skia2/gm/lightingshader.cpp
vjiaoblack 84cddf6fa7 Revert of Moved ambient lights out of SkLight's light array (patchset #7 id:120001 of https://codereview.chromium.org/2287553002/ )
Reason for revert:
Made Deigo's GM miss their ambient lights

Original issue's description:
> Moved ambient lights out of SkLight's light array
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2287553002
>
> Committed: https://skia.googlesource.com/skia/+/8f98f0aa2d3f7571a890b916c7c4b5ee831e9686

TBR=robertphillips@google.com,djsollen@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:

Review-Url: https://codereview.chromium.org/2291663002
2016-08-29 08:38:04 -07:00

182 lines
5.8 KiB
C++

/*
* 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 "gm.h"
#include "SkLightingShader.h"
#include "SkNormalSource.h"
#include "SkPoint3.h"
#include "SkShader.h"
// Create a hemispherical normal map
static SkBitmap make_hemi_normalmap(int texSize) {
SkBitmap hemi;
hemi.allocN32Pixels(texSize, texSize);
sk_tool_utils::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);
sk_tool_utils::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);
sk_tool_utils::create_tetra_normal_map(&tetra, SkIRect::MakeWH(texSize, texSize));
return tetra;
}
namespace skiagm {
// This GM exercises lighting shaders.
class LightingShaderGM : public GM {
public:
LightingShaderGM() {
this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
SkVector3::Make(SK_ScalarRoot2Over2,
0.0f,
SK_ScalarRoot2Over2)));
builder.add(SkLights::Light::MakeAmbient(SkColor3f::Make(0.2f, 0.2f, 0.2f)));
fLights = builder.finish();
}
protected:
enum NormalMap {
kHemi_NormalMap,
kFrustum_NormalMap,
kTetra_NormalMap,
kLast_NormalMap = kTetra_NormalMap
};
static const int kNormalMapCount = kLast_NormalMap+1;
SkString onShortName() override {
return SkString("lightingshader");
}
SkISize onISize() override {
return SkISize::Make(kGMSize, kGMSize);
}
void onOnceBeforeDraw() override {
fDiffuse = sk_tool_utils::create_checkerboard_bitmap(
kTexSize, kTexSize,
sk_tool_utils::color_to_565(0x0),
sk_tool_utils::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<SkShader> diffuseShader = SkShader::MakeBitmapShader(fDiffuse,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &matrix);
sk_sp<SkShader> normalMap = SkShader::MakeBitmapShader(fNormalMaps[mapType],
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &matrix);
sk_sp<SkNormalSource> normalSource = SkNormalSource::MakeFromNormalMap(std::move(normalMap),
ctm);
paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource),
fLights));
canvas->drawRect(r, paint);
}
void onDraw(SkCanvas* canvas) override {
SkMatrix m;
SkRect r;
{
r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
this->drawRect(canvas, r, kHemi_NormalMap);
canvas->save();
m.setRotate(45.0f, r.centerX(), r.centerY());
m.postTranslate(kGMSize/2.0f - kTexSize/2.0f, 0.0f);
canvas->setMatrix(m);
this->drawRect(canvas, r, kHemi_NormalMap);
canvas->restore();
}
{
r.offset(kGMSize - kTexSize, 0);
this->drawRect(canvas, r, kFrustum_NormalMap);
canvas->save();
m.setRotate(45.0f, r.centerX(), r.centerY());
m.postTranslate(0.0f, kGMSize/2.0f - kTexSize/2.0f);
canvas->setMatrix(m);
this->drawRect(canvas, r, kFrustum_NormalMap);
canvas->restore();
}
{
r.offset(0, kGMSize - kTexSize);
this->drawRect(canvas, r, kTetra_NormalMap);
canvas->save();
m.setRotate(45.0f, r.centerX(), r.centerY());
m.postTranslate(-kGMSize/2.0f + kTexSize/2.0f, 0.0f);
canvas->setMatrix(m);
this->drawRect(canvas, r, kTetra_NormalMap);
canvas->restore();
}
{
r.offset(kTexSize - kGMSize, 0);
this->drawRect(canvas, r, kHemi_NormalMap);
canvas->save();
m.setRotate(45.0f, r.centerX(), r.centerY());
m.postTranslate(0.0f, -kGMSize/2.0f + kTexSize/2.0f);
canvas->setMatrix(m);
this->drawRect(canvas, r, kHemi_NormalMap);
canvas->restore();
}
}
private:
static const int kTexSize = 128;
static const int kGMSize = 512;
SkBitmap fDiffuse;
SkBitmap fNormalMaps[kNormalMapCount];
sk_sp<SkLights> fLights;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new LightingShaderGM;)
}