b18e74dcbd
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>
275 lines
7.7 KiB
C++
275 lines
7.7 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/SkMatrix44.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/private/SkM44.h"
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#include "include/utils/Sk3D.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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static SkMatrix44 inv(const SkMatrix44& m) {
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SkMatrix44 inverse;
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SkAssertResult(m.invert(&inverse));
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return inverse;
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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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SkPoint3 fEye { 0, 0, 1.0f/tan(fAngle/2) - 1 };
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SkPoint3 fCOA { 0, 0, 0 };
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SkPoint3 fUp { 0, 1, 0 };
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SkMatrix44 fRot;
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SkPoint3 fTrans;
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void rotate(float x, float y, float z) {
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SkMatrix44 r;
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if (x) {
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r.setRotateAboutUnit(1, 0, 0, x);
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} else if (y) {
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r.setRotateAboutUnit(0, 1, 0, y);
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} else {
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r.setRotateAboutUnit(0, 0, 1, z);
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}
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fRot.postConcat(r);
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}
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public:
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void saveCamera(SkCanvas* canvas, const SkRect& area, SkScalar zscale) {
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SkMatrix44 camera,
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perspective,
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viewport;
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Sk3Perspective(&perspective, fNear, fFar, fAngle);
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Sk3LookAt(&camera, fEye, fCOA, fUp);
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viewport.setScale(area.width()*0.5f, area.height()*0.5f, zscale)
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.postTranslate(area.centerX(), area.centerY(), 0);
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canvas->saveCamera(viewport * perspective, camera * inv(viewport));
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}
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bool onChar(SkUnichar uni) override {
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float delta = SK_ScalarPI / 30;
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switch (uni) {
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case '8': this->rotate( delta, 0, 0); return true;
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case '2': this->rotate(-delta, 0, 0); return true;
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case '4': this->rotate(0, delta, 0); return true;
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case '6': this->rotate(0, -delta, 0); return true;
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case '-': this->rotate(0, 0, delta); return true;
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case '+': this->rotate(0, 0, -delta); return true;
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case 'i': fTrans.fZ += 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true;
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case 'k': fTrans.fZ -= 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true;
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case 'n': fNear += 0.1f; SkDebugf("near %g\n", fNear); return true;
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case 'N': fNear -= 0.1f; SkDebugf("near %g\n", fNear); return true;
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case 'f': fFar += 0.1f; SkDebugf("far %g\n", fFar); return true;
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case 'F': fFar -= 0.1f; SkDebugf("far %g\n", fFar); return true;
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default: break;
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}
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return false;
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}
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};
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static SkMatrix44 RX(SkScalar rad) {
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SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad);
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SkMatrix44 m;
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m.set3x3(1, 0, 0,
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0, c, s,
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0,-s, c);
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return m;
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}
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static SkMatrix44 RY(SkScalar rad) {
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SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad);
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SkMatrix44 m;
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m.set3x3( c, 0,-s,
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0, 1, 0,
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s, 0, c);
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return m;
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}
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struct Face {
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SkScalar fRx, fRy;
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static SkMatrix44 T(SkScalar x, SkScalar y, SkScalar z) {
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SkMatrix44 m;
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m.setTranslate(x, y, z);
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return m;
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}
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static SkMatrix44 R(SkScalar x, SkScalar y, SkScalar z, SkScalar rad) {
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SkMatrix44 m;
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m.setRotateAboutUnit(x, y, z, rad);
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return m;
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}
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SkMatrix44 asM44(SkScalar scale) const {
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return RY(fRy) * RX(fRx) * T(0, 0, scale);
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}
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};
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static bool front(const SkM44& m) {
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SkM44 m2;
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m.invert(&m2);
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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.atColMajor(10) > 0;
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}
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const Face faces[] = {
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{ 0, 0 }, // front
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{ 0, SK_ScalarPI }, // back
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{ SK_ScalarPI/2, 0 }, // top
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{-SK_ScalarPI/2, 0 }, // bottom
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{ 0, SK_ScalarPI/2 }, // left
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{ 0,-SK_ScalarPI/2 }, // right
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};
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#include "include/core/SkColorFilter.h"
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#include "include/effects/SkColorMatrix.h"
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static SkV3 normalize(SkV3 v) { return v * (1.0f / v.length()); }
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static SkColorMatrix comput_planar_lighting(SkCanvas* canvas, SkV3 lightDir) {
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SkM44 l2w = canvas->getLocalToWorld();
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auto normal = normalize(l2w * SkV3{0, 0, 1});
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float dot = -normal * lightDir;
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SkColorMatrix cm;
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if (dot < 0) {
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dot = 0;
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}
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float ambient = 0.5f;
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float scale = ambient + dot;
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cm.setScale(scale, scale, scale, 1);
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return cm;
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}
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struct Light {
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SkPoint fCenter;
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SkPoint fEndPt;
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SkScalar fRadius;
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SkScalar fHeight;
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bool hitTest(SkScalar x, SkScalar y) const {
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auto xx = x - fCenter.fX;
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auto yy = y - fCenter.fY;
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return xx*xx + yy*yy <= fRadius*fRadius;
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}
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void update(SkScalar x, SkScalar y) {
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auto xx = x - fCenter.fX;
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auto yy = y - fCenter.fY;
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auto len = SkScalarSqrt(xx*xx + yy*yy);
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if (len > fRadius) {
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xx *= fRadius / len;
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yy *= fRadius / len;
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}
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fEndPt = {fCenter.fX + xx, fCenter.fY + yy};
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}
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SkV3 getDir() const {
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auto pt = fEndPt - fCenter;
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return normalize({pt.fX, pt.fY, -fHeight});
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}
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void draw(SkCanvas* canvas) {
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SkPaint paint;
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paint.setAntiAlias(true);
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canvas->drawCircle(fCenter.fX, fCenter.fY, 5, paint);
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paint.setStyle(SkPaint::kStroke_Style);
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canvas->drawCircle(fCenter.fX, fCenter.fY, fRadius, paint);
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paint.setColor(SK_ColorRED);
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canvas->drawLine(fCenter.fX, fCenter.fY, fEndPt.fX, fEndPt.fY, paint);
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}
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};
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class SampleRR3D : public Sample3DView {
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SkRRect fRR;
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Light fLight = {
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{60, 60}, {60, 60}, 50, 10
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};
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sk_sp<SkShader> fShader;
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SkString name() override { return SkString("rrect3d"); }
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void onOnceBeforeDraw() override {
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fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
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fShader = GetResourceAsImage("images/mandrill_128.png")
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->makeShader(SkMatrix::MakeScale(3, 3));
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}
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bool onChar(SkUnichar uni) override {
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return this->Sample3DView::onChar(uni);
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}
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void drawContent(SkCanvas* canvas, const SkMatrix44& m) {
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SkMatrix44 trans;
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trans.setTranslate(200, 200, 0); // center of the rotation
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canvas->concat(trans * fRot * m * inv(trans));
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if (!front(canvas->getLocalToDevice())) {
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return;
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}
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SkPaint paint;
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paint.setAlphaf(front(canvas->getLocalToDevice()) ? 1 : 0.25f);
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paint.setShader(fShader);
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SkColorMatrix cm = comput_planar_lighting(canvas, fLight.getDir());
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paint.setColorFilter(SkColorFilters::Matrix(cm));
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canvas->drawRRect(fRR, paint);
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}
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void onDrawContent(SkCanvas* canvas) override {
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canvas->save();
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canvas->translate(400, 300);
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this->saveCamera(canvas, {0, 0, 400, 400}, 200);
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for (auto f : faces) {
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SkAutoCanvasRestore acr(canvas, true);
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this->drawContent(canvas, f.asM44(200));
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}
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canvas->restore();
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canvas->restore();
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fLight.draw(canvas);
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}
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Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
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if (fLight.hitTest(x, y)) {
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return new Click();
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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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fLight.update(click->fCurr.fX, click->fCurr.fY);
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return true;
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}
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};
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DEF_SAMPLE( return new SampleRR3D(); )
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