLightFromUpperLeft));
builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
fLightsTwoDir = builder.finish();
}
SkMatrix matrix;
SkRect bitmapBounds = SkRect::MakeIWH(kTexSize, kTexSize);
matrix.setRectToRect(bitmapBounds, fRect, SkMatrix::kFill_ScaleToFit);
SkBitmap opaqueDiffuseMap = sk_tool_utils::create_checkerboard_bitmap(
kTexSize, kTexSize, SK_ColorBLACK,
sk_tool_utils::color_to_565(0xFF808080),
8);
fOpaqueDiffuse = SkShader::MakeBitmapShader(opaqueDiffuseMap, SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, &matrix);
SkBitmap translucentDiffuseMap = sk_tool_utils::create_checkerboard_bitmap(
kTexSize, kTexSize,
SkColorSetARGB(0x55, 0x00, 0x00, 0x00),
SkColorSetARGB(0x55, 0x80, 0x80, 0x80),
8);
fTranslucentDiffuse = SkShader::MakeBitmapShader(translucentDiffuseMap,
SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, &matrix);
SkBitmap normalMap = make_frustum_normalmap(kTexSize);
fNormalMapShader = SkShader::MakeBitmapShader(normalMap, SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, &matrix);
}
// Scales shape around origin, rotates shape around origin, then translates shape to origin
void positionCTM(SkCanvas *canvas, SkScalar scaleX, SkScalar scaleY, SkScalar rotate) const {
canvas->translate(kTexSize/2.0f, kTexSize/2.0f);
canvas->scale(scaleX, scaleY);
canvas->rotate(rotate);
canvas->translate(-kTexSize/2.0f, -kTexSize/2.0f);
}
void drawRect(SkCanvas* canvas, SkScalar scaleX, SkScalar scaleY,
SkScalar rotate, bool useNormalSource, bool useDiffuseShader,
bool useTranslucentPaint, bool useTranslucentShader, sk_sp<SkLights> lights) {
canvas->save();
this->positionCTM(canvas, scaleX, scaleY, rotate);
const SkMatrix& ctm = canvas->getTotalMatrix();
SkPaint paint;
sk_sp<SkNormalSource> normalSource = nullptr;
sk_sp<SkShader> diffuseShader = nullptr;
if (useNormalSource) {
normalSource = SkNormalSource::MakeFromNormalMap(fNormalMapShader, ctm);
}
if (useDiffuseShader) {
diffuseShader = (useTranslucentShader) ? fTranslucentDiffuse : fOpaqueDiffuse;
} else {
paint.setColor(SK_ColorGREEN);
}
if (useTranslucentPaint) {
paint.setAlpha(0x99);
}
paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource),
std::move(lights)));
canvas->drawRect(fRect, paint);
canvas->restore();
}
void onDraw(SkCanvas* canvas) override {
SkPaint labelPaint;
labelPaint.setTypeface(sk_tool_utils::create_portable_typeface("sans-serif",SkFontStyle()));
labelPaint.setAntiAlias(true);
labelPaint.setTextSize(kLabelSize);
int gridNum = 0;
// Running through all possible bool parameter combinations
for (bool useNormalSource : {true, false}) {
for (bool useDiffuseShader : {true, false}) {
for (bool useTranslucentPaint : {true, false}) {
for (bool useTranslucentShader : {true, false}) {
// Determining position
SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth;
SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth;
canvas->save();
canvas->translate(xPos, yPos);
this->drawRect(canvas, 1.0f, 1.0f, 0.f, useNormalSource, useDiffuseShader,
useTranslucentPaint, useTranslucentShader, fLights);
// Drawing labels
canvas->translate(0.0f, SkIntToScalar(kTexSize));
{
canvas->translate(0.0f, kLabelSize);
SkString label;
label.appendf("useNormalSource: %d", useNormalSource);
canvas->drawString(label, 0.0f, 0.0f, labelPaint);
}
{
canvas->translate(0.0f, kLabelSize);
SkString label;
label.appendf("useDiffuseShader: %d", useDiffuseShader);
canvas->drawString(label, 0.0f, 0.0f, labelPaint);
}
{
canvas->translate(0.0f, kLabelSize);
SkString label;
label.appendf("useTranslucentPaint: %d", useTranslucentPaint);
canvas->drawString(label, 0.0f, 0.0f, labelPaint);
}
{
canvas->translate(0.0f, kLabelSize);
SkString label;
label.appendf("useTranslucentShader: %d", useTranslucentShader);
canvas->drawString(label, 0.0f, 0.0f, labelPaint);
}
canvas->restore();
gridNum++;
}
}
}
}
// Rotation/scale test
{
SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth;
SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth;
canvas->save();
canvas->translate(xPos, yPos);
this->drawRect(canvas, 0.6f, 0.6f, 45.0f, true, true, true, true, fLights);
canvas->restore();
gridNum++;
}
// Anisotropic scale test
{
SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth;
SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth;
canvas->save();
canvas->translate(xPos, yPos);
this->drawRect(canvas, 0.6f, 0.4f, 30.0f, true, true, true, true, fLights);
canvas->restore();
gridNum++;
}
// No directional lights test
{
SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth;
SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth;
canvas->save();
canvas->translate(xPos, yPos);
this->drawRect(canvas, 1.0f, 1.0f, 0.0f, true, true, false, false, fLightsNoDir);
canvas->restore();
gridNum++;
}
// Two directional lights test
{
SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth;
SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth;
canvas->save();
canvas->translate(xPos, yPos);
this->drawRect(canvas, 1.0f, 1.0f, 0.0f, true, true, false, false, fLightsTwoDir);
canvas->restore();
gridNum++;
}
}
private:
static constexpr int kTexSize = 96;
static constexpr int kNumBooleanParams = 4;
static constexpr SkScalar kLabelSize = 10.0f;
static constexpr int kGridColumnNum = 4;
static constexpr SkScalar kGridCellWidth = kTexSize + 20.0f + kNumBooleanParams * kLabelSize;
sk_sp<SkShader> fOpaqueDiffuse;
sk_sp<SkShader> fTranslucentDiffuse;
sk_sp<SkShader> fNormalMapShader;
const SkRect fRect;
sk_sp<SkLights> fLights;
sk_sp<SkLights> fLightsNoDir;
sk_sp<SkLights> fLightsTwoDir;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new LightingShader2GM;)
}