b25e6e15c6
Converts examples to use more idiomatic "user" SkSL, without extra casts, and taking advantage of swizzle. Change-Id: I4ad4e7b6563b4f09402855cb125546b015622ced Reviewed-on: https://skia-review.googlesource.com/c/skia/+/317388 Reviewed-by: Mike Klein <mtklein@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
632 lines
22 KiB
C++
632 lines
22 KiB
C++
/*
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* Copyright 2013 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/gm.h"
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTileMode.h"
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#include "include/core/SkTypes.h"
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#include "include/core/SkVertices.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/private/SkTDArray.h"
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#include "include/utils/SkRandom.h"
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#include "src/core/SkVerticesPriv.h"
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#include "src/shaders/SkLocalMatrixShader.h"
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#include "src/utils/SkPatchUtils.h"
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#include "tools/Resources.h"
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#include "tools/ToolUtils.h"
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#include <initializer_list>
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#include <utility>
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static constexpr SkScalar kShaderSize = 40;
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static sk_sp<SkShader> make_shader1(SkScalar shaderScale) {
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const SkColor colors[] = {
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SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
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SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
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};
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const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
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const SkMatrix localMatrix = SkMatrix::Scale(shaderScale, shaderScale);
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sk_sp<SkShader> grad = SkGradientShader::MakeLinear(pts, colors, nullptr,
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SK_ARRAY_COUNT(colors),
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SkTileMode::kMirror, 0,
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&localMatrix);
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// Throw in a couple of local matrix wrappers for good measure.
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return shaderScale == 1
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? grad
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: sk_make_sp<SkLocalMatrixShader>(
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sk_make_sp<SkLocalMatrixShader>(std::move(grad), SkMatrix::Translate(-10, 0)),
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SkMatrix::Translate(10, 0));
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}
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static sk_sp<SkShader> make_shader2() {
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return SkShaders::Color(SK_ColorBLUE);
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}
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static sk_sp<SkColorFilter> make_color_filter() {
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return SkColorFilters::Blend(0xFFAABBCC, SkBlendMode::kDarken);
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}
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static constexpr SkScalar kMeshSize = 30;
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// start with the center of a 3x3 grid of vertices.
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static constexpr uint16_t kMeshFan[] = {
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4,
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0, 1, 2, 5, 8, 7, 6, 3, 0
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};
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static const int kMeshIndexCnt = (int)SK_ARRAY_COUNT(kMeshFan);
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static const int kMeshVertexCnt = 9;
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static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
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SkColor colors[kMeshVertexCnt], SkScalar shaderScale) {
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pts[0].set(0, 0);
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pts[1].set(kMeshSize / 2, 3);
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pts[2].set(kMeshSize, 0);
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pts[3].set(3, kMeshSize / 2);
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pts[4].set(kMeshSize / 2, kMeshSize / 2);
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pts[5].set(kMeshSize - 3, kMeshSize / 2);
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pts[6].set(0, kMeshSize);
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pts[7].set(kMeshSize / 2, kMeshSize - 3);
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pts[8].set(kMeshSize, kMeshSize);
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const auto shaderSize = kShaderSize * shaderScale;
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texs[0].set(0, 0);
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texs[1].set(shaderSize / 2, 0);
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texs[2].set(shaderSize, 0);
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texs[3].set(0, shaderSize / 2);
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texs[4].set(shaderSize / 2, shaderSize / 2);
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texs[5].set(shaderSize, shaderSize / 2);
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texs[6].set(0, shaderSize);
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texs[7].set(shaderSize / 2, shaderSize);
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texs[8].set(shaderSize, shaderSize);
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SkRandom rand;
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for (size_t i = 0; i < kMeshVertexCnt; ++i) {
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colors[i] = rand.nextU() | 0xFF000000;
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}
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}
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class VerticesGM : public skiagm::GM {
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SkPoint fPts[kMeshVertexCnt];
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SkPoint fTexs[kMeshVertexCnt];
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SkColor fColors[kMeshVertexCnt];
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sk_sp<SkShader> fShader1;
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sk_sp<SkShader> fShader2;
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sk_sp<SkColorFilter> fColorFilter;
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SkScalar fShaderScale;
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public:
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VerticesGM(SkScalar shaderScale) : fShaderScale(shaderScale) {}
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protected:
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void onOnceBeforeDraw() override {
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fill_mesh(fPts, fTexs, fColors, fShaderScale);
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fShader1 = make_shader1(fShaderScale);
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fShader2 = make_shader2();
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fColorFilter = make_color_filter();
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}
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SkString onShortName() override {
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SkString name("vertices");
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if (fShaderScale != 1) {
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name.append("_scaled_shader");
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}
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return name;
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}
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SkISize onISize() override {
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return SkISize::Make(975, 1175);
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}
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void onDraw(SkCanvas* canvas) override {
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const SkBlendMode modes[] = {
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SkBlendMode::kClear,
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SkBlendMode::kSrc,
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SkBlendMode::kDst,
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SkBlendMode::kSrcOver,
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SkBlendMode::kDstOver,
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SkBlendMode::kSrcIn,
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SkBlendMode::kDstIn,
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SkBlendMode::kSrcOut,
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SkBlendMode::kDstOut,
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SkBlendMode::kSrcATop,
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SkBlendMode::kDstATop,
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SkBlendMode::kXor,
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SkBlendMode::kPlus,
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SkBlendMode::kModulate,
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SkBlendMode::kScreen,
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SkBlendMode::kOverlay,
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SkBlendMode::kDarken,
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SkBlendMode::kLighten,
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SkBlendMode::kColorDodge,
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SkBlendMode::kColorBurn,
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SkBlendMode::kHardLight,
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SkBlendMode::kSoftLight,
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SkBlendMode::kDifference,
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SkBlendMode::kExclusion,
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SkBlendMode::kMultiply,
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SkBlendMode::kHue,
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SkBlendMode::kSaturation,
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SkBlendMode::kColor,
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SkBlendMode::kLuminosity,
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};
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SkPaint paint;
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canvas->translate(4, 4);
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int x = 0;
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for (auto mode : modes) {
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canvas->save();
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for (float alpha : {1.0f, 0.5f}) {
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for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
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for (const auto& shader : {fShader1, fShader2}) {
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static constexpr struct {
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bool fHasColors;
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bool fHasTexs;
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} kAttrs[] = {{true, false}, {false, true}, {true, true}};
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for (auto attrs : kAttrs) {
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paint.setShader(shader);
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paint.setColorFilter(cf);
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paint.setAlphaf(alpha);
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const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
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const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
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auto v = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
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kMeshVertexCnt, fPts, texs, colors,
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kMeshIndexCnt, kMeshFan);
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canvas->drawVertices(v, mode, paint);
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canvas->translate(40, 0);
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++x;
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}
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}
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}
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}
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canvas->restore();
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canvas->translate(0, 40);
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}
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}
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private:
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using INHERITED = skiagm::GM;
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};
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/////////////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new VerticesGM(1);)
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DEF_GM(return new VerticesGM(1 / kShaderSize);)
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static void draw_batching(SkCanvas* canvas) {
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// Triangle fans can't batch so we convert to regular triangles,
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static constexpr int kNumTris = kMeshIndexCnt - 2;
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SkVertices::Builder builder(SkVertices::kTriangles_VertexMode, kMeshVertexCnt, 3 * kNumTris,
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SkVertices::kHasColors_BuilderFlag |
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SkVertices::kHasTexCoords_BuilderFlag);
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SkPoint* pts = builder.positions();
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SkPoint* texs = builder.texCoords();
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SkColor* colors = builder.colors();
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fill_mesh(pts, texs, colors, 1);
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SkTDArray<SkMatrix> matrices;
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matrices.push()->reset();
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matrices.push()->setTranslate(0, 40);
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SkMatrix* m = matrices.push();
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m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
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m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
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m->postTranslate(0, 80);
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auto shader = make_shader1(1);
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uint16_t* indices = builder.indices();
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for (size_t i = 0; i < kNumTris; ++i) {
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indices[3 * i] = kMeshFan[0];
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indices[3 * i + 1] = kMeshFan[i + 1];
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indices[3 * i + 2] = kMeshFan[i + 2];
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}
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canvas->save();
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canvas->translate(10, 10);
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for (bool useShader : {false, true}) {
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for (bool useTex : {false, true}) {
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for (const auto& m : matrices) {
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canvas->save();
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canvas->concat(m);
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SkPaint paint;
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paint.setShader(useShader ? shader : nullptr);
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const SkPoint* t = useTex ? texs : nullptr;
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auto v = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, kMeshVertexCnt,
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pts, t, colors, kNumTris * 3, indices);
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canvas->drawVertices(v, SkBlendMode::kModulate, paint);
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canvas->restore();
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}
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canvas->translate(0, 120);
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}
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}
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canvas->restore();
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}
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// This test exists to exercise batching in the gpu backend.
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DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
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draw_batching(canvas);
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canvas->translate(50, 0);
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draw_batching(canvas);
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}
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using AttrType = SkVertices::Attribute::Type;
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DEF_SIMPLE_GM(vertices_data, canvas, 512, 256) {
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for (auto attrType : {AttrType::kFloat4, AttrType::kByte4_unorm}) {
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SkRect r = SkRect::MakeWH(256, 256);
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int vcount = 4; // just a quad
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int icount = 0;
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SkVertices::Attribute attrs[] = { attrType };
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SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, vcount, icount, attrs, 1);
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r.toQuad(builder.positions());
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if (attrType == AttrType::kFloat4) {
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SkV4* col = (SkV4*)builder.customData();
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col[0] = {1, 0, 0, 1}; // red
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col[1] = {0, 1, 0, 1}; // green
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col[2] = {0, 0, 1, 1}; // blue
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col[3] = {0.5, 0.5, 0.5, 1}; // gray
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} else {
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uint32_t* col = (uint32_t*)builder.customData();
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col[0] = 0xFF0000FF;
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col[1] = 0xFF00FF00;
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col[2] = 0xFFFF0000;
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col[3] = 0xFF7F7F7F;
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}
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SkPaint paint;
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const char* gProg = R"(
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varying float4 vtx_color;
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half4 main(float2 p) {
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return vtx_color;
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}
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)";
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auto[effect, errorText] = SkRuntimeEffect::Make(SkString(gProg));
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if (!effect) {
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SK_ABORT("RuntimeEffect error: %s\n", errorText.c_str());
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}
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paint.setShader(effect->makeShader(nullptr, nullptr, 0, nullptr, true));
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canvas->drawVertices(builder.detach(), paint);
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canvas->translate(r.width(), 0);
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}
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}
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// Test case for skbug.com/10069. We need to draw the vertices twice (with different matrices) to
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// trigger the bug.
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DEF_SIMPLE_GM(vertices_perspective, canvas, 256, 256) {
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SkPaint paint;
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paint.setShader(ToolUtils::create_checkerboard_shader(SK_ColorBLACK, SK_ColorWHITE, 32));
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SkRect r = SkRect::MakeWH(128, 128);
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SkPoint pos[4];
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r.toQuad(pos);
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auto verts = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode, 4, pos, pos, nullptr);
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SkMatrix persp;
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persp.setPerspY(SK_Scalar1 / 100);
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canvas->save();
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canvas->concat(persp);
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canvas->drawRect(r, paint);
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canvas->restore();
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canvas->save();
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canvas->translate(r.width(), 0);
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canvas->concat(persp);
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canvas->drawRect(r, paint);
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canvas->restore();
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canvas->save();
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canvas->translate(0, r.height());
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canvas->concat(persp);
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canvas->drawVertices(verts, paint);
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canvas->restore();
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canvas->save();
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canvas->translate(r.width(), r.height());
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canvas->concat(persp);
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canvas->drawVertices(verts, paint);
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canvas->restore();
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}
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DEF_SIMPLE_GM(vertices_data_lerp, canvas, 256, 256) {
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SkPoint pts[12] = {{0, 0}, {85, 0}, {171, 0}, {256, 0}, {256, 85}, {256, 171},
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{256, 256}, {171, 256}, {85, 256}, {0, 256}, {0, 171}, {0, 85}};
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auto patchVerts = SkPatchUtils::MakeVertices(pts, nullptr, nullptr, 12, 12);
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SkVerticesPriv pv(patchVerts->priv());
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SkVertices::Attribute attrs[1] = { AttrType::kFloat };
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SkVertices::Builder builder(pv.mode(), pv.vertexCount(), pv.indexCount(), attrs, 1);
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memcpy(builder.positions(), pv.positions(), pv.vertexCount() * sizeof(SkPoint));
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memcpy(builder.indices(), pv.indices(), pv.indexCount() * sizeof(uint16_t));
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SkRandom rnd;
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float* lerpData = (float*)builder.customData();
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for (int i = 0; i < pv.vertexCount(); ++i) {
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lerpData[i] = rnd.nextBool() ? 1.0f : 0.0f;
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}
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auto verts = builder.detach();
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SkPaint paint;
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const char* gProg = R"(
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in shader c0;
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in shader c1;
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varying float vtx_lerp;
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half4 main(float2 p) {
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half4 col0 = sample(c0, p);
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half4 col1 = sample(c1, p);
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return mix(col0, col1, vtx_lerp);
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}
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)";
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auto [effect, errorText] = SkRuntimeEffect::Make(SkString(gProg));
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SkMatrix scale = SkMatrix::Scale(2, 2);
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sk_sp<SkShader> children[] = {
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GetResourceAsImage("images/mandrill_256.png")->makeShader(),
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GetResourceAsImage("images/color_wheel.png")->makeShader(scale),
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};
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paint.setShader(effect->makeShader(nullptr, children, 2, nullptr, false));
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canvas->drawVertices(verts, paint);
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}
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static constexpr SkScalar kSin60 = 0.8660254f; // sqrt(3) / 2
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static constexpr SkPoint kHexVerts[] = {
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{ 0, 0 },
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{ 0, -1 },
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{ kSin60, -0.5f },
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{ kSin60, 0.5f },
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{ 0, 1 },
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{ -kSin60, 0.5f },
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{ -kSin60, -0.5f },
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{ 0, -1 },
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};
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static constexpr SkColor4f kColors[] = {
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SkColors::kWhite,
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SkColors::kRed,
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SkColors::kYellow,
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SkColors::kGreen,
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SkColors::kCyan,
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SkColors::kBlue,
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SkColors::kMagenta,
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SkColors::kRed,
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};
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using Attr = SkVertices::Attribute;
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DEF_SIMPLE_GM(vertices_custom_colors, canvas, 400, 200) {
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ToolUtils::draw_checkerboard(canvas);
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auto draw = [=](SkScalar cx, SkScalar cy, SkVertices::Builder& builder, const SkPaint& paint) {
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memcpy(builder.positions(), kHexVerts, sizeof(kHexVerts));
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canvas->save();
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canvas->translate(cx, cy);
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canvas->scale(45, 45);
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canvas->drawVertices(builder.detach(), paint);
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canvas->restore();
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};
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auto transColor = [](int i) {
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return SkColor4f { kColors[i].fR, kColors[i].fG, kColors[i].fB, i % 2 ? 0.5f : 1.0f };
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};
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// Fixed function SkVertices, opaque
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{
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SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0,
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SkVertices::kHasColors_BuilderFlag);
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for (int i = 0; i < 8; ++i) {
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builder.colors()[i] = kColors[i].toSkColor();
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}
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draw(50, 50, builder, SkPaint());
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}
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// Fixed function SkVertices, w/transparency
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{
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SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0,
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SkVertices::kHasColors_BuilderFlag);
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for (int i = 0; i < 8; ++i) {
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builder.colors()[i] = transColor(i).toSkColor();
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}
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draw(50, 150, builder, SkPaint());
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}
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const char* gProg = R"(
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varying half4 vtx_color;
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half4 main(float2 p) {
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return vtx_color;
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}
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)";
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SkPaint skslPaint;
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auto [effect, errorText] = SkRuntimeEffect::Make(SkString(gProg));
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skslPaint.setShader(effect->makeShader(nullptr, nullptr, 0, nullptr, false));
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Attr byteColorAttr(Attr::Type::kByte4_unorm, Attr::Usage::kColor);
|
|
Attr float4ColorAttr(Attr::Type::kFloat4, Attr::Usage::kColor);
|
|
Attr float3ColorAttr(Attr::Type::kFloat3, Attr::Usage::kColor);
|
|
|
|
// Custom vertices, byte colors, opaque
|
|
{
|
|
SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0, &byteColorAttr, 1);
|
|
for (int i = 0; i < 8; ++i) {
|
|
((uint32_t*)builder.customData())[i] = kColors[i].toBytes_RGBA();
|
|
}
|
|
draw(150, 50, builder, skslPaint);
|
|
}
|
|
|
|
// Custom vertices, byte colors, w/transparency
|
|
{
|
|
SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0, &byteColorAttr, 1);
|
|
for (int i = 0; i < 8; ++i) {
|
|
((uint32_t*)builder.customData())[i] = transColor(i).toBytes_RGBA();
|
|
}
|
|
draw(150, 150, builder, skslPaint);
|
|
}
|
|
|
|
// Custom vertices, float4 colors, opaque
|
|
{
|
|
SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0, &float4ColorAttr, 1);
|
|
for (int i = 0; i < 8; ++i) {
|
|
((SkColor4f*)builder.customData())[i] = kColors[i];
|
|
}
|
|
draw(250, 50, builder, skslPaint);
|
|
}
|
|
|
|
// Custom vertices, float4 colors, w/transparency
|
|
{
|
|
SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0, &float4ColorAttr, 1);
|
|
SkColor4f* clr = (SkColor4f*)builder.customData();
|
|
for (int i = 0; i < 8; ++i) {
|
|
clr[i] = transColor(i);
|
|
}
|
|
draw(250, 150, builder, skslPaint);
|
|
}
|
|
|
|
// Custom vertices, float3 colors, opaque
|
|
{
|
|
SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, 8, 0, &float3ColorAttr, 1);
|
|
for (int i = 0; i < 8; ++i) {
|
|
((SkV3*)builder.customData())[i] = { kColors[i].fR, kColors[i].fG, kColors[i].fB };
|
|
}
|
|
draw(350, 50, builder, skslPaint);
|
|
}
|
|
}
|
|
|
|
static sk_sp<SkVertices> make_cone(Attr::Usage u, const char* markerName) {
|
|
Attr attr(Attr::Type::kFloat3, u, markerName);
|
|
|
|
constexpr int kPerimeterVerts = 64;
|
|
// +1 for the center, +1 to repeat the first perimeter point (so we draw a complete circle)
|
|
constexpr int kNumVerts = kPerimeterVerts + 2;
|
|
|
|
SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, kNumVerts, /*indexCount=*/0,
|
|
&attr, /*attrCount=*/1);
|
|
|
|
SkPoint* pos = builder.positions();
|
|
SkPoint3* vec = static_cast<SkPoint3*>(builder.customData());
|
|
|
|
pos[0] = { 0, 0 };
|
|
vec[0] = { 0, 0, 1 };
|
|
|
|
for (int i = 0; i < kPerimeterVerts + 1; ++i) {
|
|
SkScalar t = (i / SkIntToScalar(kPerimeterVerts)) * 2 * SK_ScalarPI;
|
|
SkScalar s = SkScalarSin(t),
|
|
c = SkScalarCos(t);
|
|
pos[i + 1] = { c, s };
|
|
vec[i + 1] = { c, s, 0 };
|
|
}
|
|
|
|
return builder.detach();
|
|
}
|
|
|
|
DEF_SIMPLE_GM(vertices_custom_matrices, canvas, 400, 400) {
|
|
ToolUtils::draw_checkerboard(canvas);
|
|
|
|
const char* kViewSpace = "local_to_view";
|
|
const char* kWorldSpace = "local_to_world";
|
|
const char* kLocalSpace = "local_to_local";
|
|
|
|
auto draw = [=](SkScalar cx, SkScalar cy, sk_sp<SkVertices> vertices, const char* prog,
|
|
SkScalar squish = 1.0f) {
|
|
SkPaint paint;
|
|
auto [effect, errorText] = SkRuntimeEffect::Make(SkString(prog));
|
|
paint.setShader(effect->makeShader(nullptr, nullptr, 0, nullptr, false));
|
|
|
|
canvas->save();
|
|
|
|
// Device space: mesh is upright, translated to its "cell"
|
|
canvas->translate(cx, cy);
|
|
|
|
// View (camera) space: Mesh is upright, centered on origin, device scale
|
|
canvas->markCTM(kViewSpace);
|
|
canvas->rotate(90);
|
|
|
|
// World space: Mesh is sideways, centered on origin, device scale (possibly squished)
|
|
canvas->markCTM(kWorldSpace);
|
|
canvas->rotate(-90);
|
|
canvas->scale(45, 45 * squish);
|
|
|
|
// Local space: Mesh is upright, centered on origin, unit scale
|
|
canvas->markCTM(kLocalSpace);
|
|
canvas->drawVertices(vertices, paint);
|
|
|
|
canvas->restore();
|
|
};
|
|
|
|
const char* vectorProg = R"(
|
|
varying float3 vtx_vec;
|
|
half4 main(float2 p) {
|
|
return (vtx_vec * 0.5 + 0.5).rgb1;
|
|
})";
|
|
|
|
// raw, local vectors, normals, and positions should all look the same (no real transform)
|
|
draw(50, 50, make_cone(Attr::Usage::kRaw, nullptr), vectorProg);
|
|
draw(150, 50, make_cone(Attr::Usage::kVector, kLocalSpace), vectorProg);
|
|
draw(250, 50, make_cone(Attr::Usage::kNormalVector, kLocalSpace), vectorProg);
|
|
draw(350, 50, make_cone(Attr::Usage::kPosition, kLocalSpace), vectorProg);
|
|
|
|
// world-space vectors and normals are rotated 90 degrees, positions are centered but scaled up
|
|
draw(150, 150, make_cone(Attr::Usage::kVector, kWorldSpace), vectorProg);
|
|
draw(250, 150, make_cone(Attr::Usage::kNormalVector, kWorldSpace), vectorProg);
|
|
draw(350, 150, make_cone(Attr::Usage::kPosition, kWorldSpace), vectorProg);
|
|
|
|
// Squished vectors are "wrong", but normals are correct (because we use the inverse transpose)
|
|
// Positions remain scaled up (saturated), but otherwise correct
|
|
draw(150, 250, make_cone(Attr::Usage::kVector, kWorldSpace), vectorProg, 0.5f);
|
|
draw(250, 250, make_cone(Attr::Usage::kNormalVector, kWorldSpace), vectorProg, 0.5f);
|
|
draw(350, 250, make_cone(Attr::Usage::kPosition, kWorldSpace), vectorProg, 0.5f);
|
|
|
|
draw( 50, 350, make_cone(Attr::Usage::kVector, nullptr), vectorProg, 0.5f);
|
|
draw(150, 350, make_cone(Attr::Usage::kNormalVector, nullptr), vectorProg, 0.5f);
|
|
|
|
// For canvas-space positions, color them according to their position relative to the center.
|
|
// We do this test twice, with and without saveLayer. That ensures that we get the canvas CTM,
|
|
// not just a local-to-device matrix, which exposes effect authors to an implementation detail.
|
|
|
|
const char* ctmPositionProg250 = R"(
|
|
varying float3 vtx_pos;
|
|
half4 main(float2 p) {
|
|
return ((vtx_pos - float3(250, 350, 0)) / 50 + 0.5).rgb1;
|
|
}
|
|
)";
|
|
draw(250, 350, make_cone(Attr::Usage::kPosition, nullptr), ctmPositionProg250, 0.5f);
|
|
|
|
const char* ctmPositionProg350 = R"(
|
|
varying float3 vtx_pos;
|
|
half4 main(float2 p) {
|
|
return ((vtx_pos - float3(350, 350, 0)) / 50 + 0.5).rgb1;
|
|
}
|
|
)";
|
|
canvas->saveLayer({ 300, 300, 400, 400 }, nullptr);
|
|
draw(350, 350, make_cone(Attr::Usage::kPosition, nullptr), ctmPositionProg350, 0.5f);
|
|
canvas->restore();
|
|
}
|