skia2/samplecode/Sample3D.cpp
Mike Reed b18e74dcbd Expose camera matrix in SkCanvas
3 new getters:
- localToWorld
- localToCamera
- localToDevice (same as total-matrix)

The current tracking minimizes overhead, by using a computed inverse to
produce the localToWorld/Camera. This can be change as needed in the
future (more precision, but more memory/overhead), but for now is
sufficient to try out the new APIs.

Change-Id: I85440318f36dca935124b782e110fe9c0152ae7a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/264648
Commit-Queue: Mike Reed <reed@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2020-01-16 19:35:40 +00:00

275 lines
7.7 KiB
C++

/*
* Copyright 2020 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkCanvas.h"
#include "include/core/SkMatrix44.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRRect.h"
#include "include/private/SkM44.h"
#include "include/utils/Sk3D.h"
#include "include/utils/SkRandom.h"
#include "samplecode/Sample.h"
#include "tools/Resources.h"
static SkMatrix44 inv(const SkMatrix44& m) {
SkMatrix44 inverse;
SkAssertResult(m.invert(&inverse));
return inverse;
}
class Sample3DView : public Sample {
protected:
float fNear = 0.05f;
float fFar = 4;
float fAngle = SK_ScalarPI / 12;
SkPoint3 fEye { 0, 0, 1.0f/tan(fAngle/2) - 1 };
SkPoint3 fCOA { 0, 0, 0 };
SkPoint3 fUp { 0, 1, 0 };
SkMatrix44 fRot;
SkPoint3 fTrans;
void rotate(float x, float y, float z) {
SkMatrix44 r;
if (x) {
r.setRotateAboutUnit(1, 0, 0, x);
} else if (y) {
r.setRotateAboutUnit(0, 1, 0, y);
} else {
r.setRotateAboutUnit(0, 0, 1, z);
}
fRot.postConcat(r);
}
public:
void saveCamera(SkCanvas* canvas, const SkRect& area, SkScalar zscale) {
SkMatrix44 camera,
perspective,
viewport;
Sk3Perspective(&perspective, fNear, fFar, fAngle);
Sk3LookAt(&camera, fEye, fCOA, fUp);
viewport.setScale(area.width()*0.5f, area.height()*0.5f, zscale)
.postTranslate(area.centerX(), area.centerY(), 0);
canvas->saveCamera(viewport * perspective, camera * inv(viewport));
}
bool onChar(SkUnichar uni) override {
float delta = SK_ScalarPI / 30;
switch (uni) {
case '8': this->rotate( delta, 0, 0); return true;
case '2': this->rotate(-delta, 0, 0); return true;
case '4': this->rotate(0, delta, 0); return true;
case '6': this->rotate(0, -delta, 0); return true;
case '-': this->rotate(0, 0, delta); return true;
case '+': this->rotate(0, 0, -delta); return true;
case 'i': fTrans.fZ += 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true;
case 'k': fTrans.fZ -= 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true;
case 'n': fNear += 0.1f; SkDebugf("near %g\n", fNear); return true;
case 'N': fNear -= 0.1f; SkDebugf("near %g\n", fNear); return true;
case 'f': fFar += 0.1f; SkDebugf("far %g\n", fFar); return true;
case 'F': fFar -= 0.1f; SkDebugf("far %g\n", fFar); return true;
default: break;
}
return false;
}
};
static SkMatrix44 RX(SkScalar rad) {
SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad);
SkMatrix44 m;
m.set3x3(1, 0, 0,
0, c, s,
0,-s, c);
return m;
}
static SkMatrix44 RY(SkScalar rad) {
SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad);
SkMatrix44 m;
m.set3x3( c, 0,-s,
0, 1, 0,
s, 0, c);
return m;
}
struct Face {
SkScalar fRx, fRy;
static SkMatrix44 T(SkScalar x, SkScalar y, SkScalar z) {
SkMatrix44 m;
m.setTranslate(x, y, z);
return m;
}
static SkMatrix44 R(SkScalar x, SkScalar y, SkScalar z, SkScalar rad) {
SkMatrix44 m;
m.setRotateAboutUnit(x, y, z, rad);
return m;
}
SkMatrix44 asM44(SkScalar scale) const {
return RY(fRy) * RX(fRx) * T(0, 0, scale);
}
};
static bool front(const SkM44& m) {
SkM44 m2;
m.invert(&m2);
/*
* Classically we want to dot the transpose(inverse(ctm)) with our surface normal.
* In this case, the normal is known to be {0, 0, 1}, so we only actually need to look
* at the z-scale of the inverse (the transpose doesn't change the main diagonal, so
* no need to actually transpose).
*/
return m2.atColMajor(10) > 0;
}
const Face faces[] = {
{ 0, 0 }, // front
{ 0, SK_ScalarPI }, // back
{ SK_ScalarPI/2, 0 }, // top
{-SK_ScalarPI/2, 0 }, // bottom
{ 0, SK_ScalarPI/2 }, // left
{ 0,-SK_ScalarPI/2 }, // right
};
#include "include/core/SkColorFilter.h"
#include "include/effects/SkColorMatrix.h"
static SkV3 normalize(SkV3 v) { return v * (1.0f / v.length()); }
static SkColorMatrix comput_planar_lighting(SkCanvas* canvas, SkV3 lightDir) {
SkM44 l2w = canvas->getLocalToWorld();
auto normal = normalize(l2w * SkV3{0, 0, 1});
float dot = -normal * lightDir;
SkColorMatrix cm;
if (dot < 0) {
dot = 0;
}
float ambient = 0.5f;
float scale = ambient + dot;
cm.setScale(scale, scale, scale, 1);
return cm;
}
struct Light {
SkPoint fCenter;
SkPoint fEndPt;
SkScalar fRadius;
SkScalar fHeight;
bool hitTest(SkScalar x, SkScalar y) const {
auto xx = x - fCenter.fX;
auto yy = y - fCenter.fY;
return xx*xx + yy*yy <= fRadius*fRadius;
}
void update(SkScalar x, SkScalar y) {
auto xx = x - fCenter.fX;
auto yy = y - fCenter.fY;
auto len = SkScalarSqrt(xx*xx + yy*yy);
if (len > fRadius) {
xx *= fRadius / len;
yy *= fRadius / len;
}
fEndPt = {fCenter.fX + xx, fCenter.fY + yy};
}
SkV3 getDir() const {
auto pt = fEndPt - fCenter;
return normalize({pt.fX, pt.fY, -fHeight});
}
void draw(SkCanvas* canvas) {
SkPaint paint;
paint.setAntiAlias(true);
canvas->drawCircle(fCenter.fX, fCenter.fY, 5, paint);
paint.setStyle(SkPaint::kStroke_Style);
canvas->drawCircle(fCenter.fX, fCenter.fY, fRadius, paint);
paint.setColor(SK_ColorRED);
canvas->drawLine(fCenter.fX, fCenter.fY, fEndPt.fX, fEndPt.fY, paint);
}
};
class SampleRR3D : public Sample3DView {
SkRRect fRR;
Light fLight = {
{60, 60}, {60, 60}, 50, 10
};
sk_sp<SkShader> fShader;
SkString name() override { return SkString("rrect3d"); }
void onOnceBeforeDraw() override {
fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
fShader = GetResourceAsImage("images/mandrill_128.png")
->makeShader(SkMatrix::MakeScale(3, 3));
}
bool onChar(SkUnichar uni) override {
return this->Sample3DView::onChar(uni);
}
void drawContent(SkCanvas* canvas, const SkMatrix44& m) {
SkMatrix44 trans;
trans.setTranslate(200, 200, 0); // center of the rotation
canvas->concat(trans * fRot * m * inv(trans));
if (!front(canvas->getLocalToDevice())) {
return;
}
SkPaint paint;
paint.setAlphaf(front(canvas->getLocalToDevice()) ? 1 : 0.25f);
paint.setShader(fShader);
SkColorMatrix cm = comput_planar_lighting(canvas, fLight.getDir());
paint.setColorFilter(SkColorFilters::Matrix(cm));
canvas->drawRRect(fRR, paint);
}
void onDrawContent(SkCanvas* canvas) override {
canvas->save();
canvas->translate(400, 300);
this->saveCamera(canvas, {0, 0, 400, 400}, 200);
for (auto f : faces) {
SkAutoCanvasRestore acr(canvas, true);
this->drawContent(canvas, f.asM44(200));
}
canvas->restore();
canvas->restore();
fLight.draw(canvas);
}
Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
if (fLight.hitTest(x, y)) {
return new Click();
}
return nullptr;
}
bool onClick(Click* click) override {
fLight.update(click->fCurr.fX, click->fCurr.fY);
return true;
}
};
DEF_SAMPLE( return new SampleRR3D(); )