53da5ba619
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2118553002 Review-Url: https://codereview.chromium.org/2118553002
411 lines
15 KiB
C++
411 lines
15 KiB
C++
/*
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* Copyright 2016 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.h"
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#include "SkPaintFilterCanvas.h"
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#include "SkPathEffect.h"
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#include "SkPictureRecorder.h"
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#include "SkShadowShader.h"
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#include "SkSurface.h"
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#ifdef SK_EXPERIMENTAL_SHADOWING
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static sk_sp<SkShader> make_shadow_shader(sk_sp<SkImage> povDepth,
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sk_sp<SkImage> diffuse,
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sk_sp<SkLights> lights) {
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sk_sp<SkShader> povDepthShader = povDepth->makeShader(SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode);
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sk_sp<SkShader> diffuseShader = diffuse->makeShader(SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode);
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return SkShadowShader::Make(std::move(povDepthShader),
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std::move(diffuseShader),
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std::move(lights),
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diffuse->width(), diffuse->height());
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}
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static sk_sp<SkPicture> make_test_picture(int width, int height) {
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SkPictureRecorder recorder;
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// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
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SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
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SkASSERT(canvas->getTotalMatrix().isIdentity());
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SkPaint paint;
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paint.setColor(SK_ColorGRAY);
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// LONG RANGE TODO: tag occluders
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// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
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// and determinate the mapping from z to id
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// universal receiver, "ground"
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canvas->drawRect(SkRect::MakeIWH(width, height), paint);
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// TODO: Maybe add the ID here along with the depth
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paint.setColor(0xFFEE8888);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
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paint.setColor(0xFF88EE88);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
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paint.setColor(0xFF8888EE);
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canvas->translateZ(80);
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canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
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// TODO: Add an assert that Z order matches painter's order
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// TODO: think about if the Z-order always matching painting order is too strict
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return recorder.finishRecordingAsPicture();
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}
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namespace skiagm {
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/* We override the onFilter method to draw depths into the canvas
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* depending on the current draw depth of the canvas, throwing out
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* the actual draw color.
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*/
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class SkShadowPaintFilterCanvas : public SkPaintFilterCanvas {
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public:
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SkShadowPaintFilterCanvas(SkCanvas* canvas) : INHERITED(canvas) { }
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// TODO use a shader instead
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bool onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Type type) const override {
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if (*paint) {
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int z = this->getZ();
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SkASSERT(z <= 0xFF && z >= 0x00);
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SkPaint newPaint;
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newPaint.setPathEffect(sk_ref_sp<SkPathEffect>((*paint)->getPathEffect()));
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SkColor color = 0xFF000000; // init color to opaque black
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color |= z; // Put the index into the blue component
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newPaint.setColor(color);
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*paint->writable() = newPaint;
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}
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return true;
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}
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void onDrawPicture(const SkPicture* picture, const SkMatrix* matrix, const SkPaint* paint) {
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SkTCopyOnFirstWrite<SkPaint> filteredPaint(paint);
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if (this->onFilter(&filteredPaint, kPicture_Type)) {
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// we directly call SkCanvas's onDrawPicture because calling the one
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// that INHERITED has (SkPaintFilterCanvas) leads to wrong behavior
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this->SkCanvas::onDrawPicture(picture, matrix, filteredPaint);
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}
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}
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void updateMatrix() {
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this->save();
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// When we use the SkShadowPaintFilterCanvas, we can only render
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// one depth map at a time. Thus, we leave it up to the user to
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// set SkLights to only contain (or contain at the first position)
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// the light they intend to use for the current depth rendering.
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if (fLights->numLights() > 0 &&
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this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) {
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SkVector3 lightDir = this->fLights->light(0).dir();
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SkScalar x = lightDir.fX * this->getZ();
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SkScalar y = lightDir.fY * this->getZ();
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this->translate(x, y);
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}
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}
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void onDrawPaint(const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPaint(paint);
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this->restore();
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}
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void onDrawPoints(PointMode mode, size_t count, const SkPoint pts[],
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const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPoints(mode, count, pts, paint);
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this->restore();
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}
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void onDrawRect(const SkRect& rect, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawRect(rect, paint);
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this->restore();
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}
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void onDrawRRect(const SkRRect& rrect, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawRRect(rrect, paint);
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this->restore();
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}
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void onDrawDRRect(const SkRRect& outer, const SkRRect& inner,
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const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawDRRect(outer, inner, paint);
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this->restore();
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}
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void onDrawOval(const SkRect& rect, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawOval(rect, paint);
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this->restore();
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}
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void onDrawPath(const SkPath& path, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPath(path, paint);
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this->restore();
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}
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void onDrawBitmap(const SkBitmap& bm, SkScalar left, SkScalar top,
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const SkPaint* paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawBitmap(bm, left, top, paint);
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this->restore();
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}
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void onDrawBitmapRect(const SkBitmap& bm, const SkRect* src, const SkRect& dst,
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const SkPaint* paint, SrcRectConstraint constraint) override {
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this->updateMatrix();
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this->INHERITED::onDrawBitmapRect(bm, src, dst, paint, constraint);
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this->restore();
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}
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void onDrawBitmapNine(const SkBitmap& bm, const SkIRect& center,
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const SkRect& dst, const SkPaint* paint) {
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this->updateMatrix();
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this->INHERITED::onDrawBitmapNine(bm, center, dst, paint);
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this->restore();
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}
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void onDrawImage(const SkImage* image, SkScalar left, SkScalar top,
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const SkPaint* paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawImage(image, left, top, paint);
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this->restore();
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}
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void onDrawImageRect(const SkImage* image, const SkRect* src, const SkRect& dst,
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const SkPaint* paint, SrcRectConstraint constraint) override {
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this->updateMatrix();
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this->INHERITED::onDrawImageRect(image, src, dst, paint, constraint);
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this->restore();
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}
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void onDrawImageNine(const SkImage* image, const SkIRect& center,
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const SkRect& dst, const SkPaint* paint) {
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this->updateMatrix();
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this->INHERITED::onDrawImageNine(image, center, dst, paint);
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this->restore();
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}
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void onDrawVertices(VertexMode vmode, int vertexCount, const SkPoint vertices[],
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const SkPoint texs[], const SkColor colors[], SkXfermode* xmode,
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const uint16_t indices[], int indexCount, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawVertices(vmode, vertexCount, vertices, texs, colors,
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xmode, indices, indexCount, paint);
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this->restore();
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}
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void onDrawPatch(const SkPoint cubics[], const SkColor colors[], const SkPoint texCoords[],
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SkXfermode* xmode, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPatch(cubics, colors, texCoords, xmode, paint);
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this->restore();
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}
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void onDrawText(const void* text, size_t byteLength,
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SkScalar x, SkScalar y, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawText(text, byteLength, x, y, paint);
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this->restore();
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}
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void onDrawPosText(const void* text, size_t byteLength,
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const SkPoint pos[], const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPosText(text, byteLength, pos, paint);
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this->restore();
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}
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void onDrawPosTextH(const void* text, size_t byteLength, const SkScalar xpos[],
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SkScalar constY, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawPosTextH(text, byteLength, xpos, constY, paint);
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this->restore();
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}
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void onDrawTextOnPath(const void* text, size_t byteLength, const SkPath& path,
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const SkMatrix* matrix, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawTextOnPath(text, byteLength, path, matrix, paint);
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this->restore();
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}
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void onDrawTextRSXform(const void* text, size_t byteLength, const SkRSXform xform[],
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const SkRect* cull, const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawTextRSXform(text, byteLength, xform, cull, paint);
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this->restore();
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}
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void onDrawTextBlob(const SkTextBlob* blob, SkScalar x, SkScalar y,
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const SkPaint& paint) override {
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this->updateMatrix();
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this->INHERITED::onDrawTextBlob(blob, x, y, paint);
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this->restore();
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}
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private:
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typedef SkPaintFilterCanvas INHERITED;
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};
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class ShadowMapsGM : public GM {
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public:
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ShadowMapsGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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}
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void onOnceBeforeDraw() override {
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// Create a light set consisting of
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// - bluish directional light pointing more right than down
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// - reddish directional light pointing more down than right
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// - soft white ambient light
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SkLights::Builder builder;
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builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.3f, 0.4f),
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SkVector3::Make(0.2f, 0.1f, 1.0f)));
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builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.3f, 0.2f),
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SkVector3::Make(0.1f, 0.2f, 1.0f)));
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builder.add(SkLights::Light(SkColor3f::Make(0.4f, 0.4f, 0.4f)));
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fLights = builder.finish();
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}
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protected:
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static const int kWidth = 400;
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static const int kHeight = 400;
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SkString onShortName() override {
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return SkString("shadowmaps");
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}
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SkISize onISize() override {
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return SkISize::Make(kWidth, kHeight);
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}
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void onDraw(SkCanvas* canvas) override {
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// This picture stores the picture of the scene.
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// It's used to generate the depth maps.
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sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
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for (int i = 0; i < fLights->numLights(); ++i) {
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// skip over ambient lights; they don't cast shadows
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if (SkLights::Light::kAmbient_LightType == fLights->light(i).type()) {
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continue;
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}
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// TODO: compute the correct size of the depth map from the light properties
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// TODO: maybe add a kDepth_8_SkColorType
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SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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kBGRA_8888_SkColorType,
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kOpaque_SkAlphaType);
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// Create a new surface (that matches the backend of canvas)
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// for each shadow map
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sk_sp<SkSurface> surf(canvas->makeSurface(info));
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// Wrap another SPFCanvas around the surface
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sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
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sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
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// set the depth map canvas to have the light we're drawing.
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SkLights::Builder builder;
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builder.add(fLights->light(i));
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sk_sp<SkLights> curLight = builder.finish();
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depthMapCanvas->setLights(std::move(curLight));
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depthMapCanvas->drawPicture(pic);
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fLights->light(i).setShadowMap(surf->makeImageSnapshot());
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}
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sk_sp<SkImage> povDepthMap;
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sk_sp<SkImage> diffuseMap;
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// TODO: pass the depth to the shader in vertices, or uniforms
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// so we don't have to render depth and color separately
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// povDepthMap
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{
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SkLights::Builder builder;
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builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f),
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SkVector3::Make(0.0f, 0.0f, 1.0f)));
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sk_sp<SkLights> povLight = builder.finish();
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SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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kBGRA_8888_SkColorType,
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kOpaque_SkAlphaType);
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// Create a new surface (that matches the backend of canvas)
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// to create the povDepthMap
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sk_sp<SkSurface> surf(canvas->makeSurface(info));
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// Wrap another SPFCanvas around the surface
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sk_sp<SkShadowPaintFilterCanvas> depthMapCanvas =
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sk_make_sp<SkShadowPaintFilterCanvas>(surf->getCanvas());
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// set the depth map canvas to have the light as the user's POV
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depthMapCanvas->setLights(std::move(povLight));
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depthMapCanvas->drawPicture(pic);
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povDepthMap = surf->makeImageSnapshot();
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}
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// diffuseMap
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{
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SkImageInfo info = SkImageInfo::Make(kWidth, kHeight,
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kBGRA_8888_SkColorType,
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kOpaque_SkAlphaType);
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sk_sp<SkSurface> surf(canvas->makeSurface(info));
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surf->getCanvas()->drawPicture(pic);
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diffuseMap = surf->makeImageSnapshot();
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}
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SkPaint paint;
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paint.setShader(make_shadow_shader(std::move(povDepthMap), std::move(diffuseMap), fLights));
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canvas->drawRect(SkRect::MakeIWH(kWidth, kHeight), paint);
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}
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private:
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sk_sp<SkLights> fLights;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new ShadowMapsGM;)
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}
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#endif
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