skia2/gm/lightingshader.cpp
Ben Wagner 7fde8e1728 IWYU for gms.
This almost gets gms to be iwyu clean. The last bit is around gm.cpp
and the tracing framework and its use of atomic. Will also need a way
of keeping things from regressing, which is difficult due to needing to
do this outside-in.

Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
2019-05-02 17:48:53 +00:00

169 lines
5.5 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPoint.h"
#include "include/core/SkPoint3.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include "include/core/SkShader.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "src/core/SkNormalSource.h"
#include "src/shaders/SkLightingShader.h"
#include "src/shaders/SkLights.h"
#include "tools/ToolUtils.h"
#include <utility>
// Create a hemispherical normal map
static SkBitmap make_hemi_normalmap(int texSize) {
SkBitmap hemi;
hemi.allocN32Pixels(texSize, texSize);
ToolUtils::create_hemi_normal_map(&hemi, SkIRect::MakeWH(texSize, texSize));
return hemi;
}
// Create a truncated pyramid normal map
static SkBitmap make_frustum_normalmap(int texSize) {
SkBitmap frustum;
frustum.allocN32Pixels(texSize, texSize);
ToolUtils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize));
return frustum;
}
// Create a tetrahedral normal map
static SkBitmap make_tetra_normalmap(int texSize) {
SkBitmap tetra;
tetra.allocN32Pixels(texSize, texSize);
ToolUtils::create_tetra_normal_map(&tetra, SkIRect::MakeWH(texSize, texSize));
return tetra;
}
namespace skiagm {
// This GM exercises lighting shaders by drawing rotated and non-rotated normal mapped rects with
// a directional light off to the viewers right.
class LightingShaderGM : public GM {
public:
LightingShaderGM() {
this->setBGColor(0xFFCCCCCC);
}
protected:
enum NormalMap {
kHemi_NormalMap,
kFrustum_NormalMap,
kTetra_NormalMap,
kLast_NormalMap = kTetra_NormalMap
};
static constexpr int kNormalMapCount = kLast_NormalMap+1;
SkString onShortName() override { return SkString("lightingshader"); }
SkISize onISize() override { return SkISize::Make(kGMSize, kGMSize); }
void onOnceBeforeDraw() override {
{
SkLights::Builder builder;
// The direction vector is towards the light w/ +Z coming out of the screen
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f),
SkVector3::Make(SK_ScalarRoot2Over2,
0.0f,
SK_ScalarRoot2Over2)));
builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f));
fLights = builder.finish();
}
fDiffuse = ToolUtils::create_checkerboard_bitmap(
kTexSize, kTexSize, 0x00000000, ToolUtils::color_to_565(0xFF804020), 8);
fNormalMaps[kHemi_NormalMap] = make_hemi_normalmap(kTexSize);
fNormalMaps[kFrustum_NormalMap] = make_frustum_normalmap(kTexSize);
fNormalMaps[kTetra_NormalMap] = make_tetra_normalmap(kTexSize);
}
void drawRect(SkCanvas* canvas, const SkRect& r, NormalMap mapType) {
SkRect bitmapBounds = SkRect::MakeIWH(fDiffuse.width(), fDiffuse.height());
SkMatrix matrix;
matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit);
const SkMatrix& ctm = canvas->getTotalMatrix();
SkPaint paint;
sk_sp<SkShader> diffuseShader = fDiffuse.makeShader(&matrix);
sk_sp<SkShader> normalMap = fNormalMaps[mapType].makeShader(&matrix);
sk_sp<SkNormalSource> normalSource = SkNormalSource::MakeFromNormalMap(std::move(normalMap),
ctm);
paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource),
fLights));
canvas->drawRect(r, paint);
}
// Draw an axis-aligned and rotated version of the normal mapped rect
void drawPair(SkCanvas* canvas, const SkRect& r, NormalMap mapType, const SkVector& v) {
SkMatrix m;
m.setRotate(45.0f, r.centerX(), r.centerY());
m.postTranslate(kScale * v.fX, kScale * v.fY);
this->drawRect(canvas, r, mapType);
canvas->save();
canvas->setMatrix(m);
this->drawRect(canvas, r, mapType);
canvas->restore();
}
void onDraw(SkCanvas* canvas) override {
SkRect r;
r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
this->drawPair(canvas, r, kHemi_NormalMap, SkVector::Make(1.0f, 0.0f));
r.offset(kGMSize - kTexSize, 0);
this->drawPair(canvas, r, kFrustum_NormalMap, SkVector::Make(0.0f, 1.0f));
r.offset(0, kGMSize - kTexSize);
this->drawPair(canvas, r, kTetra_NormalMap, SkVector::Make(-1.0, 0.0f));
r.offset(kTexSize - kGMSize, 0);
this->drawPair(canvas, r, kHemi_NormalMap, SkVector::Make(0.0f, -1));
}
private:
static constexpr int kTexSize = 128;
static constexpr int kGMSize = 512;
static constexpr SkScalar kScale = kGMSize/2.0f - kTexSize/2.0f;
SkBitmap fDiffuse;
SkBitmap fNormalMaps[kNormalMapCount];
sk_sp<SkLights> fLights;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new LightingShaderGM;)
}