/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gm.h" #include "sk_tool_utils.h" #include "SkLightingShader.h" #include "SkNormalSource.h" #include "SkPoint3.h" #include "SkShader.h" #include "SkTypeface.h" // Create a truncated pyramid normal map static SkBitmap make_frustum_normalmap(int texSize) { SkBitmap frustum; frustum.allocN32Pixels(texSize, texSize); sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize)); return frustum; } namespace skiagm { // This GM exercises lighting shaders. Specifically, nullptr arguments, scaling when using // normal maps, paint transparency, zero directional lights, multiple directional lights. class LightingShader2GM : public GM { public: LightingShader2GM() : fRect(SkRect::MakeIWH(kTexSize, kTexSize)) { this->setBGColor(sk_tool_utils::color_to_565(0xFF0000CC)); } protected: SkString onShortName() override { return SkString("lightingshader2"); } SkISize onISize() override { return SkISize::Make(600, 740); } void onOnceBeforeDraw() override { // The light direction is towards the light with +Z coming out of the screen const SkVector3 kLightFromUpperRight = SkVector3::Make(0.788f, 0.394f, 0.473f); const SkVector3 kLightFromUpperLeft = SkVector3::Make(-0.788f, 0.394f, 0.473f); // Standard set of lights { SkLights::Builder builder; builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, 1.0f), kLightFromUpperRight)); builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f)); fLights = builder.finish(); } // No directional lights { SkLights::Builder builder; builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f)); fLightsNoDir = builder.finish(); } // Two directional lights { SkLights::Builder builder; builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 0.0f, 0.0f), kLightFromUpperRight)); builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.0f, 1.0f, 0.0f), kLightFromUpperLeft)); builder.setAmbientLightColor(SkColor3f::Make(0.2f, 0.2f, 0.2f)); fLightsTwoDir = builder.finish(); } SkMatrix matrix; SkRect bitmapBounds = SkRect::MakeIWH(kTexSize, kTexSize); matrix.setRectToRect(bitmapBounds, fRect, SkMatrix::kFill_ScaleToFit); SkBitmap opaqueDiffuseMap = sk_tool_utils::create_checkerboard_bitmap( kTexSize, kTexSize, SK_ColorBLACK, 0xFF808080, 8); fOpaqueDiffuse = SkShader::MakeBitmapShader(opaqueDiffuseMap, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &matrix); SkBitmap translucentDiffuseMap = sk_tool_utils::create_checkerboard_bitmap( kTexSize, kTexSize, SkColorSetARGB(0x55, 0x00, 0x00, 0x00), SkColorSetARGB(0x55, 0x80, 0x80, 0x80), 8); fTranslucentDiffuse = SkShader::MakeBitmapShader(translucentDiffuseMap, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &matrix); SkBitmap normalMap = make_frustum_normalmap(kTexSize); fNormalMapShader = SkShader::MakeBitmapShader(normalMap, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &matrix); } // Scales shape around origin, rotates shape around origin, then translates shape to origin void positionCTM(SkCanvas *canvas, SkScalar scaleX, SkScalar scaleY, SkScalar rotate) const { canvas->translate(kTexSize/2.0f, kTexSize/2.0f); canvas->scale(scaleX, scaleY); canvas->rotate(rotate); canvas->translate(-kTexSize/2.0f, -kTexSize/2.0f); } void drawRect(SkCanvas* canvas, SkScalar scaleX, SkScalar scaleY, SkScalar rotate, bool useNormalSource, bool useDiffuseShader, bool useTranslucentPaint, bool useTranslucentShader, sk_sp<SkLights> lights) { canvas->save(); this->positionCTM(canvas, scaleX, scaleY, rotate); const SkMatrix& ctm = canvas->getTotalMatrix(); SkPaint paint; sk_sp<SkNormalSource> normalSource = nullptr; sk_sp<SkShader> diffuseShader = nullptr; if (useNormalSource) { normalSource = SkNormalSource::MakeFromNormalMap(fNormalMapShader, ctm); } if (useDiffuseShader) { diffuseShader = (useTranslucentShader) ? fTranslucentDiffuse : fOpaqueDiffuse; } else { paint.setColor(SK_ColorGREEN); } if (useTranslucentPaint) { paint.setAlpha(0x99); } paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource), std::move(lights))); canvas->drawRect(fRect, paint); canvas->restore(); } void onDraw(SkCanvas* canvas) override { SkPaint labelPaint; SkFont font( sk_tool_utils::create_portable_typeface("sans-serif", SkFontStyle()), kLabelSize); int gridNum = 0; // Running through all possible bool parameter combinations for (bool useNormalSource : {true, false}) { for (bool useDiffuseShader : {true, false}) { for (bool useTranslucentPaint : {true, false}) { for (bool useTranslucentShader : {true, false}) { // Determining position SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth; SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth; canvas->save(); canvas->translate(xPos, yPos); this->drawRect(canvas, 1.0f, 1.0f, 0.f, useNormalSource, useDiffuseShader, useTranslucentPaint, useTranslucentShader, fLights); // Drawing labels canvas->translate(0.0f, SkIntToScalar(kTexSize)); { canvas->translate(0.0f, kLabelSize); SkString label; label.appendf("useNormalSource: %d", useNormalSource); canvas->drawString(label, 0.0f, 0.0f, font, labelPaint); } { canvas->translate(0.0f, kLabelSize); SkString label; label.appendf("useDiffuseShader: %d", useDiffuseShader); canvas->drawString(label, 0.0f, 0.0f, font, labelPaint); } { canvas->translate(0.0f, kLabelSize); SkString label; label.appendf("useTranslucentPaint: %d", useTranslucentPaint); canvas->drawString(label, 0.0f, 0.0f, font, labelPaint); } { canvas->translate(0.0f, kLabelSize); SkString label; label.appendf("useTranslucentShader: %d", useTranslucentShader); canvas->drawString(label, 0.0f, 0.0f, font, labelPaint); } canvas->restore(); gridNum++; } } } } // Rotation/scale test { SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth; SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth; canvas->save(); canvas->translate(xPos, yPos); this->drawRect(canvas, 0.6f, 0.6f, 45.0f, true, true, true, true, fLights); canvas->restore(); gridNum++; } // Anisotropic scale test { SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth; SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth; canvas->save(); canvas->translate(xPos, yPos); this->drawRect(canvas, 0.6f, 0.4f, 30.0f, true, true, true, true, fLights); canvas->restore(); gridNum++; } // No directional lights test { SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth; SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth; canvas->save(); canvas->translate(xPos, yPos); this->drawRect(canvas, 1.0f, 1.0f, 0.0f, true, true, false, false, fLightsNoDir); canvas->restore(); gridNum++; } // Two directional lights test { SkScalar xPos = (gridNum % kGridColumnNum) * kGridCellWidth; SkScalar yPos = (gridNum / kGridColumnNum) * kGridCellWidth; canvas->save(); canvas->translate(xPos, yPos); this->drawRect(canvas, 1.0f, 1.0f, 0.0f, true, true, false, false, fLightsTwoDir); canvas->restore(); gridNum++; } } private: static constexpr int kTexSize = 96; static constexpr int kNumBooleanParams = 4; static constexpr SkScalar kLabelSize = 10.0f; static constexpr int kGridColumnNum = 4; static constexpr SkScalar kGridCellWidth = kTexSize + 20.0f + kNumBooleanParams * kLabelSize; sk_sp<SkShader> fOpaqueDiffuse; sk_sp<SkShader> fTranslucentDiffuse; sk_sp<SkShader> fNormalMapShader; const SkRect fRect; sk_sp<SkLights> fLights; sk_sp<SkLights> fLightsNoDir; sk_sp<SkLights> fLightsTwoDir; typedef GM INHERITED; }; ////////////////////////////////////////////////////////////////////////////// DEF_GM(return new LightingShader2GM;) }