2d4a28ef9f
Change-Id: Iec36d5bff6d1d6cd07a55c44d46e49f922166312 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/266717 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Mike Reed <reed@google.com>
700 lines
22 KiB
C++
700 lines
22 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/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 SkV3 normalize(SkV3 v) { return v * (1.0f / v.length()); }
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struct SkVec2 {
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SkScalar x, y;
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bool operator==(const SkVec2 v) const { return x == v.x && y == v.y; }
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bool operator!=(const SkVec2 v) const { return !(*this == v); }
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static SkScalar Dot(SkVec2 a, SkVec2 b) { return a.x * b.x + a.y * b.y; }
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static SkScalar Cross(SkVec2 a, SkVec2 b) { return a.x * b.y - a.y * b.x; }
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SkVec2 operator-() const { return {-x, -y}; }
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SkVec2 operator+(SkVec2 v) const { return {x+v.x, y+v.y}; }
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SkVec2 operator-(SkVec2 v) const { return {x-v.x, y-v.y}; }
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SkVec2 operator*(SkVec2 v) const { return {x*v.x, y*v.y}; }
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friend SkVec2 operator*(SkVec2 v, SkScalar s) { return {v.x*s, v.y*s}; }
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friend SkVec2 operator*(SkScalar s, SkVec2 v) { return {v.x*s, v.y*s}; }
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void operator+=(SkVec2 v) { *this = *this + v; }
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void operator-=(SkVec2 v) { *this = *this - v; }
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void operator*=(SkVec2 v) { *this = *this * v; }
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void operator*=(SkScalar s) { *this = *this * s; }
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SkScalar lengthSquared() const { return Dot(*this, *this); }
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SkScalar length() const { return SkScalarSqrt(this->lengthSquared()); }
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SkScalar dot(SkVec2 v) const { return Dot(*this, v); }
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SkScalar cross(SkVec2 v) const { return Cross(*this, v); }
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};
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static SkVec2 normalize(SkVec2 v) {
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SkScalar len = v.length();
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SkASSERT(len > 0);
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return v * (1.0f / len);
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}
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struct VSphere {
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SkVec2 fCenter;
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SkScalar fRadius;
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VSphere(SkVec2 center, SkScalar radius) : fCenter(center), fRadius(radius) {}
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bool contains(SkVec2 v) const {
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return (v - fCenter).length() <= fRadius;
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}
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SkVec2 pinLoc(SkVec2 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(SkVec2 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 = normalize(v);
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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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SkM44 computeRotation(SkVec2 a, SkVec2 b) {
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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 sinValue = axis.length();
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SkScalar cosValue = u.dot(v);
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SkM44 m;
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if (!SkScalarNearlyZero(sinValue)) {
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m.setRotateUnitSinCos(axis * (1.0f / sinValue), sinValue, cosValue);
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}
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return m;
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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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static SkPoint project(const SkM44& m, SkV4 p) {
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auto v = m * p;
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return {v.x / v.w, v.y / v.w};
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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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SkM44 fRot;
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SkV3 fTrans;
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void rotate(float x, float y, float z) {
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SkM44 r;
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if (x) {
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r.setRotateUnit({1, 0, 0}, x);
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} else if (y) {
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r.setRotateUnit({0, 1, 0}, y);
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} else {
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r.setRotateUnit({0, 0, 1}, z);
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}
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fRot = r * fRot;
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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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SkM44 camera = Sk3LookAt(fEye, fCOA, fUp),
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perspective = Sk3Perspective(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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// want "world" to be in our big coordinates (e.g. area), so apply this inverse
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// as part of our "camera".
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canvas->experimental_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.z += 0.1f; SkDebugf("z %g\n", fTrans.z); return true;
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case 'k': fTrans.z -= 0.1f; SkDebugf("z %g\n", fTrans.z); 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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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 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.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/core/SkColorFilter.h"
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#include "include/effects/SkColorMatrix.h"
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static SkColorMatrix comput_planar_lighting(SkCanvas* canvas, SkV3 lightDir) {
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SkM44 l2w = canvas->experimental_getLocalToWorld();
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auto normal = normalize(l2w * SkV3{0, 0, 1});
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float dot = -normal.dot(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 SkM44& m) {
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SkM44 trans = SkM44::Translate(200, 200, 0); // center of the rotation
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canvas->experimental_concat44(trans * fRot * m * inv(trans));
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if (!front(canvas->experimental_getLocalToDevice())) {
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return;
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}
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SkPaint paint;
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paint.setAlphaf(front(canvas->experimental_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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#include "include/effects/SkRuntimeEffect.h"
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struct LightPos {
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SkV4 fPos;
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SkScalar fUIRadius;
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bool hitTest(SkScalar x, SkScalar y) const {
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auto xx = x - fPos.x;
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auto yy = y - fPos.y;
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return xx*xx + yy*yy <= fUIRadius*fUIRadius;
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}
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void update(SkScalar x, SkScalar y) {
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fPos.x = x;
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fPos.y = y;
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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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SkAutoCanvasRestore acr(canvas, true);
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canvas->experimental_concat44(SkM44::Translate(0, 0, fPos.z));
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canvas->drawCircle(fPos.x, fPos.y, fUIRadius, paint);
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}
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};
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class SamplePointLight3D : public Sample3DView {
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SkRRect fRR;
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LightPos fLight = {{200, 200, 800, 1}, 8};
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sk_sp<SkShader> fShader;
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sk_sp<SkRuntimeEffect> fEffect;
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SkM44 fWorldToClick,
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fClickToWorld;
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SkString name() override { return SkString("pointlight3d"); }
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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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const char code[] = R"(
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// in fragmentProcessor texture;
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// color = sample(texture) * half(scale);
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uniform float4x4 localToWorld;
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uniform float3 lightPos;
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// TODO: Remove these helpers once all intrinsics work on the raster backend
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float3 normalize_(float3 v) {
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return v / sqrt(dot(v, v));
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}
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float max_(float a, float b) {
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return a > b ? a : b;
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}
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void main(float x, float y, inout half4 color) {
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float3 plane_pos = (localToWorld * float4(x, y, 0, 1)).xyz;
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float3 plane_norm = normalize_((localToWorld * float4(0, 0, 1, 0)).xyz);
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float3 light_dir = normalize_(lightPos - plane_pos);
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float ambient = 0.5;
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float dp = dot(plane_norm, light_dir);
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float scale = ambient + max_(dp, 0);
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color = color * half4(float4(scale, scale, scale, 1));
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}
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)";
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auto [effect, error] = SkRuntimeEffect::Make(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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bool onChar(SkUnichar uni) override {
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switch (uni) {
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case 'Z': fLight.fPos.z += 10; return true;
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case 'z': fLight.fPos.z -= 10; return true;
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}
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return this->Sample3DView::onChar(uni);
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}
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void drawContent(SkCanvas* canvas, const SkM44& m, SkColor color) {
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SkM44 trans = SkM44::Translate(200, 200, 0); // center of the rotation
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canvas->experimental_concat44(trans * fRot * m * inv(trans));
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// wonder if the runtimeeffect can do this reject? (in a setup function)
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if (!front(canvas->experimental_getLocalToDevice())) {
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return;
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}
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struct Uniforms {
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SkM44 fLocalToWorld;
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SkV3 fLightPos;
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} uni;
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uni.fLocalToWorld = canvas->experimental_getLocalToWorld();
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uni.fLightPos = {fLight.fPos.x, fLight.fPos.y, fLight.fPos.z};
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sk_sp<SkData> data = SkData::MakeWithCopy(&uni, sizeof(uni));
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SkPaint paint;
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paint.setColor(color);
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paint.setShader(fEffect->makeShader(data, &fShader, 0, nullptr, true));
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canvas->drawRRect(fRR, paint);
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}
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void setClickToWorld(SkCanvas* canvas, const SkM44& clickM) {
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auto l2d = canvas->experimental_getLocalToDevice();
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fWorldToClick = inv(clickM) * l2d;
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fClickToWorld = inv(fWorldToClick);
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}
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void onDrawContent(SkCanvas* canvas) override {
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SkM44 clickM = canvas->experimental_getLocalToDevice();
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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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this->setClickToWorld(canvas, clickM);
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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), f.fColor);
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}
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fLight.draw(canvas);
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canvas->restore();
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canvas->restore();
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}
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Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
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auto L = fWorldToClick * fLight.fPos;
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SkPoint c = project(fClickToWorld, {x, y, L.z/L.w, 1});
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if (fLight.hitTest(c.fX, c.fY)) {
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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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auto L = fWorldToClick * fLight.fPos;
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SkPoint c = project(fClickToWorld, {click->fCurr.fX, click->fCurr.fY, L.z/L.w, 1});
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fLight.update(c.fX, c.fY);
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return true;
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}
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};
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DEF_SAMPLE( return new SamplePointLight3D(); )
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#include "include/core/SkColorPriv.h"
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#include "include/core/SkSurface.h"
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struct LightOnSphere {
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SkVec2 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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class SampleBump3D : 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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SkRRect fRR;
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LightOnSphere fLight = {{200 + DX, 200 + DY}, 800, 12};
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VSphere fSphere;
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sk_sp<SkShader> fBmpShader, fImgShader;
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sk_sp<SkRuntimeEffect> fEffect;
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SkM44 fWorldToClick,
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fClickToWorld;
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SkM44 fRotation, // part of model
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fClickRotation; // temp during a click/drag
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public:
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SampleBump3D() : fSphere({200 + DX, 200 + DY}, 400) {}
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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(SkMatrix::MakeScale(2, 2));
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img = GetResourceAsImage("images/brickwork_normal-map.jpg");
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fBmpShader = img->makeShader(SkMatrix::MakeScale(2, 2));
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const char code[] = R"(
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in fragmentProcessor color_map;
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in fragmentProcessor 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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void main(float x, float y, inout half4 color) {
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float3 norm = convert_normal_sample(sample(normal_map));
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float3 plane_norm = normalize(localToWorld * float4(norm, 0)).xyz;
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float3 plane_pos = (localToWorld * float4(x, y, 0, 1)).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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color = sample(color_map) * half4(float4(scale, scale, scale, 1));
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}
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)";
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auto [effect, error] = SkRuntimeEffect::Make(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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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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void drawContent(SkCanvas* canvas, const SkM44& m, SkColor color) {
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SkM44 trans = SkM44::Translate(200, 200, 0); // center of the rotation
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canvas->experimental_concat44(trans * fRot * m * inv(trans));
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// wonder if the runtimeeffect can do this reject? (in a setup function)
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if (!front(canvas->experimental_getLocalToDevice())) {
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return;
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}
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auto adj_inv = [](const SkM44& m) {
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SkM44 inv;
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SkAssertResult(m.invert(&inv));
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return inv.transpose();
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};
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struct Uniforms {
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SkM44 fLocalToWorld;
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SkM44 fLocalToWorldAdjInv;
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SkV3 fLightPos;
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} uni;
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uni.fLocalToWorld = canvas->experimental_getLocalToWorld();
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uni.fLocalToWorldAdjInv = adj_inv(uni.fLocalToWorld);
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uni.fLightPos = fLight.computeWorldPos(fSphere);
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sk_sp<SkData> data = SkData::MakeWithCopy(&uni, sizeof(uni));
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sk_sp<SkShader> children[] = { fImgShader, fBmpShader };
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SkPaint paint;
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paint.setColor(color);
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paint.setShader(fEffect->makeShader(data, children, 2, nullptr, true));
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canvas->drawRRect(fRR, paint);
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}
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void setClickToWorld(SkCanvas* canvas, const SkM44& clickM) {
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auto l2d = canvas->experimental_getLocalToDevice();
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fWorldToClick = inv(clickM) * l2d;
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fClickToWorld = inv(fWorldToClick);
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}
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void onDrawContent(SkCanvas* canvas) override {
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if (canvas->getGrContext() == nullptr) {
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return;
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}
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SkM44 clickM = canvas->experimental_getLocalToDevice();
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canvas->save();
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canvas->translate(DX, DY);
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this->saveCamera(canvas, {0, 0, 400, 400}, 200);
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this->setClickToWorld(canvas, clickM);
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for (auto f : faces) {
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SkAutoCanvasRestore acr(canvas, true);
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this->drawContent(canvas, fClickRotation * fRotation * f.asM44(200), f.fColor);
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}
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canvas->restore(); // camera
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canvas->restore(); // center the content in the window
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fLight.draw(canvas);
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{
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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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SkVec2 p = fLight.fLoc - SkVec2{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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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 0
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auto L = fWorldToClick * fLight.fPos;
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SkPoint c = project(fClickToWorld, {click->fCurr.fX, click->fCurr.fY, L.z/L.w, 1});
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fLight.update(c.fX, c.fY);
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#endif
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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 = fClickRotation * fRotation;
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fClickRotation.setIdentity();
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} else {
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fClickRotation = fSphere.computeRotation({click->fOrig.fX, click->fOrig.fY},
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{click->fCurr.fX, click->fCurr.fY});
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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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};
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DEF_SAMPLE( return new SampleBump3D; )
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