skia2/samplecode/Sample3D.cpp
Brian Osman ea7711d4a8 Tweak pointlight3d sample to work in Raster backend
- Once we add all the missing intrinsics, the locally defined ones
  can go away.
- Having the default interpreter vector width match the raster pipeline
  is a huge perf win.

Change-Id: I482e409e57791b78a0e6fb15929ae77eb0e76bf3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/265600
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2020-01-21 22:47:12 +00:00

593 lines
18 KiB
C++

/*
* Copyright 2020 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkCanvas.h"
#include "include/core/SkMatrix44.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRRect.h"
#include "include/private/SkM44.h"
#include "include/utils/Sk3D.h"
#include "include/utils/SkRandom.h"
#include "samplecode/Sample.h"
#include "tools/Resources.h"
static SkMatrix44 inv(const SkMatrix44& m) {
SkMatrix44 inverse;
SkAssertResult(m.invert(&inverse));
return inverse;
}
static SkM44 inv(const SkM44& m) {
SkM44 inverse;
SkAssertResult(m.invert(&inverse));
return inverse;
}
static SkPoint project(const SkM44& m, SkV4 p) {
auto v = m * p;
return {v.x / v.w, v.y / v.w};
}
class Sample3DView : public Sample {
protected:
float fNear = 0.05f;
float fFar = 4;
float fAngle = SK_ScalarPI / 12;
SkPoint3 fEye { 0, 0, 1.0f/tan(fAngle/2) - 1 };
SkPoint3 fCOA { 0, 0, 0 };
SkPoint3 fUp { 0, 1, 0 };
SkMatrix44 fRot;
SkPoint3 fTrans;
void rotate(float x, float y, float z) {
SkMatrix44 r;
if (x) {
r.setRotateAboutUnit(1, 0, 0, x);
} else if (y) {
r.setRotateAboutUnit(0, 1, 0, y);
} else {
r.setRotateAboutUnit(0, 0, 1, z);
}
fRot.postConcat(r);
}
public:
void saveCamera(SkCanvas* canvas, const SkRect& area, SkScalar zscale) {
SkMatrix44 camera,
perspective,
viewport;
Sk3Perspective(&perspective, fNear, fFar, fAngle);
Sk3LookAt(&camera, fEye, fCOA, fUp);
viewport.setScale(area.width()*0.5f, area.height()*0.5f, zscale)
.postTranslate(area.centerX(), area.centerY(), 0);
// want "world" to be in our big coordinates (e.g. area), so apply this inverse
// as part of our "camera".
canvas->experimental_saveCamera(viewport * perspective, camera * inv(viewport));
}
bool onChar(SkUnichar uni) override {
float delta = SK_ScalarPI / 30;
switch (uni) {
case '8': this->rotate( delta, 0, 0); return true;
case '2': this->rotate(-delta, 0, 0); return true;
case '4': this->rotate(0, delta, 0); return true;
case '6': this->rotate(0, -delta, 0); return true;
case '-': this->rotate(0, 0, delta); return true;
case '+': this->rotate(0, 0, -delta); return true;
case 'i': fTrans.fZ += 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true;
case 'k': fTrans.fZ -= 0.1f; SkDebugf("z %g\n", fTrans.fZ); return true;
case 'n': fNear += 0.1f; SkDebugf("near %g\n", fNear); return true;
case 'N': fNear -= 0.1f; SkDebugf("near %g\n", fNear); return true;
case 'f': fFar += 0.1f; SkDebugf("far %g\n", fFar); return true;
case 'F': fFar -= 0.1f; SkDebugf("far %g\n", fFar); return true;
default: break;
}
return false;
}
};
static SkMatrix44 RX(SkScalar rad) {
SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad);
SkMatrix44 m;
m.set3x3(1, 0, 0,
0, c, s,
0,-s, c);
return m;
}
static SkMatrix44 RY(SkScalar rad) {
SkScalar c = SkScalarCos(rad), s = SkScalarSin(rad);
SkMatrix44 m;
m.set3x3( c, 0,-s,
0, 1, 0,
s, 0, c);
return m;
}
struct Face {
SkScalar fRx, fRy;
SkColor fColor;
static SkMatrix44 T(SkScalar x, SkScalar y, SkScalar z) {
SkMatrix44 m;
m.setTranslate(x, y, z);
return m;
}
static SkMatrix44 R(SkScalar x, SkScalar y, SkScalar z, SkScalar rad) {
SkMatrix44 m;
m.setRotateAboutUnit(x, y, z, rad);
return m;
}
SkMatrix44 asM44(SkScalar scale) const {
return RY(fRy) * RX(fRx) * T(0, 0, scale);
}
};
static bool front(const SkM44& m) {
SkM44 m2;
m.invert(&m2);
/*
* Classically we want to dot the transpose(inverse(ctm)) with our surface normal.
* In this case, the normal is known to be {0, 0, 1}, so we only actually need to look
* at the z-scale of the inverse (the transpose doesn't change the main diagonal, so
* no need to actually transpose).
*/
return m2.atColMajor(10) > 0;
}
const Face faces[] = {
{ 0, 0, SK_ColorRED }, // front
{ 0, SK_ScalarPI, SK_ColorGREEN }, // back
{ SK_ScalarPI/2, 0, SK_ColorBLUE }, // top
{-SK_ScalarPI/2, 0, SK_ColorCYAN }, // bottom
{ 0, SK_ScalarPI/2, SK_ColorMAGENTA }, // left
{ 0,-SK_ScalarPI/2, SK_ColorYELLOW }, // right
};
#include "include/core/SkColorFilter.h"
#include "include/effects/SkColorMatrix.h"
static SkV3 normalize(SkV3 v) { return v * (1.0f / v.length()); }
static SkColorMatrix comput_planar_lighting(SkCanvas* canvas, SkV3 lightDir) {
SkM44 l2w = canvas->experimental_getLocalToWorld();
auto normal = normalize(l2w * SkV3{0, 0, 1});
float dot = -normal * lightDir;
SkColorMatrix cm;
if (dot < 0) {
dot = 0;
}
float ambient = 0.5f;
float scale = ambient + dot;
cm.setScale(scale, scale, scale, 1);
return cm;
}
struct Light {
SkPoint fCenter;
SkPoint fEndPt;
SkScalar fRadius;
SkScalar fHeight;
bool hitTest(SkScalar x, SkScalar y) const {
auto xx = x - fCenter.fX;
auto yy = y - fCenter.fY;
return xx*xx + yy*yy <= fRadius*fRadius;
}
void update(SkScalar x, SkScalar y) {
auto xx = x - fCenter.fX;
auto yy = y - fCenter.fY;
auto len = SkScalarSqrt(xx*xx + yy*yy);
if (len > fRadius) {
xx *= fRadius / len;
yy *= fRadius / len;
}
fEndPt = {fCenter.fX + xx, fCenter.fY + yy};
}
SkV3 getDir() const {
auto pt = fEndPt - fCenter;
return normalize({pt.fX, pt.fY, -fHeight});
}
void draw(SkCanvas* canvas) {
SkPaint paint;
paint.setAntiAlias(true);
canvas->drawCircle(fCenter.fX, fCenter.fY, 5, paint);
paint.setStyle(SkPaint::kStroke_Style);
canvas->drawCircle(fCenter.fX, fCenter.fY, fRadius, paint);
paint.setColor(SK_ColorRED);
canvas->drawLine(fCenter.fX, fCenter.fY, fEndPt.fX, fEndPt.fY, paint);
}
};
class SampleRR3D : public Sample3DView {
SkRRect fRR;
Light fLight = {
{60, 60}, {60, 60}, 50, 10
};
sk_sp<SkShader> fShader;
SkString name() override { return SkString("rrect3d"); }
void onOnceBeforeDraw() override {
fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
fShader = GetResourceAsImage("images/mandrill_128.png")
->makeShader(SkMatrix::MakeScale(3, 3));
}
bool onChar(SkUnichar uni) override {
return this->Sample3DView::onChar(uni);
}
void drawContent(SkCanvas* canvas, const SkMatrix44& m) {
SkMatrix44 trans;
trans.setTranslate(200, 200, 0); // center of the rotation
canvas->experimental_concat44(trans * fRot * m * inv(trans));
if (!front(canvas->experimental_getLocalToDevice())) {
return;
}
SkPaint paint;
paint.setAlphaf(front(canvas->experimental_getLocalToDevice()) ? 1 : 0.25f);
paint.setShader(fShader);
SkColorMatrix cm = comput_planar_lighting(canvas, fLight.getDir());
paint.setColorFilter(SkColorFilters::Matrix(cm));
canvas->drawRRect(fRR, paint);
}
void onDrawContent(SkCanvas* canvas) override {
canvas->save();
canvas->translate(400, 300);
this->saveCamera(canvas, {0, 0, 400, 400}, 200);
for (auto f : faces) {
SkAutoCanvasRestore acr(canvas, true);
this->drawContent(canvas, f.asM44(200));
}
canvas->restore();
canvas->restore();
fLight.draw(canvas);
}
Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
if (fLight.hitTest(x, y)) {
return new Click();
}
return nullptr;
}
bool onClick(Click* click) override {
fLight.update(click->fCurr.fX, click->fCurr.fY);
return true;
}
};
DEF_SAMPLE( return new SampleRR3D(); )
#include "include/effects/SkRuntimeEffect.h"
struct LightPos {
SkV4 fPos;
SkScalar fUIRadius;
bool hitTest(SkScalar x, SkScalar y) const {
auto xx = x - fPos.x;
auto yy = y - fPos.y;
return xx*xx + yy*yy <= fUIRadius*fUIRadius;
}
void update(SkScalar x, SkScalar y) {
fPos.x = x;
fPos.y = y;
}
void draw(SkCanvas* canvas) {
SkPaint paint;
paint.setAntiAlias(true);
SkAutoCanvasRestore acr(canvas, true);
canvas->experimental_concat44(SkM44::Translate(0, 0, fPos.z));
canvas->drawCircle(fPos.x, fPos.y, fUIRadius, paint);
}
};
class SamplePointLight3D : public Sample3DView {
SkRRect fRR;
LightPos fLight = {{200, 200, 800, 1}, 8};
sk_sp<SkShader> fShader;
sk_sp<SkRuntimeEffect> fEffect;
SkM44 fWorldToClick,
fClickToWorld;
SkString name() override { return SkString("pointlight3d"); }
void onOnceBeforeDraw() override {
fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
fShader = GetResourceAsImage("images/mandrill_128.png")
->makeShader(SkMatrix::MakeScale(3, 3));
const char code[] = R"(
// in fragmentProcessor texture;
// color = sample(texture) * half(scale);
uniform float4x4 localToWorld;
uniform float3 lightPos;
// TODO: Remove these helpers once all intrinsics work on the raster backend
float3 normalize_(float3 v) {
return v / sqrt(dot(v, v));
}
float max_(float a, float b) {
return a > b ? a : b;
}
void main(float x, float y, inout half4 color) {
float3 plane_pos = (localToWorld * float4(x, y, 0, 1)).xyz;
float3 plane_norm = normalize_((localToWorld * float4(0, 0, 1, 0)).xyz);
float3 light_dir = normalize_(lightPos - plane_pos);
float ambient = 0.5;
float dp = dot(plane_norm, light_dir);
float scale = ambient + max_(dp, 0);
color = color * half4(float4(scale, scale, scale, 1));
}
)";
auto [effect, error] = SkRuntimeEffect::Make(SkString(code));
if (!effect) {
SkDebugf("runtime error %s\n", error.c_str());
}
fEffect = effect;
}
bool onChar(SkUnichar uni) override {
switch (uni) {
case 'Z': fLight.fPos.z += 10; return true;
case 'z': fLight.fPos.z -= 10; return true;
}
return this->Sample3DView::onChar(uni);
}
void drawContent(SkCanvas* canvas, const SkMatrix44& m, SkColor color) {
SkMatrix44 trans;
trans.setTranslate(200, 200, 0); // center of the rotation
canvas->experimental_concat44(trans * fRot * m * inv(trans));
// wonder if the runtimeeffect can do this reject? (in a setup function)
if (!front(canvas->experimental_getLocalToDevice())) {
return;
}
struct Uniforms {
SkM44 fLocalToWorld;
SkV3 fLightPos;
} uni;
uni.fLocalToWorld = canvas->experimental_getLocalToWorld();
uni.fLightPos = {fLight.fPos.x, fLight.fPos.y, fLight.fPos.z};
sk_sp<SkData> data = SkData::MakeWithCopy(&uni, sizeof(uni));
SkPaint paint;
paint.setColor(color);
paint.setShader(fEffect->makeShader(data, &fShader, 0, nullptr, true));
canvas->drawRRect(fRR, paint);
}
void setClickToWorld(SkCanvas* canvas, const SkM44& clickM) {
auto l2d = canvas->experimental_getLocalToDevice();
fWorldToClick = inv(clickM) * l2d;
fClickToWorld = inv(fWorldToClick);
}
void onDrawContent(SkCanvas* canvas) override {
if (canvas->getGrContext() == nullptr) {
return;
}
SkM44 clickM = canvas->experimental_getLocalToDevice();
canvas->save();
canvas->translate(400, 300);
this->saveCamera(canvas, {0, 0, 400, 400}, 200);
this->setClickToWorld(canvas, clickM);
for (auto f : faces) {
SkAutoCanvasRestore acr(canvas, true);
this->drawContent(canvas, f.asM44(200), f.fColor);
}
fLight.draw(canvas);
canvas->restore();
canvas->restore();
}
Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
auto L = fWorldToClick * fLight.fPos;
SkPoint c = project(fClickToWorld, {x, y, L.z/L.w, 1});
if (fLight.hitTest(c.fX, c.fY)) {
return new Click();
}
return nullptr;
}
bool onClick(Click* click) override {
auto L = fWorldToClick * fLight.fPos;
SkPoint c = project(fClickToWorld, {click->fCurr.fX, click->fCurr.fY, L.z/L.w, 1});
fLight.update(c.fX, c.fY);
return true;
}
};
DEF_SAMPLE( return new SamplePointLight3D(); )
#include "include/core/SkColorPriv.h"
#include "include/core/SkSurface.h"
class SampleBump3D : public Sample3DView {
SkRRect fRR;
LightPos fLight = {{200, 200, 800, 1}, 8};
sk_sp<SkShader> fBmpShader, fImgShader;
sk_sp<SkRuntimeEffect> fEffect;
SkM44 fWorldToClick,
fClickToWorld;
SkString name() override { return SkString("bump3d"); }
void onOnceBeforeDraw() override {
fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
auto img = GetResourceAsImage("images/brickwork-texture.jpg");
fImgShader = img->makeShader(SkMatrix::MakeScale(2, 2));
img = GetResourceAsImage("images/brickwork_normal-map.jpg");
fBmpShader = img->makeShader(SkMatrix::MakeScale(2, 2));
const char code[] = R"(
in fragmentProcessor color_map;
in fragmentProcessor normal_map;
uniform float4x4 localToWorld;
uniform float4x4 localToWorldAdjInv;
uniform float3 lightPos;
float3 convert_normal_sample(half4 c) {
float3 n = 2 * c.rgb - 1;
n.y = -n.y;
return n;
}
void main(float x, float y, inout half4 color) {
float3 norm = convert_normal_sample(sample(normal_map));
float3 plane_norm = normalize(localToWorld * float4(norm, 0)).xyz;
float3 plane_pos = (localToWorld * float4(x, y, 0, 1)).xyz;
float3 light_dir = normalize(lightPos - plane_pos);
float ambient = 0.2;
float dp = dot(plane_norm, light_dir);
float scale = min(ambient + max(dp, 0), 1);
color = sample(color_map) * half4(float4(scale, scale, scale, 1));
}
)";
auto [effect, error] = SkRuntimeEffect::Make(SkString(code));
if (!effect) {
SkDebugf("runtime error %s\n", error.c_str());
}
fEffect = effect;
}
bool onChar(SkUnichar uni) override {
switch (uni) {
case 'Z': fLight.fPos.z += 10; return true;
case 'z': fLight.fPos.z -= 10; return true;
}
return this->Sample3DView::onChar(uni);
}
void drawContent(SkCanvas* canvas, const SkMatrix44& m, SkColor color) {
SkMatrix44 trans;
trans.setTranslate(200, 200, 0); // center of the rotation
canvas->experimental_concat44(trans * fRot * m * inv(trans));
// wonder if the runtimeeffect can do this reject? (in a setup function)
if (!front(canvas->experimental_getLocalToDevice())) {
return;
}
auto adj_inv = [](const SkM44& m) {
SkM44 inv;
SkAssertResult(m.invert(&inv));
return inv.transpose();
};
struct Uniforms {
SkM44 fLocalToWorld;
SkM44 fLocalToWorldAdjInv;
SkV3 fLightPos;
} uni;
uni.fLocalToWorld = canvas->experimental_getLocalToWorld();
uni.fLocalToWorldAdjInv = adj_inv(uni.fLocalToWorld);
uni.fLightPos = {fLight.fPos.x, fLight.fPos.y, fLight.fPos.z};
sk_sp<SkData> data = SkData::MakeWithCopy(&uni, sizeof(uni));
sk_sp<SkShader> children[] = { fImgShader, fBmpShader };
SkPaint paint;
paint.setColor(color);
paint.setShader(fEffect->makeShader(data, children, 2, nullptr, true));
canvas->drawRRect(fRR, paint);
}
void setClickToWorld(SkCanvas* canvas, const SkM44& clickM) {
auto l2d = canvas->experimental_getLocalToDevice();
fWorldToClick = inv(clickM) * l2d;
fClickToWorld = inv(fWorldToClick);
}
void onDrawContent(SkCanvas* canvas) override {
if (canvas->getGrContext() == nullptr) {
return;
}
SkM44 clickM = canvas->experimental_getLocalToDevice();
canvas->save();
canvas->translate(400, 300);
this->saveCamera(canvas, {0, 0, 400, 400}, 200);
this->setClickToWorld(canvas, clickM);
for (auto f : faces) {
SkAutoCanvasRestore acr(canvas, true);
this->drawContent(canvas, f.asM44(200), f.fColor);
}
fLight.draw(canvas);
canvas->restore();
canvas->restore();
}
Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
auto L = fWorldToClick * fLight.fPos;
SkPoint c = project(fClickToWorld, {x, y, L.z/L.w, 1});
if (fLight.hitTest(c.fX, c.fY)) {
return new Click();
}
return nullptr;
}
bool onClick(Click* click) override {
auto L = fWorldToClick * fLight.fPos;
SkPoint c = project(fClickToWorld, {click->fCurr.fX, click->fCurr.fY, L.z/L.w, 1});
fLight.update(c.fX, c.fY);
return true;
}
};
DEF_SAMPLE( return new SampleBump3D(); )