73e6a66146
Change-Id: Ibfa2c0efa3e4addf21aa400e3d323675ac0185ef Reviewed-on: https://skia-review.googlesource.com/c/skia/+/551886 Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: Herb Derby <herb@google.com>
484 lines
14 KiB
C++
484 lines
14 KiB
C++
/*
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* Copyright 2020 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 "include/core/SkCanvas.h"
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#include "include/core/SkM44.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRRect.h"
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#include "include/core/SkStream.h"
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#include "include/core/SkVertices.h"
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#include "include/utils/SkRandom.h"
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#include "samplecode/Sample.h"
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#include "tools/Resources.h"
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struct VSphere {
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SkV2 fCenter;
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SkScalar fRadius;
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VSphere(SkV2 center, SkScalar radius) : fCenter(center), fRadius(radius) {}
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bool contains(SkV2 v) const {
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return (v - fCenter).length() <= fRadius;
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}
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SkV2 pinLoc(SkV2 p) const {
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auto v = p - fCenter;
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if (v.length() > fRadius) {
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v *= (fRadius / v.length());
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}
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return fCenter + v;
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}
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SkV3 computeUnitV3(SkV2 v) const {
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v = (v - fCenter) * (1 / fRadius);
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SkScalar len2 = v.lengthSquared();
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if (len2 > 1) {
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v = v.normalize();
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len2 = 1;
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}
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SkScalar z = SkScalarSqrt(1 - len2);
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return {v.x, v.y, z};
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}
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struct RotateInfo {
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SkV3 fAxis;
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SkScalar fAngle;
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};
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RotateInfo computeRotationInfo(SkV2 a, SkV2 b) const {
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SkV3 u = this->computeUnitV3(a);
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SkV3 v = this->computeUnitV3(b);
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SkV3 axis = u.cross(v);
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SkScalar length = axis.length();
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if (!SkScalarNearlyZero(length)) {
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return {axis * (1.0f / length), acos(u.dot(v))};
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}
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return {{0, 0, 0}, 0};
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}
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SkM44 computeRotation(SkV2 a, SkV2 b) const {
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auto [axis, angle] = this->computeRotationInfo(a, b);
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return SkM44::Rotate(axis, angle);
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}
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};
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static SkM44 inv(const SkM44& m) {
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SkM44 inverse;
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SkAssertResult(m.invert(&inverse));
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return inverse;
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}
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// Compute the inverse transpose (of the upper-left 3x3) of a matrix, used to transform vectors
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static SkM44 normals(SkM44 m) {
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m.setRow(3, {0, 0, 0, 1});
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m.setCol(3, {0, 0, 0, 1});
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SkAssertResult(m.invert(&m));
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return m.transpose();
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}
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class Sample3DView : public Sample {
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protected:
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float fNear = 0.05f;
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float fFar = 4;
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float fAngle = SK_ScalarPI / 12;
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SkV3 fEye { 0, 0, 1.0f/tan(fAngle/2) - 1 };
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SkV3 fCOA { 0, 0, 0 };
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SkV3 fUp { 0, 1, 0 };
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public:
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void concatCamera(SkCanvas* canvas, const SkRect& area, SkScalar zscale) {
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SkM44 camera = SkM44::LookAt(fEye, fCOA, fUp),
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perspective = SkM44::Perspective(fNear, fFar, fAngle),
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viewport = SkM44::Translate(area.centerX(), area.centerY(), 0) *
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SkM44::Scale(area.width()*0.5f, area.height()*0.5f, zscale);
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canvas->concat(viewport * perspective * camera * inv(viewport));
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}
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};
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struct Face {
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SkScalar fRx, fRy;
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SkColor fColor;
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static SkM44 T(SkScalar x, SkScalar y, SkScalar z) {
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return SkM44::Translate(x, y, z);
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}
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static SkM44 R(SkV3 axis, SkScalar rad) {
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return SkM44::Rotate(axis, rad);
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}
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SkM44 asM44(SkScalar scale) const {
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return R({0,1,0}, fRy) * R({1,0,0}, fRx) * T(0, 0, scale);
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}
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};
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static bool isFrontFacing(const SkM44& m) {
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SkM44 m2(SkM44::kUninitialized_Constructor);
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if (!m.invert(&m2)) {
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m2.setIdentity();
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}
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/*
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* Classically we want to dot the transpose(inverse(ctm)) with our surface normal.
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* In this case, the normal is known to be {0, 0, 1}, so we only actually need to look
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* at the z-scale of the inverse (the transpose doesn't change the main diagonal, so
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* no need to actually transpose).
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*/
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return m2.rc(2,2) > 0;
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}
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const Face faces[] = {
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{ 0, 0, SK_ColorRED }, // front
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{ 0, SK_ScalarPI, SK_ColorGREEN }, // back
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{ SK_ScalarPI/2, 0, SK_ColorBLUE }, // top
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{-SK_ScalarPI/2, 0, SK_ColorCYAN }, // bottom
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{ 0, SK_ScalarPI/2, SK_ColorMAGENTA }, // left
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{ 0,-SK_ScalarPI/2, SK_ColorYELLOW }, // right
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};
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#include "include/effects/SkRuntimeEffect.h"
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struct LightOnSphere {
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SkV2 fLoc;
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SkScalar fDistance;
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SkScalar fRadius;
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SkV3 computeWorldPos(const VSphere& s) const {
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return s.computeUnitV3(fLoc) * fDistance;
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}
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void draw(SkCanvas* canvas) const {
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setColor(SK_ColorWHITE);
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canvas->drawCircle(fLoc.x, fLoc.y, fRadius + 2, paint);
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paint.setColor(SK_ColorBLACK);
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canvas->drawCircle(fLoc.x, fLoc.y, fRadius, paint);
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}
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};
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#include "include/core/SkTime.h"
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class RotateAnimator {
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SkV3 fAxis = {0, 0, 0};
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SkScalar fAngle = 0,
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fPrevAngle = 1234567;
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double fNow = 0,
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fPrevNow = 0;
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SkScalar fAngleSpeed = 0,
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fAngleSign = 1;
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inline static constexpr double kSlowDown = 4;
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inline static constexpr SkScalar kMaxSpeed = 16;
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public:
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void update(SkV3 axis, SkScalar angle) {
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if (angle != fPrevAngle) {
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fPrevAngle = fAngle;
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fAngle = angle;
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fPrevNow = fNow;
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fNow = SkTime::GetSecs();
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fAxis = axis;
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}
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}
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SkM44 rotation() {
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if (fAngleSpeed > 0) {
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double now = SkTime::GetSecs();
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double dtime = now - fPrevNow;
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fPrevNow = now;
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double delta = fAngleSign * fAngleSpeed * dtime;
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fAngle += delta;
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fAngleSpeed -= kSlowDown * dtime;
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if (fAngleSpeed < 0) {
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fAngleSpeed = 0;
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}
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}
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return SkM44::Rotate(fAxis, fAngle);
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}
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void start() {
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if (fPrevNow != fNow) {
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fAngleSpeed = (fAngle - fPrevAngle) / (fNow - fPrevNow);
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fAngleSign = fAngleSpeed < 0 ? -1 : 1;
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fAngleSpeed = std::min(kMaxSpeed, std::abs(fAngleSpeed));
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} else {
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fAngleSpeed = 0;
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}
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fPrevNow = SkTime::GetSecs();
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fAngle = 0;
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}
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void reset() {
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fAngleSpeed = 0;
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fAngle = 0;
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fPrevAngle = 1234567;
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}
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bool isAnimating() const { return fAngleSpeed != 0; }
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};
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class SampleCubeBase : public Sample3DView {
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enum {
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DX = 400,
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DY = 300
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};
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SkM44 fRotation; // part of model
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RotateAnimator fRotateAnimator;
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protected:
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enum Flags {
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kCanRunOnCPU = 1 << 0,
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kShowLightDome = 1 << 1,
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};
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LightOnSphere fLight = {{200 + DX, 200 + DY}, 800, 12};
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VSphere fSphere;
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Flags fFlags;
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public:
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SampleCubeBase(Flags flags)
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: fSphere({200 + DX, 200 + DY}, 400)
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, fFlags(flags)
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{}
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bool onChar(SkUnichar uni) override {
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switch (uni) {
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case 'Z': fLight.fDistance += 10; return true;
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case 'z': fLight.fDistance -= 10; return true;
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}
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return this->Sample3DView::onChar(uni);
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}
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virtual void drawFace(SkCanvas*, SkColor, int face, bool front, const SkM44& localToWorld) = 0;
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void onDrawContent(SkCanvas* canvas) override {
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if (!canvas->recordingContext() && !(fFlags & kCanRunOnCPU)) {
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return;
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}
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canvas->save();
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canvas->translate(DX, DY);
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this->concatCamera(canvas, {0, 0, 400, 400}, 200);
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SkM44 m = fRotateAnimator.rotation() * fRotation;
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for (bool front : {false, true}) {
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int index = 0;
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for (auto f : faces) {
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SkAutoCanvasRestore acr(canvas, true);
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SkM44 trans = SkM44::Translate(200, 200, 0); // center of the rotation
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canvas->concat(trans);
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// "World" space - content is centered at the origin, in device scale (+-200)
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SkM44 localToWorld = m * f.asM44(200) * inv(trans);
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canvas->concat(localToWorld);
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this->drawFace(canvas, f.fColor, index++, front, localToWorld);
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}
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}
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canvas->restore(); // camera & center the content in the window
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if (fFlags & kShowLightDome){
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fLight.draw(canvas);
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setColor(0x40FF0000);
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canvas->drawCircle(fSphere.fCenter.x, fSphere.fCenter.y, fSphere.fRadius, paint);
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canvas->drawLine(fSphere.fCenter.x, fSphere.fCenter.y - fSphere.fRadius,
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fSphere.fCenter.x, fSphere.fCenter.y + fSphere.fRadius, paint);
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canvas->drawLine(fSphere.fCenter.x - fSphere.fRadius, fSphere.fCenter.y,
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fSphere.fCenter.x + fSphere.fRadius, fSphere.fCenter.y, paint);
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}
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}
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Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
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SkV2 p = fLight.fLoc - SkV2{x, y};
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if (p.length() <= fLight.fRadius) {
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Click* c = new Click();
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c->fMeta.setS32("type", 0);
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return c;
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}
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if (fSphere.contains({x, y})) {
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Click* c = new Click();
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c->fMeta.setS32("type", 1);
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fRotation = fRotateAnimator.rotation() * fRotation;
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fRotateAnimator.reset();
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return c;
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}
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return nullptr;
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}
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bool onClick(Click* click) override {
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if (click->fMeta.hasS32("type", 0)) {
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fLight.fLoc = fSphere.pinLoc({click->fCurr.fX, click->fCurr.fY});
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return true;
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}
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if (click->fMeta.hasS32("type", 1)) {
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if (click->fState == skui::InputState::kUp) {
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fRotation = fRotateAnimator.rotation() * fRotation;
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fRotateAnimator.start();
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} else {
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auto [axis, angle] = fSphere.computeRotationInfo(
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{click->fOrig.fX, click->fOrig.fY},
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{click->fCurr.fX, click->fCurr.fY});
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fRotateAnimator.update(axis, angle);
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}
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return true;
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}
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return true;
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}
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bool onAnimate(double nanos) override {
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return fRotateAnimator.isAnimating();
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}
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private:
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using INHERITED = Sample3DView;
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};
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class SampleBump3D : public SampleCubeBase {
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sk_sp<SkShader> fBmpShader, fImgShader;
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sk_sp<SkRuntimeEffect> fEffect;
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SkRRect fRR;
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public:
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SampleBump3D() : SampleCubeBase(Flags(kCanRunOnCPU | kShowLightDome)) {}
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SkString name() override { return SkString("bump3d"); }
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void onOnceBeforeDraw() override {
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fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
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auto img = GetResourceAsImage("images/brickwork-texture.jpg");
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fImgShader = img->makeShader(SkSamplingOptions(), SkMatrix::Scale(2, 2));
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img = GetResourceAsImage("images/brickwork_normal-map.jpg");
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fBmpShader = img->makeShader(SkSamplingOptions(), SkMatrix::Scale(2, 2));
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const char code[] = R"(
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uniform shader color_map;
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uniform shader normal_map;
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uniform float4x4 localToWorld;
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uniform float4x4 localToWorldAdjInv;
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uniform float3 lightPos;
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float3 convert_normal_sample(half4 c) {
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float3 n = 2 * c.rgb - 1;
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n.y = -n.y;
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return n;
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}
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half4 main(float2 p) {
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float3 norm = convert_normal_sample(normal_map.eval(p));
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float3 plane_norm = normalize(localToWorldAdjInv * norm.xyz0).xyz;
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float3 plane_pos = (localToWorld * p.xy01).xyz;
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float3 light_dir = normalize(lightPos - plane_pos);
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float ambient = 0.2;
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float dp = dot(plane_norm, light_dir);
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float scale = min(ambient + max(dp, 0), 1);
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return color_map.eval(p) * scale.xxx1;
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}
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)";
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auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(code));
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if (!effect) {
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SkDebugf("runtime error %s\n", error.c_str());
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}
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fEffect = effect;
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}
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void drawFace(SkCanvas* canvas, SkColor color, int face, bool front,
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const SkM44& localToWorld) override {
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if (!front || !isFrontFacing(canvas->getLocalToDevice())) {
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return;
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}
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("lightPos") = fLight.computeWorldPos(fSphere);
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builder.uniform("localToWorld") = localToWorld;
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builder.uniform("localToWorldAdjInv") = normals(localToWorld);
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builder.child("color_map") = fImgShader;
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builder.child("normal_map") = fBmpShader;
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SkPaint paint;
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paint.setColor(color);
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paint.setShader(builder.makeShader());
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canvas->drawRRect(fRR, paint);
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}
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};
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DEF_SAMPLE( return new SampleBump3D; )
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#include "modules/skottie/include/Skottie.h"
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class SampleSkottieCube : public SampleCubeBase {
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sk_sp<skottie::Animation> fAnim[6];
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public:
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SampleSkottieCube() : SampleCubeBase(kCanRunOnCPU) {}
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SkString name() override { return SkString("skottie3d"); }
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void onOnceBeforeDraw() override {
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const char* files[] = {
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"skottie/skottie-chained-mattes.json",
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"skottie/skottie-gradient-ramp.json",
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"skottie/skottie_sample_2.json",
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"skottie/skottie-3d-3planes.json",
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"skottie/skottie-text-animator-4.json",
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"skottie/skottie-motiontile-effect-phase.json",
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};
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for (unsigned i = 0; i < std::size(files); ++i) {
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if (auto stream = GetResourceAsStream(files[i])) {
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fAnim[i] = skottie::Animation::Make(stream.get());
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}
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}
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}
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void drawFace(SkCanvas* canvas, SkColor color, int face, bool front, const SkM44&) override {
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if (!front || !isFrontFacing(canvas->getLocalToDevice())) {
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return;
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}
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SkPaint paint;
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paint.setColor(color);
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SkRect r = {0, 0, 400, 400};
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canvas->drawRect(r, paint);
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fAnim[face]->render(canvas, &r);
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}
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bool onAnimate(double nanos) override {
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for (auto& anim : fAnim) {
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SkScalar dur = anim->duration();
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SkScalar t = fmod(1e-9 * nanos, dur) / dur;
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anim->seek(t);
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}
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return true;
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}
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};
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DEF_SAMPLE( return new SampleSkottieCube; )
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