/* * 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.h" #include "SkLightingShader.h" #include "SkPoint3.h" #include "SkShader.h" // Create a hemispherical normal map static SkBitmap make_hemi_normalmap(int texSize) { SkBitmap hemi; hemi.allocN32Pixels(texSize, texSize); sk_tool_utils::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); sk_tool_utils::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); sk_tool_utils::create_tetra_normal_map(&tetra, SkIRect::MakeWH(texSize, texSize)); return tetra; } namespace skiagm { // This GM exercises lighting shaders. class LightingShaderGM : public GM { public: LightingShaderGM() { this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC)); SkLightingShader::Lights::Builder builder; builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, 1.0f), SkVector3::Make(1.0f, 0.0f, 0.0f))); builder.add(SkLight(SkColor3f::Make(0.2f, 0.2f, 0.2f))); fLights.reset(builder.finish()); } protected: enum NormalMap { kHemi_NormalMap, kFrustum_NormalMap, kTetra_NormalMap, kLast_NormalMap = kTetra_NormalMap }; static const int kNormalMapCount = kLast_NormalMap+1; SkString onShortName() override { return SkString("lightingshader"); } SkISize onISize() override { return SkISize::Make(kGMSize, kGMSize); } void onOnceBeforeDraw() override { fDiffuse = sk_tool_utils::create_checkerboard_bitmap( kTexSize, kTexSize, sk_tool_utils::color_to_565(0x0), sk_tool_utils::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(); // TODO: correctly pull out the pure rotation SkVector invNormRotation = { ctm[SkMatrix::kMScaleX], ctm[SkMatrix::kMSkewY] }; SkAutoTUnref<SkShader> fShader(SkLightingShader::Create( fDiffuse, fNormalMaps[mapType], fLights, invNormRotation, &matrix, &matrix)); SkPaint paint; paint.setShader(fShader); canvas->drawRect(r, paint); } void onDraw(SkCanvas* canvas) override { SkMatrix m; SkRect r; { r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize)); this->drawRect(canvas, r, kHemi_NormalMap); canvas->save(); m.setRotate(45.0f, r.centerX(), r.centerY()); m.postTranslate(kGMSize/2.0f - kTexSize/2.0f, 0.0f); canvas->setMatrix(m); this->drawRect(canvas, r, kHemi_NormalMap); canvas->restore(); } { r.offset(kGMSize - kTexSize, 0); this->drawRect(canvas, r, kFrustum_NormalMap); canvas->save(); m.setRotate(45.0f, r.centerX(), r.centerY()); m.postTranslate(0.0f, kGMSize/2.0f - kTexSize/2.0f); canvas->setMatrix(m); this->drawRect(canvas, r, kFrustum_NormalMap); canvas->restore(); } { r.offset(0, kGMSize - kTexSize); this->drawRect(canvas, r, kTetra_NormalMap); canvas->save(); m.setRotate(45.0f, r.centerX(), r.centerY()); m.postTranslate(-kGMSize/2.0f + kTexSize/2.0f, 0.0f); canvas->setMatrix(m); this->drawRect(canvas, r, kTetra_NormalMap); canvas->restore(); } { r.offset(kTexSize - kGMSize, 0); this->drawRect(canvas, r, kHemi_NormalMap); canvas->save(); m.setRotate(45.0f, r.centerX(), r.centerY()); m.postTranslate(0.0f, -kGMSize/2.0f + kTexSize/2.0f); canvas->setMatrix(m); this->drawRect(canvas, r, kHemi_NormalMap); canvas->restore(); } } private: static const int kTexSize = 128; static const int kGMSize = 512; SkBitmap fDiffuse; SkBitmap fNormalMaps[kNormalMapCount]; SkAutoTUnref<const SkLightingShader::Lights> fLights; typedef GM INHERITED; }; ////////////////////////////////////////////////////////////////////////////// DEF_GM(return new LightingShaderGM;) }