blob: 0e40a51307fc28ce739b45827ce04b4f962eaed7 [file] [log] [blame]
/*
* Copyright 2023 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/SkColor.h"
#include "include/core/SkCubicMap.h"
#include "include/core/SkImage.h"
#include "include/core/SkPoint.h"
#include "include/core/SkSamplingOptions.h"
#include "include/core/SkScalar.h"
#include "include/core/SkShader.h"
#include "include/core/SkTileMode.h"
#include "include/core/SkVertices.h"
#include "include/effects/SkGradientShader.h"
#include "include/private/base/SkFloatingPoint.h"
#include "tools/Resources.h"
#include "tools/timer/TimeUtils.h"
#include "tools/viewer/Slide.h"
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <iterator>
#include <vector>
#include "imgui.h"
namespace {
float lerp(float a, float b, float t) {
return a + (b - a)*t;
}
sk_sp<SkShader> make_image_shader(const char* resource) {
sk_sp<SkImage> img = GetResourceAsImage(resource);
// Normalize to 1x1 for UV sampling.
const auto lm = SkMatrix::Scale(1.0f/img->width(), 1.0f/img->height());
return img->makeShader(SkTileMode::kDecal,
SkTileMode::kDecal,
SkSamplingOptions(SkFilterMode::kLinear),
&lm);
}
static constexpr struct ShaderFactory {
const char* fName;
sk_sp<SkShader> (*fBuild)();
} gShaderFactories[] = {
{
"Img (Mandrill)",
[]() ->sk_sp<SkShader> { return make_image_shader("images/mandrill_512.png"); }
},
{
"Img (Baby Tux)",
[]() ->sk_sp<SkShader> { return make_image_shader("images/baby_tux.png"); }
},
{
"Img (Brickwork)",
[]() ->sk_sp<SkShader> { return make_image_shader("images/brickwork-texture.jpg"); }
},
{
"Radial Gradient",
[]() ->sk_sp<SkShader> {
static constexpr SkColor gColors[] = {
SK_ColorGREEN, SK_ColorRED, SK_ColorBLUE, SK_ColorGREEN
};
return SkGradientShader::MakeRadial({0.5f, 0.5f}, 0.5f, gColors, nullptr,
std::size(gColors), SkTileMode::kRepeat);
}
},
};
static constexpr struct VertexAnimator {
const char* fName;
void (*fAanimate)(const std::vector<SkPoint>& uv, float t, std::vector<SkPoint>& out);
} gVertexAnimators[] = {
{
"Cylinderator",
// Simulate a cylinder rolling sideways across the 1x1 uv space.
[](const std::vector<SkPoint>& uvs, float t, std::vector<SkPoint>& out) {
static constexpr float kCylRadius = .2f;
const auto cyl_pos = t;
for (size_t i = 0; i < uvs.size(); ++i) {
const auto& uv = uvs[i];
if (uv.fX <= cyl_pos) {
out[i] = uv;
continue;
}
const auto arc_len = uv.fX - cyl_pos,
arc_ang = arc_len/kCylRadius;
out[i] = SkPoint{
cyl_pos + std::sin(arc_ang)*kCylRadius,
uv.fY,
};
}
},
},
{
"Squircillator",
// Pull all vertices towards center, proportionally, such that the outer square edge
// is mapped to a circle for t == 1.
[](const std::vector<SkPoint>& uvs, float t, std::vector<SkPoint>& out) {
for (size_t i = 0; i < uvs.size(); ++i) {
// remap to [-.5,.5]
const auto uv = (uvs[i] - SkPoint{0.5,0.5});
// Distance from center to outer edge for the line pasing through uv.
const auto d = uv.length()*0.5f/std::max(std::abs(uv.fX), std::abs(uv.fY));
// Scale needed to pull the outer edge to the r=0.5 circle at t == 1.
const auto s = lerp(1, (0.5f / d), t);
out[i] = uv*s + SkPoint{0.5, 0.5};
}
},
},
{
"Wigglynator",
[](const std::vector<SkPoint>& uvs, float t, std::vector<SkPoint>& out) {
const float radius = t*0.2f/(std::sqrt(uvs.size()) - 1);
for (size_t i = 0; i < uvs.size(); ++i) {
const float phase = i*SK_FloatPI*0.31f,
angle = phase + t*SK_FloatPI*2;
out[i] = uvs[i] + SkVector{
radius*std::cos(angle),
radius*std::sin(angle),
};
}
},
},
{
"None",
[](const std::vector<SkPoint>& uvs, float, std::vector<SkPoint>& out) { out = uvs; },
},
};
class MeshSlide final : public Slide {
public:
MeshSlide() : fTimeMapper({0.5f, 0}, {0.5f, 1}) { fName = "Mesh"; }
void load(SkScalar w, SkScalar h) override {
fSize = {w, h};
this->initMesh(256);
this->initShader(gShaderFactories[0]);
}
void resize(SkScalar w, SkScalar h) override { fSize = {w, h}; }
void draw(SkCanvas* canvas) override {
SkAutoCanvasRestore acr(canvas, true);
SkPaint p;
p.setAntiAlias(true);
static constexpr float kMeshFraction = 0.85f;
const float mesh_size = std::min(fSize.fWidth, fSize.fHeight)*kMeshFraction;
canvas->translate((fSize.fWidth - mesh_size) * 0.5f,
(fSize.fHeight - mesh_size) * 0.5f);
canvas->scale(mesh_size, mesh_size);
auto verts = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
fVertices.size(),
fVertices.data(),
fUVs.data(),
nullptr,
fIndices.size(),
fIndices.data());
p.setShader(fShader);
canvas->drawVertices(verts, SkBlendMode::kSrcOver, p);
if (fShowMesh) {
p.setShader(nullptr);
p.setColor(SK_ColorBLUE);
p.setStroke(true);
p.setStrokeWidth(0.5f/mesh_size);
SkASSERT(fIndices.size() % 6 == 0);
for (auto i = fIndices.cbegin(); i < fIndices.cend(); i += 6) {
canvas->drawLine(fVertices[i[0]], fVertices[i[1]], p);
canvas->drawLine(fVertices[i[1]], fVertices[i[2]], p);
canvas->drawLine(fVertices[i[2]], fVertices[i[0]], p);
canvas->drawLine(fVertices[i[3]], fVertices[i[4]], p);
canvas->drawLine(fVertices[i[4]], fVertices[i[5]], p);
canvas->drawLine(fVertices[i[5]], fVertices[i[3]], p);
}
p.setStrokeCap(SkPaint::kRound_Cap);
p.setStrokeWidth(5/mesh_size);
canvas->drawPoints(SkCanvas::kPoints_PointMode, fVertices.size(), fVertices.data(), p);
}
this->drawControls();
}
bool animate(double nanos) override {
if (!fTimeBase) {
fTimeBase = nanos;
}
// Oscillating between 0..1
const float t =
std::abs((std::fmod((nanos - fTimeBase)*0.000000001*fAnimationSpeed, 2) - 1));
// Add some easing
fCurrentAnimator->fAanimate(fUVs, fTimeMapper.computeYFromX(t), fVertices);
return true;
}
private:
void initMesh(size_t vertex_count) {
// Generate an NxN mesh. For simplicity, we keep the vertices in normalized space
// (1x1 same as UVs), and scale the mesh up when rendering.
const auto n = static_cast<size_t>(std::sqrt(vertex_count));
SkASSERT(n > 0);
SkASSERT(n == std::sqrt(vertex_count));
fVertices.resize(vertex_count);
fUVs.resize(vertex_count);
for (size_t i = 0; i < vertex_count; ++i) {
fVertices[i] = fUVs[i] = {
static_cast<float>(i % n) / (n - 1),
static_cast<float>(i / n) / (n - 1),
};
}
// Trivial triangle tessellation pattern:
//
// *---*---*
// | /|\ |
// | / | \ |
// |/ | \|
// *---*---*
// |\ | /|
// | \ | / |
// | \|/ |
// *---*---*
const size_t triangle_count = 2*(n - 1)*(n - 1),
index_count = 3*triangle_count;
fIndices.clear();
fIndices.reserve(index_count);
for (size_t i = 0; i < n - 1; ++i) {
for (size_t j = 0; j < n - 1; ++j) {
const auto row_0_idx = j*n + i,
row_1_idx = row_0_idx + n,
off_0 = (i + j) % 2,
off_1 = 1 - off_0;
fIndices.push_back(row_0_idx + 0);
fIndices.push_back(row_0_idx + 1);
fIndices.push_back(row_1_idx + off_0);
fIndices.push_back(row_0_idx + off_1);
fIndices.push_back(row_1_idx + 1);
fIndices.push_back(row_1_idx + 0);
}
}
SkASSERT(fIndices.size() == index_count);
}
void initShader(const ShaderFactory& fact) {
fShader = fact.fBuild();
fCurrentShaderFactory = &fact;
}
void drawControls() {
ImGui::Begin("Mesh Options");
if (ImGui::BeginCombo("Shader", fCurrentShaderFactory->fName)) {
for (const auto& fact : gShaderFactories) {
const auto is_selected = (fCurrentShaderFactory->fName == fact.fName);
if (ImGui::Selectable(fact.fName) && !is_selected) {
this->initShader(fact);
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
if (ImGui::BeginCombo("Animator", fCurrentAnimator->fName)) {
for (const auto& anim : gVertexAnimators) {
const auto is_selected = (fCurrentAnimator->fName == anim.fName);
if (ImGui::Selectable(anim.fName) && !is_selected) {
fCurrentAnimator = &anim;
fTimeBase = 0;
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
static constexpr struct {
const char* fLabel;
size_t fCount;
} gSizeInfo[] = {
{ "4x4", 16 },
{ "8x8", 64 },
{ "16x16", 256 },
{ "32x32", 1024 },
};
ImGui::SliderInt("Mesh Size",
&fMeshSizeSelector,
0, std::size(gSizeInfo) - 1,
gSizeInfo[fMeshSizeSelector].fLabel);
if (fVertices.size() != gSizeInfo[fMeshSizeSelector].fCount) {
this->initMesh(gSizeInfo[fMeshSizeSelector].fCount);
}
ImGui::SliderFloat("Speed", &fAnimationSpeed, 0.25, 4, "%.2f");
ImGui::Checkbox("Show mesh", &fShowMesh);
ImGui::End();
}
SkSize fSize;
sk_sp<SkShader> fShader;
std::vector<SkPoint> fVertices,
fUVs;
std::vector<uint16_t> fIndices;
double fTimeBase = 0;
const SkCubicMap fTimeMapper;
// UI stuff
const ShaderFactory* fCurrentShaderFactory = &gShaderFactories[0];
const VertexAnimator* fCurrentAnimator = &gVertexAnimators[0];
int fMeshSizeSelector = 2;
float fAnimationSpeed = 1.f;
bool fShowMesh = false;
};
} // anonymous namespace
DEF_SLIDE(return new MeshSlide{};)