d1701ba884
There is still a bit of manual mucking about with iwyu output to get things nice, but the checker seems to be doing ok and the process is now a bit easier. Will see how it goes. This also pointed out the amount of code behind ifdefs should be minimized by using the build system and 'constexpr if' when possible. Change-Id: Ic63fa33c65e5ff40b58858e15fc51f27d862e20d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211349 Commit-Queue: Ben Wagner <bungeman@google.com> Reviewed-by: Mike Klein <mtklein@google.com>
228 lines
6.3 KiB
C++
228 lines
6.3 KiB
C++
/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkFont.h"
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#include "include/core/SkMatrix.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/SkPath.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkPoint3.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkStream.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTypes.h"
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#include "include/utils/Sk3D.h"
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#include "modules/skottie/include/Skottie.h"
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#include "tools/Resources.h"
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#include "tools/timer/AnimTimer.h"
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#include <math.h>
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#include <algorithm>
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#include <memory>
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class SkMetaData;
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static SkMatrix operator*(const SkMatrix& a, const SkMatrix& b) {
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SkMatrix44 c;
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c.setConcat(a, b);
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return c;
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}
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class GM3d : public skiagm::GM {
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float fNear = 0.5;
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float fFar = 4;
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float fAngle = SK_ScalarPI / 4;
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SkPoint3 fEye { 0, 0, 4 };
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SkPoint3 fCOA {0,0,0};//{ 0.5f, 0.5f, 0.5f };
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SkPoint3 fUp { 0, 1, 0 };
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SkPoint3 fP3[8];
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sk_sp<skottie::Animation> fAnim;
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SkScalar fAnimT = 0;
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public:
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GM3d() {}
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~GM3d() override {}
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protected:
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void onOnceBeforeDraw() override {
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if (auto stream = GetResourceAsStream("skottie/skottie_sample_2.json")) {
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fAnim = skottie::Animation::Make(stream.get());
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}
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int index = 0;
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for (float x = 0; x <= 1; ++x) {
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for (float y = 0; y <= 1; ++y) {
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for (float z = 0; z <= 1; ++z) {
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fP3[index++] = { x, y, z };
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}
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}
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}
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}
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static void draw_viewport(SkCanvas* canvas, const SkMatrix& viewport) {
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SkPaint p;
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p.setColor(0x10FF0000);
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canvas->save();
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canvas->concat(viewport);
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canvas->drawRect({-1, -1, 1, 1}, p);
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p.setColor(0x80FF0000);
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canvas->drawLine({-1, -1}, {1, 1}, p);
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canvas->drawLine({1, -1}, {-1, 1}, p);
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canvas->restore();
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}
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static void draw_skia(SkCanvas* canvas, const SkMatrix44& m4, const SkMatrix& vp,
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skottie::Animation* anim) {
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auto proc = [canvas, vp, anim](SkColor c, const SkMatrix44& m4) {
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SkPaint p;
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p.setColor(c);
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SkRect r = { 0, 0, 1, 1 };
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canvas->save();
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canvas->concat(vp * SkMatrix(m4));
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anim->render(canvas, &r);
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// canvas->drawRect({0, 0, 1, 1}, p);
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canvas->restore();
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};
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SkMatrix44 tmp;
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proc(0x400000FF, m4);
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tmp.setTranslate(0, 0, 1);
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proc(0xC00000FF, m4 * tmp);
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tmp.setRotateAboutUnit(1, 0, 0, SK_ScalarPI/2);
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proc(0x4000FF00, m4 * tmp);
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tmp.postTranslate(0, 1, 0);
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proc(0xC000FF00, m4 * tmp);
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tmp.setRotateAboutUnit(0, 1, 0, -SK_ScalarPI/2);
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proc(0x40FF0000, m4 * tmp);
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tmp.postTranslate(1, 0, 0);
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proc(0xC0FF0000, m4 * tmp);
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}
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DrawResult onDraw(SkCanvas* canvas, SkString* errorMsg) override {
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if (!fAnim) {
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*errorMsg = "No animation.";
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return DrawResult::kFail;
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}
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SkMatrix44 camera,
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perspective,
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mv;
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SkMatrix viewport;
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{
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float w = this->width();
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float h = this->height();
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float s = std::min(w, h);
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viewport.setTranslate(1, -1);
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viewport.postScale(s/2, -s/2);
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draw_viewport(canvas, viewport);
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}
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Sk3Perspective(&perspective, fNear, fFar, fAngle);
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Sk3LookAt(&camera, fEye, fCOA, fUp);
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mv.postConcat(camera);
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mv.postConcat(perspective);
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SkPoint pts[8];
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Sk3MapPts(pts, mv, fP3, 8);
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viewport.mapPoints(pts, 8);
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SkPaint paint;
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paint.setStyle(SkPaint::kStroke_Style);
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SkFont font;
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font.setEdging(SkFont::Edging::kAlias);
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SkPath cube;
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cube.moveTo(pts[0]);
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cube.lineTo(pts[2]);
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cube.lineTo(pts[6]);
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cube.lineTo(pts[4]);
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cube.close();
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cube.moveTo(pts[1]);
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cube.lineTo(pts[3]);
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cube.lineTo(pts[7]);
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cube.lineTo(pts[5]);
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cube.close();
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cube.moveTo(pts[0]); cube.lineTo(pts[1]);
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cube.moveTo(pts[2]); cube.lineTo(pts[3]);
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cube.moveTo(pts[4]); cube.lineTo(pts[5]);
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cube.moveTo(pts[6]); cube.lineTo(pts[7]);
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canvas->drawPath(cube, paint);
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{
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SkPoint3 src[4] = {
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{ 0, 0, 0 }, { 2, 0, 0 }, { 0, 2, 0 }, { 0, 0, 2 },
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};
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SkPoint dst[4];
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mv.setConcat(perspective, camera);
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Sk3MapPts(dst, mv, src, 4);
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viewport.mapPoints(dst, 4);
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const char* str[3] = { "X", "Y", "Z" };
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for (int i = 1; i <= 3; ++i) {
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canvas->drawLine(dst[0], dst[i], paint);
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}
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for (int i = 0; i < 3; ++i) {
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canvas->drawString(str[i], dst[i + 1].fX, dst[i + 1].fY, font, paint);
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}
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}
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fAnim->seek(fAnimT);
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draw_skia(canvas, mv, viewport, fAnim.get());
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return DrawResult::kOk;
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}
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SkISize onISize() override { return { 1024, 768 }; }
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SkString onShortName() override { return SkString("3dgm"); }
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bool onAnimate(const AnimTimer& timer) override {
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if (!fAnim) {
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return false;
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}
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SkScalar dur = fAnim->duration();
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fAnimT = fmod(timer.secs(), dur) / dur;
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return true;
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}
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bool onHandleKey(SkUnichar uni) override {
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switch (uni) {
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case 'a': fEye.fX += 0.125f; return true;
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case 'd': fEye.fX -= 0.125f; return true;
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case 'w': fEye.fY += 0.125f; return true;
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case 's': fEye.fY -= 0.125f; return true;
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case 'q': fEye.fZ += 0.125f; return true;
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case 'z': fEye.fZ -= 0.125f; 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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bool onGetControls(SkMetaData*) override { return false; }
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void onSetControls(const SkMetaData&) override {
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}
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};
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DEF_GM(return new GM3d;)
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