blob: e8222f48139467ec06c6f4b1310db847457ffe00 [file] [log] [blame]
/*
* 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 "SkPathEffect.h"
#include "SkPictureRecorder.h"
#include "SkShadowPaintFilterCanvas.h"
#include "SkShadowShader.h"
#include "SkSurface.h"
#ifdef SK_EXPERIMENTAL_SHADOWING
static sk_sp<SkPicture> make_test_picture(int width, int height) {
SkPictureRecorder recorder;
// LONG RANGE TODO: eventually add SkBBHFactory (bounding box factory)
SkCanvas* canvas = recorder.beginRecording(SkRect::MakeIWH(width, height));
SkASSERT(canvas->getTotalMatrix().isIdentity());
SkPaint paint;
paint.setColor(SK_ColorGRAY);
// LONG RANGE TODO: tag occluders
// LONG RANGE TODO: track number of IDs we need (hopefully less than 256)
// and determinate the mapping from z to id
// universal receiver, "ground"
canvas->drawRect(SkRect::MakeIWH(width, height), paint);
// TODO: Maybe add the ID here along with the depth
paint.setColor(0xFFEE8888);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(200,150,350,300), paint);
paint.setColor(0xFF88EE88);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(150,200,300,350), paint);
paint.setColor(0xFF8888EE);
canvas->translateZ(80);
canvas->drawRect(SkRect::MakeLTRB(100,100,250,250), paint);
// TODO: Add an assert that Z order matches painter's order
// TODO: think about if the Z-order always matching painting order is too strict
return recorder.finishRecordingAsPicture();
}
namespace skiagm {
class ShadowMapsGM : public GM {
public:
ShadowMapsGM() {
this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
}
void onOnceBeforeDraw() override {
// Create a light set consisting of
// - bluish directional light pointing more right than down
// - reddish directional light pointing more down than right
// - soft white ambient light
SkLights::Builder builder;
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.2f, 0.3f, 0.4f),
SkVector3::Make(0.2f, 0.1f, 1.0f)));
builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(0.4f, 0.3f, 0.2f),
SkVector3::Make(0.1f, 0.2f, 1.0f)));
builder.setAmbientLightColor(SkColor3f::Make(0.4f, 0.4f, 0.4f));
fLights = builder.finish();
fShadowParams.fShadowRadius = 4.0f;
fShadowParams.fBiasingConstant = 0.3f;
fShadowParams.fMinVariance = 1024;
fShadowParams.fType = SkShadowParams::kVariance_ShadowType;
}
protected:
static constexpr int kWidth = 400;
static constexpr int kHeight = 400;
SkString onShortName() override {
return SkString("shadowmaps");
}
SkISize onISize() override {
return SkISize::Make(kWidth, kHeight);
}
void onDraw(SkCanvas* canvas) override {
// This picture stores the picture of the scene.
// It's used to generate the depth maps.
sk_sp<SkPicture> pic(make_test_picture(kWidth, kHeight));
canvas->setLights(fLights);
canvas->drawShadowedPicture(pic, nullptr, nullptr, fShadowParams);
}
private:
sk_sp<SkLights> fLights;
SkShadowParams fShadowParams;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new ShadowMapsGM;)
}
#endif