xref: /aosp_15_r20/external/skia/tools/viewer/3DSlide.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2020 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRRect.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkStream.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkVertices.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "tools/DecodeUtils.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "tools/Resources.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "tools/viewer/ClickHandlerSlide.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker struct VSphere {
20*c8dee2aaSAndroid Build Coastguard Worker     SkV2     fCenter;
21*c8dee2aaSAndroid Build Coastguard Worker     SkScalar fRadius;
22*c8dee2aaSAndroid Build Coastguard Worker 
VSphereVSphere23*c8dee2aaSAndroid Build Coastguard Worker     VSphere(SkV2 center, SkScalar radius) : fCenter(center), fRadius(radius) {}
24*c8dee2aaSAndroid Build Coastguard Worker 
containsVSphere25*c8dee2aaSAndroid Build Coastguard Worker     bool contains(SkV2 v) const {
26*c8dee2aaSAndroid Build Coastguard Worker         return (v - fCenter).length() <= fRadius;
27*c8dee2aaSAndroid Build Coastguard Worker     }
28*c8dee2aaSAndroid Build Coastguard Worker 
pinLocVSphere29*c8dee2aaSAndroid Build Coastguard Worker     SkV2 pinLoc(SkV2 p) const {
30*c8dee2aaSAndroid Build Coastguard Worker         auto v = p - fCenter;
31*c8dee2aaSAndroid Build Coastguard Worker         if (v.length() > fRadius) {
32*c8dee2aaSAndroid Build Coastguard Worker             v *= (fRadius / v.length());
33*c8dee2aaSAndroid Build Coastguard Worker         }
34*c8dee2aaSAndroid Build Coastguard Worker         return fCenter + v;
35*c8dee2aaSAndroid Build Coastguard Worker     }
36*c8dee2aaSAndroid Build Coastguard Worker 
computeUnitV3VSphere37*c8dee2aaSAndroid Build Coastguard Worker     SkV3 computeUnitV3(SkV2 v) const {
38*c8dee2aaSAndroid Build Coastguard Worker         v = (v - fCenter) * (1 / fRadius);
39*c8dee2aaSAndroid Build Coastguard Worker         SkScalar len2 = v.lengthSquared();
40*c8dee2aaSAndroid Build Coastguard Worker         if (len2 > 1) {
41*c8dee2aaSAndroid Build Coastguard Worker             v = v.normalize();
42*c8dee2aaSAndroid Build Coastguard Worker             len2 = 1;
43*c8dee2aaSAndroid Build Coastguard Worker         }
44*c8dee2aaSAndroid Build Coastguard Worker         SkScalar z = SkScalarSqrt(1 - len2);
45*c8dee2aaSAndroid Build Coastguard Worker         return {v.x, v.y, z};
46*c8dee2aaSAndroid Build Coastguard Worker     }
47*c8dee2aaSAndroid Build Coastguard Worker 
48*c8dee2aaSAndroid Build Coastguard Worker     struct RotateInfo {
49*c8dee2aaSAndroid Build Coastguard Worker         SkV3    fAxis;
50*c8dee2aaSAndroid Build Coastguard Worker         SkScalar fAngle;
51*c8dee2aaSAndroid Build Coastguard Worker     };
52*c8dee2aaSAndroid Build Coastguard Worker 
computeRotationInfoVSphere53*c8dee2aaSAndroid Build Coastguard Worker     RotateInfo computeRotationInfo(SkV2 a, SkV2 b) const {
54*c8dee2aaSAndroid Build Coastguard Worker         SkV3 u = this->computeUnitV3(a);
55*c8dee2aaSAndroid Build Coastguard Worker         SkV3 v = this->computeUnitV3(b);
56*c8dee2aaSAndroid Build Coastguard Worker         SkV3 axis = u.cross(v);
57*c8dee2aaSAndroid Build Coastguard Worker         SkScalar length = axis.length();
58*c8dee2aaSAndroid Build Coastguard Worker 
59*c8dee2aaSAndroid Build Coastguard Worker         if (!SkScalarNearlyZero(length)) {
60*c8dee2aaSAndroid Build Coastguard Worker             return {axis * (1.0f / length), std::acos(u.dot(v))};
61*c8dee2aaSAndroid Build Coastguard Worker         }
62*c8dee2aaSAndroid Build Coastguard Worker         return {{0, 0, 0}, 0};
63*c8dee2aaSAndroid Build Coastguard Worker     }
64*c8dee2aaSAndroid Build Coastguard Worker 
computeRotationVSphere65*c8dee2aaSAndroid Build Coastguard Worker     SkM44 computeRotation(SkV2 a, SkV2 b) const {
66*c8dee2aaSAndroid Build Coastguard Worker         auto [axis, angle] = this->computeRotationInfo(a, b);
67*c8dee2aaSAndroid Build Coastguard Worker         return SkM44::Rotate(axis, angle);
68*c8dee2aaSAndroid Build Coastguard Worker     }
69*c8dee2aaSAndroid Build Coastguard Worker };
70*c8dee2aaSAndroid Build Coastguard Worker 
inv(const SkM44 & m)71*c8dee2aaSAndroid Build Coastguard Worker static SkM44 inv(const SkM44& m) {
72*c8dee2aaSAndroid Build Coastguard Worker     SkM44 inverse;
73*c8dee2aaSAndroid Build Coastguard Worker     SkAssertResult(m.invert(&inverse));
74*c8dee2aaSAndroid Build Coastguard Worker     return inverse;
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker // Compute the inverse transpose (of the upper-left 3x3) of a matrix, used to transform vectors
normals(SkM44 m)78*c8dee2aaSAndroid Build Coastguard Worker static SkM44 normals(SkM44 m) {
79*c8dee2aaSAndroid Build Coastguard Worker     m.setRow(3, {0, 0, 0, 1});
80*c8dee2aaSAndroid Build Coastguard Worker     m.setCol(3, {0, 0, 0, 1});
81*c8dee2aaSAndroid Build Coastguard Worker     SkAssertResult(m.invert(&m));
82*c8dee2aaSAndroid Build Coastguard Worker     return m.transpose();
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker 
85*c8dee2aaSAndroid Build Coastguard Worker class ThreeDSlide : public ClickHandlerSlide {
86*c8dee2aaSAndroid Build Coastguard Worker protected:
87*c8dee2aaSAndroid Build Coastguard Worker     float   fNear = 0.05f;
88*c8dee2aaSAndroid Build Coastguard Worker     float   fFar = 4;
89*c8dee2aaSAndroid Build Coastguard Worker     float   fAngle = SK_ScalarPI / 12;
90*c8dee2aaSAndroid Build Coastguard Worker 
91*c8dee2aaSAndroid Build Coastguard Worker     SkV3    fEye { 0, 0, 1.0f/std::tan(fAngle/2) - 1 };
92*c8dee2aaSAndroid Build Coastguard Worker     SkV3    fCOA { 0, 0, 0 };
93*c8dee2aaSAndroid Build Coastguard Worker     SkV3    fUp  { 0, 1, 0 };
94*c8dee2aaSAndroid Build Coastguard Worker 
95*c8dee2aaSAndroid Build Coastguard Worker public:
concatCamera(SkCanvas * canvas,const SkRect & area,SkScalar zscale)96*c8dee2aaSAndroid Build Coastguard Worker     void concatCamera(SkCanvas* canvas, const SkRect& area, SkScalar zscale) {
97*c8dee2aaSAndroid Build Coastguard Worker         SkM44 camera = SkM44::LookAt(fEye, fCOA, fUp),
98*c8dee2aaSAndroid Build Coastguard Worker               perspective = SkM44::Perspective(fNear, fFar, fAngle),
99*c8dee2aaSAndroid Build Coastguard Worker               viewport = SkM44::Translate(area.centerX(), area.centerY(), 0) *
100*c8dee2aaSAndroid Build Coastguard Worker                          SkM44::Scale(area.width()*0.5f, area.height()*0.5f, zscale);
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker         canvas->concat(viewport * perspective * camera * inv(viewport));
103*c8dee2aaSAndroid Build Coastguard Worker     }
104*c8dee2aaSAndroid Build Coastguard Worker };
105*c8dee2aaSAndroid Build Coastguard Worker 
106*c8dee2aaSAndroid Build Coastguard Worker struct Face {
107*c8dee2aaSAndroid Build Coastguard Worker     SkScalar fRx, fRy;
108*c8dee2aaSAndroid Build Coastguard Worker     SkColor  fColor;
109*c8dee2aaSAndroid Build Coastguard Worker 
TFace110*c8dee2aaSAndroid Build Coastguard Worker     static SkM44 T(SkScalar x, SkScalar y, SkScalar z) {
111*c8dee2aaSAndroid Build Coastguard Worker         return SkM44::Translate(x, y, z);
112*c8dee2aaSAndroid Build Coastguard Worker     }
113*c8dee2aaSAndroid Build Coastguard Worker 
RFace114*c8dee2aaSAndroid Build Coastguard Worker     static SkM44 R(SkV3 axis, SkScalar rad) {
115*c8dee2aaSAndroid Build Coastguard Worker         return SkM44::Rotate(axis, rad);
116*c8dee2aaSAndroid Build Coastguard Worker     }
117*c8dee2aaSAndroid Build Coastguard Worker 
asM44Face118*c8dee2aaSAndroid Build Coastguard Worker     SkM44 asM44(SkScalar scale) const {
119*c8dee2aaSAndroid Build Coastguard Worker         return R({0,1,0}, fRy) * R({1,0,0}, fRx) * T(0, 0, scale);
120*c8dee2aaSAndroid Build Coastguard Worker     }
121*c8dee2aaSAndroid Build Coastguard Worker };
122*c8dee2aaSAndroid Build Coastguard Worker 
isFrontFacing(const SkM44 & m)123*c8dee2aaSAndroid Build Coastguard Worker static bool isFrontFacing(const SkM44& m) {
124*c8dee2aaSAndroid Build Coastguard Worker     SkM44 m2(SkM44::kUninitialized_Constructor);
125*c8dee2aaSAndroid Build Coastguard Worker     if (!m.invert(&m2)) {
126*c8dee2aaSAndroid Build Coastguard Worker         m2.setIdentity();
127*c8dee2aaSAndroid Build Coastguard Worker     }
128*c8dee2aaSAndroid Build Coastguard Worker     /*
129*c8dee2aaSAndroid Build Coastguard Worker      *  Classically we want to dot the transpose(inverse(ctm)) with our surface normal.
130*c8dee2aaSAndroid Build Coastguard Worker      *  In this case, the normal is known to be {0, 0, 1}, so we only actually need to look
131*c8dee2aaSAndroid Build Coastguard Worker      *  at the z-scale of the inverse (the transpose doesn't change the main diagonal, so
132*c8dee2aaSAndroid Build Coastguard Worker      *  no need to actually transpose).
133*c8dee2aaSAndroid Build Coastguard Worker      */
134*c8dee2aaSAndroid Build Coastguard Worker     return m2.rc(2,2) > 0;
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker 
137*c8dee2aaSAndroid Build Coastguard Worker const Face faces[] = {
138*c8dee2aaSAndroid Build Coastguard Worker     {             0,             0,  SK_ColorRED }, // front
139*c8dee2aaSAndroid Build Coastguard Worker     {             0,   SK_ScalarPI,  SK_ColorGREEN }, // back
140*c8dee2aaSAndroid Build Coastguard Worker 
141*c8dee2aaSAndroid Build Coastguard Worker     { SK_ScalarPI/2,             0,  SK_ColorBLUE }, // top
142*c8dee2aaSAndroid Build Coastguard Worker     {-SK_ScalarPI/2,             0,  SK_ColorCYAN }, // bottom
143*c8dee2aaSAndroid Build Coastguard Worker 
144*c8dee2aaSAndroid Build Coastguard Worker     {             0, SK_ScalarPI/2,  SK_ColorMAGENTA }, // left
145*c8dee2aaSAndroid Build Coastguard Worker     {             0,-SK_ScalarPI/2,  SK_ColorYELLOW }, // right
146*c8dee2aaSAndroid Build Coastguard Worker };
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
149*c8dee2aaSAndroid Build Coastguard Worker 
150*c8dee2aaSAndroid Build Coastguard Worker struct LightOnSphere {
151*c8dee2aaSAndroid Build Coastguard Worker     SkV2     fLoc;
152*c8dee2aaSAndroid Build Coastguard Worker     SkScalar fDistance;
153*c8dee2aaSAndroid Build Coastguard Worker     SkScalar fRadius;
154*c8dee2aaSAndroid Build Coastguard Worker 
computeWorldPosLightOnSphere155*c8dee2aaSAndroid Build Coastguard Worker     SkV3 computeWorldPos(const VSphere& s) const {
156*c8dee2aaSAndroid Build Coastguard Worker         return s.computeUnitV3(fLoc) * fDistance;
157*c8dee2aaSAndroid Build Coastguard Worker     }
158*c8dee2aaSAndroid Build Coastguard Worker 
drawLightOnSphere159*c8dee2aaSAndroid Build Coastguard Worker     void draw(SkCanvas* canvas) const {
160*c8dee2aaSAndroid Build Coastguard Worker         SkPaint paint;
161*c8dee2aaSAndroid Build Coastguard Worker         paint.setAntiAlias(true);
162*c8dee2aaSAndroid Build Coastguard Worker         paint.setColor(SK_ColorWHITE);
163*c8dee2aaSAndroid Build Coastguard Worker         canvas->drawCircle(fLoc.x, fLoc.y, fRadius + 2, paint);
164*c8dee2aaSAndroid Build Coastguard Worker         paint.setColor(SK_ColorBLACK);
165*c8dee2aaSAndroid Build Coastguard Worker         canvas->drawCircle(fLoc.x, fLoc.y, fRadius, paint);
166*c8dee2aaSAndroid Build Coastguard Worker     }
167*c8dee2aaSAndroid Build Coastguard Worker };
168*c8dee2aaSAndroid Build Coastguard Worker 
169*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkTime.h"
170*c8dee2aaSAndroid Build Coastguard Worker 
171*c8dee2aaSAndroid Build Coastguard Worker class RotateAnimator {
172*c8dee2aaSAndroid Build Coastguard Worker     SkV3        fAxis = {0, 0, 0};
173*c8dee2aaSAndroid Build Coastguard Worker     SkScalar    fAngle = 0,
174*c8dee2aaSAndroid Build Coastguard Worker                 fPrevAngle = 1234567;
175*c8dee2aaSAndroid Build Coastguard Worker     double      fNow = 0,
176*c8dee2aaSAndroid Build Coastguard Worker                 fPrevNow = 0;
177*c8dee2aaSAndroid Build Coastguard Worker 
178*c8dee2aaSAndroid Build Coastguard Worker     SkScalar    fAngleSpeed = 0,
179*c8dee2aaSAndroid Build Coastguard Worker                 fAngleSign = 1;
180*c8dee2aaSAndroid Build Coastguard Worker 
181*c8dee2aaSAndroid Build Coastguard Worker     inline static constexpr double kSlowDown = 4;
182*c8dee2aaSAndroid Build Coastguard Worker     inline static constexpr SkScalar kMaxSpeed = 16;
183*c8dee2aaSAndroid Build Coastguard Worker 
184*c8dee2aaSAndroid Build Coastguard Worker public:
update(SkV3 axis,SkScalar angle)185*c8dee2aaSAndroid Build Coastguard Worker     void update(SkV3 axis, SkScalar angle) {
186*c8dee2aaSAndroid Build Coastguard Worker         if (angle != fPrevAngle) {
187*c8dee2aaSAndroid Build Coastguard Worker             fPrevAngle = fAngle;
188*c8dee2aaSAndroid Build Coastguard Worker             fAngle = angle;
189*c8dee2aaSAndroid Build Coastguard Worker 
190*c8dee2aaSAndroid Build Coastguard Worker             fPrevNow = fNow;
191*c8dee2aaSAndroid Build Coastguard Worker             fNow = SkTime::GetSecs();
192*c8dee2aaSAndroid Build Coastguard Worker 
193*c8dee2aaSAndroid Build Coastguard Worker             fAxis = axis;
194*c8dee2aaSAndroid Build Coastguard Worker         }
195*c8dee2aaSAndroid Build Coastguard Worker     }
196*c8dee2aaSAndroid Build Coastguard Worker 
rotation()197*c8dee2aaSAndroid Build Coastguard Worker     SkM44 rotation() {
198*c8dee2aaSAndroid Build Coastguard Worker         if (fAngleSpeed > 0) {
199*c8dee2aaSAndroid Build Coastguard Worker             double now = SkTime::GetSecs();
200*c8dee2aaSAndroid Build Coastguard Worker             double dtime = now - fPrevNow;
201*c8dee2aaSAndroid Build Coastguard Worker             fPrevNow = now;
202*c8dee2aaSAndroid Build Coastguard Worker             double delta = fAngleSign * fAngleSpeed * dtime;
203*c8dee2aaSAndroid Build Coastguard Worker             fAngle += delta;
204*c8dee2aaSAndroid Build Coastguard Worker             fAngleSpeed -= kSlowDown * dtime;
205*c8dee2aaSAndroid Build Coastguard Worker             if (fAngleSpeed < 0) {
206*c8dee2aaSAndroid Build Coastguard Worker                 fAngleSpeed = 0;
207*c8dee2aaSAndroid Build Coastguard Worker             }
208*c8dee2aaSAndroid Build Coastguard Worker         }
209*c8dee2aaSAndroid Build Coastguard Worker         return SkM44::Rotate(fAxis, fAngle);
210*c8dee2aaSAndroid Build Coastguard Worker 
211*c8dee2aaSAndroid Build Coastguard Worker     }
212*c8dee2aaSAndroid Build Coastguard Worker 
start()213*c8dee2aaSAndroid Build Coastguard Worker     void start() {
214*c8dee2aaSAndroid Build Coastguard Worker         if (fPrevNow != fNow) {
215*c8dee2aaSAndroid Build Coastguard Worker             fAngleSpeed = (fAngle - fPrevAngle) / (fNow - fPrevNow);
216*c8dee2aaSAndroid Build Coastguard Worker             fAngleSign = fAngleSpeed < 0 ? -1 : 1;
217*c8dee2aaSAndroid Build Coastguard Worker             fAngleSpeed = std::min(kMaxSpeed, std::abs(fAngleSpeed));
218*c8dee2aaSAndroid Build Coastguard Worker         } else {
219*c8dee2aaSAndroid Build Coastguard Worker             fAngleSpeed = 0;
220*c8dee2aaSAndroid Build Coastguard Worker         }
221*c8dee2aaSAndroid Build Coastguard Worker         fPrevNow = SkTime::GetSecs();
222*c8dee2aaSAndroid Build Coastguard Worker         fAngle = 0;
223*c8dee2aaSAndroid Build Coastguard Worker     }
224*c8dee2aaSAndroid Build Coastguard Worker 
reset()225*c8dee2aaSAndroid Build Coastguard Worker     void reset() {
226*c8dee2aaSAndroid Build Coastguard Worker         fAngleSpeed = 0;
227*c8dee2aaSAndroid Build Coastguard Worker         fAngle = 0;
228*c8dee2aaSAndroid Build Coastguard Worker         fPrevAngle = 1234567;
229*c8dee2aaSAndroid Build Coastguard Worker     }
230*c8dee2aaSAndroid Build Coastguard Worker 
isAnimating() const231*c8dee2aaSAndroid Build Coastguard Worker     bool isAnimating() const { return fAngleSpeed != 0; }
232*c8dee2aaSAndroid Build Coastguard Worker };
233*c8dee2aaSAndroid Build Coastguard Worker 
234*c8dee2aaSAndroid Build Coastguard Worker class CubeBaseSlide : public ThreeDSlide {
235*c8dee2aaSAndroid Build Coastguard Worker     enum {
236*c8dee2aaSAndroid Build Coastguard Worker         DX = 400,
237*c8dee2aaSAndroid Build Coastguard Worker         DY = 300
238*c8dee2aaSAndroid Build Coastguard Worker     };
239*c8dee2aaSAndroid Build Coastguard Worker 
240*c8dee2aaSAndroid Build Coastguard Worker     SkM44 fRotation;        // part of model
241*c8dee2aaSAndroid Build Coastguard Worker 
242*c8dee2aaSAndroid Build Coastguard Worker     RotateAnimator fRotateAnimator;
243*c8dee2aaSAndroid Build Coastguard Worker 
244*c8dee2aaSAndroid Build Coastguard Worker protected:
245*c8dee2aaSAndroid Build Coastguard Worker     enum Flags {
246*c8dee2aaSAndroid Build Coastguard Worker         kCanRunOnCPU    = 1 << 0,
247*c8dee2aaSAndroid Build Coastguard Worker         kShowLightDome  = 1 << 1,
248*c8dee2aaSAndroid Build Coastguard Worker     };
249*c8dee2aaSAndroid Build Coastguard Worker 
250*c8dee2aaSAndroid Build Coastguard Worker     LightOnSphere fLight = {{200 + DX, 200 + DY}, 800, 12};
251*c8dee2aaSAndroid Build Coastguard Worker 
252*c8dee2aaSAndroid Build Coastguard Worker     VSphere fSphere;
253*c8dee2aaSAndroid Build Coastguard Worker     Flags   fFlags;
254*c8dee2aaSAndroid Build Coastguard Worker 
255*c8dee2aaSAndroid Build Coastguard Worker public:
CubeBaseSlide(Flags flags)256*c8dee2aaSAndroid Build Coastguard Worker     CubeBaseSlide(Flags flags)
257*c8dee2aaSAndroid Build Coastguard Worker         : fSphere({200 + DX, 200 + DY}, 400)
258*c8dee2aaSAndroid Build Coastguard Worker         , fFlags(flags)
259*c8dee2aaSAndroid Build Coastguard Worker     {}
260*c8dee2aaSAndroid Build Coastguard Worker 
onChar(SkUnichar uni)261*c8dee2aaSAndroid Build Coastguard Worker     bool onChar(SkUnichar uni) override {
262*c8dee2aaSAndroid Build Coastguard Worker         switch (uni) {
263*c8dee2aaSAndroid Build Coastguard Worker             case 'Z': fLight.fDistance += 10; return true;
264*c8dee2aaSAndroid Build Coastguard Worker             case 'z': fLight.fDistance -= 10; return true;
265*c8dee2aaSAndroid Build Coastguard Worker         }
266*c8dee2aaSAndroid Build Coastguard Worker         return this->ThreeDSlide::onChar(uni);
267*c8dee2aaSAndroid Build Coastguard Worker     }
268*c8dee2aaSAndroid Build Coastguard Worker 
269*c8dee2aaSAndroid Build Coastguard Worker     virtual void drawFace(SkCanvas*, SkColor, int face, bool front, const SkM44& localToWorld) = 0;
270*c8dee2aaSAndroid Build Coastguard Worker 
draw(SkCanvas * canvas)271*c8dee2aaSAndroid Build Coastguard Worker     void draw(SkCanvas* canvas) override {
272*c8dee2aaSAndroid Build Coastguard Worker         if (!canvas->recordingContext() && !(fFlags & kCanRunOnCPU)) {
273*c8dee2aaSAndroid Build Coastguard Worker             return;
274*c8dee2aaSAndroid Build Coastguard Worker         }
275*c8dee2aaSAndroid Build Coastguard Worker 
276*c8dee2aaSAndroid Build Coastguard Worker         canvas->save();
277*c8dee2aaSAndroid Build Coastguard Worker         canvas->translate(DX, DY);
278*c8dee2aaSAndroid Build Coastguard Worker 
279*c8dee2aaSAndroid Build Coastguard Worker         this->concatCamera(canvas, {0, 0, 400, 400}, 200);
280*c8dee2aaSAndroid Build Coastguard Worker 
281*c8dee2aaSAndroid Build Coastguard Worker         SkM44 m = fRotateAnimator.rotation() * fRotation;
282*c8dee2aaSAndroid Build Coastguard Worker         for (bool front : {false, true}) {
283*c8dee2aaSAndroid Build Coastguard Worker             int index = 0;
284*c8dee2aaSAndroid Build Coastguard Worker             for (auto f : faces) {
285*c8dee2aaSAndroid Build Coastguard Worker                 SkAutoCanvasRestore acr(canvas, true);
286*c8dee2aaSAndroid Build Coastguard Worker 
287*c8dee2aaSAndroid Build Coastguard Worker                 SkM44 trans = SkM44::Translate(200, 200, 0);   // center of the rotation
288*c8dee2aaSAndroid Build Coastguard Worker 
289*c8dee2aaSAndroid Build Coastguard Worker                 canvas->concat(trans);
290*c8dee2aaSAndroid Build Coastguard Worker 
291*c8dee2aaSAndroid Build Coastguard Worker                 // "World" space - content is centered at the origin, in device scale (+-200)
292*c8dee2aaSAndroid Build Coastguard Worker                 SkM44 localToWorld = m * f.asM44(200) * inv(trans);
293*c8dee2aaSAndroid Build Coastguard Worker 
294*c8dee2aaSAndroid Build Coastguard Worker                 canvas->concat(localToWorld);
295*c8dee2aaSAndroid Build Coastguard Worker                 this->drawFace(canvas, f.fColor, index++, front, localToWorld);
296*c8dee2aaSAndroid Build Coastguard Worker             }
297*c8dee2aaSAndroid Build Coastguard Worker         }
298*c8dee2aaSAndroid Build Coastguard Worker 
299*c8dee2aaSAndroid Build Coastguard Worker         canvas->restore();  // camera & center the content in the window
300*c8dee2aaSAndroid Build Coastguard Worker 
301*c8dee2aaSAndroid Build Coastguard Worker         if (fFlags & kShowLightDome){
302*c8dee2aaSAndroid Build Coastguard Worker             fLight.draw(canvas);
303*c8dee2aaSAndroid Build Coastguard Worker 
304*c8dee2aaSAndroid Build Coastguard Worker             SkPaint paint;
305*c8dee2aaSAndroid Build Coastguard Worker             paint.setAntiAlias(true);
306*c8dee2aaSAndroid Build Coastguard Worker             paint.setStyle(SkPaint::kStroke_Style);
307*c8dee2aaSAndroid Build Coastguard Worker             paint.setColor(0x40FF0000);
308*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawCircle(fSphere.fCenter.x, fSphere.fCenter.y, fSphere.fRadius, paint);
309*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawLine(fSphere.fCenter.x, fSphere.fCenter.y - fSphere.fRadius,
310*c8dee2aaSAndroid Build Coastguard Worker                              fSphere.fCenter.x, fSphere.fCenter.y + fSphere.fRadius, paint);
311*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawLine(fSphere.fCenter.x - fSphere.fRadius, fSphere.fCenter.y,
312*c8dee2aaSAndroid Build Coastguard Worker                              fSphere.fCenter.x + fSphere.fRadius, fSphere.fCenter.y, paint);
313*c8dee2aaSAndroid Build Coastguard Worker         }
314*c8dee2aaSAndroid Build Coastguard Worker     }
315*c8dee2aaSAndroid Build Coastguard Worker 
onFindClickHandler(SkScalar x,SkScalar y,skui::ModifierKey modi)316*c8dee2aaSAndroid Build Coastguard Worker     Click* onFindClickHandler(SkScalar x, SkScalar y, skui::ModifierKey modi) override {
317*c8dee2aaSAndroid Build Coastguard Worker         SkV2 p = fLight.fLoc - SkV2{x, y};
318*c8dee2aaSAndroid Build Coastguard Worker         if (p.length() <= fLight.fRadius) {
319*c8dee2aaSAndroid Build Coastguard Worker             Click* c = new Click();
320*c8dee2aaSAndroid Build Coastguard Worker             c->fMeta.setS32("type", 0);
321*c8dee2aaSAndroid Build Coastguard Worker             return c;
322*c8dee2aaSAndroid Build Coastguard Worker         }
323*c8dee2aaSAndroid Build Coastguard Worker         if (fSphere.contains({x, y})) {
324*c8dee2aaSAndroid Build Coastguard Worker             Click* c = new Click();
325*c8dee2aaSAndroid Build Coastguard Worker             c->fMeta.setS32("type", 1);
326*c8dee2aaSAndroid Build Coastguard Worker 
327*c8dee2aaSAndroid Build Coastguard Worker             fRotation = fRotateAnimator.rotation() * fRotation;
328*c8dee2aaSAndroid Build Coastguard Worker             fRotateAnimator.reset();
329*c8dee2aaSAndroid Build Coastguard Worker             return c;
330*c8dee2aaSAndroid Build Coastguard Worker         }
331*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
332*c8dee2aaSAndroid Build Coastguard Worker     }
onClick(Click * click)333*c8dee2aaSAndroid Build Coastguard Worker     bool onClick(Click* click) override {
334*c8dee2aaSAndroid Build Coastguard Worker         if (click->fMeta.hasS32("type", 0)) {
335*c8dee2aaSAndroid Build Coastguard Worker             fLight.fLoc = fSphere.pinLoc({click->fCurr.fX, click->fCurr.fY});
336*c8dee2aaSAndroid Build Coastguard Worker             return true;
337*c8dee2aaSAndroid Build Coastguard Worker         }
338*c8dee2aaSAndroid Build Coastguard Worker         if (click->fMeta.hasS32("type", 1)) {
339*c8dee2aaSAndroid Build Coastguard Worker             if (click->fState == skui::InputState::kUp) {
340*c8dee2aaSAndroid Build Coastguard Worker                 fRotation = fRotateAnimator.rotation() * fRotation;
341*c8dee2aaSAndroid Build Coastguard Worker                 fRotateAnimator.start();
342*c8dee2aaSAndroid Build Coastguard Worker             } else {
343*c8dee2aaSAndroid Build Coastguard Worker                 auto [axis, angle] = fSphere.computeRotationInfo(
344*c8dee2aaSAndroid Build Coastguard Worker                                                 {click->fOrig.fX, click->fOrig.fY},
345*c8dee2aaSAndroid Build Coastguard Worker                                                 {click->fCurr.fX, click->fCurr.fY});
346*c8dee2aaSAndroid Build Coastguard Worker                 fRotateAnimator.update(axis, angle);
347*c8dee2aaSAndroid Build Coastguard Worker             }
348*c8dee2aaSAndroid Build Coastguard Worker             return true;
349*c8dee2aaSAndroid Build Coastguard Worker         }
350*c8dee2aaSAndroid Build Coastguard Worker         return true;
351*c8dee2aaSAndroid Build Coastguard Worker     }
352*c8dee2aaSAndroid Build Coastguard Worker 
animate(double nanos)353*c8dee2aaSAndroid Build Coastguard Worker     bool animate(double nanos) override {
354*c8dee2aaSAndroid Build Coastguard Worker         return fRotateAnimator.isAnimating();
355*c8dee2aaSAndroid Build Coastguard Worker     }
356*c8dee2aaSAndroid Build Coastguard Worker };
357*c8dee2aaSAndroid Build Coastguard Worker 
358*c8dee2aaSAndroid Build Coastguard Worker class Bump3DSlide : public CubeBaseSlide {
359*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader>        fBmpShader, fImgShader;
360*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkRuntimeEffect> fEffect;
361*c8dee2aaSAndroid Build Coastguard Worker     SkRRect                fRR;
362*c8dee2aaSAndroid Build Coastguard Worker 
363*c8dee2aaSAndroid Build Coastguard Worker public:
Bump3DSlide()364*c8dee2aaSAndroid Build Coastguard Worker     Bump3DSlide() : CubeBaseSlide(Flags(kCanRunOnCPU | kShowLightDome)) { fName = "bump3d"; }
365*c8dee2aaSAndroid Build Coastguard Worker 
load(SkScalar w,SkScalar h)366*c8dee2aaSAndroid Build Coastguard Worker     void load(SkScalar w, SkScalar h) override {
367*c8dee2aaSAndroid Build Coastguard Worker         fRR = SkRRect::MakeRectXY({20, 20, 380, 380}, 50, 50);
368*c8dee2aaSAndroid Build Coastguard Worker         auto img = ToolUtils::GetResourceAsImage("images/brickwork-texture.jpg");
369*c8dee2aaSAndroid Build Coastguard Worker         fImgShader = img->makeShader(SkSamplingOptions(), SkMatrix::Scale(2, 2));
370*c8dee2aaSAndroid Build Coastguard Worker         img = ToolUtils::GetResourceAsImage("images/brickwork_normal-map.jpg");
371*c8dee2aaSAndroid Build Coastguard Worker         fBmpShader = img->makeShader(SkSamplingOptions(), SkMatrix::Scale(2, 2));
372*c8dee2aaSAndroid Build Coastguard Worker 
373*c8dee2aaSAndroid Build Coastguard Worker         const char code[] = R"(
374*c8dee2aaSAndroid Build Coastguard Worker             uniform shader color_map;
375*c8dee2aaSAndroid Build Coastguard Worker             uniform shader normal_map;
376*c8dee2aaSAndroid Build Coastguard Worker 
377*c8dee2aaSAndroid Build Coastguard Worker             uniform float4x4 localToWorld;
378*c8dee2aaSAndroid Build Coastguard Worker             uniform float4x4 localToWorldAdjInv;
379*c8dee2aaSAndroid Build Coastguard Worker             uniform float3   lightPos;
380*c8dee2aaSAndroid Build Coastguard Worker 
381*c8dee2aaSAndroid Build Coastguard Worker             float3 convert_normal_sample(half4 c) {
382*c8dee2aaSAndroid Build Coastguard Worker                 float3 n = 2 * c.rgb - 1;
383*c8dee2aaSAndroid Build Coastguard Worker                 n.y = -n.y;
384*c8dee2aaSAndroid Build Coastguard Worker                 return n;
385*c8dee2aaSAndroid Build Coastguard Worker             }
386*c8dee2aaSAndroid Build Coastguard Worker 
387*c8dee2aaSAndroid Build Coastguard Worker             half4 main(float2 p) {
388*c8dee2aaSAndroid Build Coastguard Worker                 float3 norm = convert_normal_sample(normal_map.eval(p));
389*c8dee2aaSAndroid Build Coastguard Worker                 float3 plane_norm = normalize(localToWorldAdjInv * norm.xyz0).xyz;
390*c8dee2aaSAndroid Build Coastguard Worker 
391*c8dee2aaSAndroid Build Coastguard Worker                 float3 plane_pos = (localToWorld * p.xy01).xyz;
392*c8dee2aaSAndroid Build Coastguard Worker                 float3 light_dir = normalize(lightPos - plane_pos);
393*c8dee2aaSAndroid Build Coastguard Worker 
394*c8dee2aaSAndroid Build Coastguard Worker                 float ambient = 0.2;
395*c8dee2aaSAndroid Build Coastguard Worker                 float dp = dot(plane_norm, light_dir);
396*c8dee2aaSAndroid Build Coastguard Worker                 float scale = min(ambient + max(dp, 0), 1);
397*c8dee2aaSAndroid Build Coastguard Worker 
398*c8dee2aaSAndroid Build Coastguard Worker                 return color_map.eval(p) * scale.xxx1;
399*c8dee2aaSAndroid Build Coastguard Worker             }
400*c8dee2aaSAndroid Build Coastguard Worker         )";
401*c8dee2aaSAndroid Build Coastguard Worker         auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(code));
402*c8dee2aaSAndroid Build Coastguard Worker         if (!effect) {
403*c8dee2aaSAndroid Build Coastguard Worker             SkDebugf("runtime error %s\n", error.c_str());
404*c8dee2aaSAndroid Build Coastguard Worker         }
405*c8dee2aaSAndroid Build Coastguard Worker         fEffect = effect;
406*c8dee2aaSAndroid Build Coastguard Worker     }
407*c8dee2aaSAndroid Build Coastguard Worker 
drawFace(SkCanvas * canvas,SkColor color,int face,bool front,const SkM44 & localToWorld)408*c8dee2aaSAndroid Build Coastguard Worker     void drawFace(SkCanvas* canvas, SkColor color, int face, bool front,
409*c8dee2aaSAndroid Build Coastguard Worker                   const SkM44& localToWorld) override {
410*c8dee2aaSAndroid Build Coastguard Worker         if (!front || !isFrontFacing(canvas->getLocalToDevice())) {
411*c8dee2aaSAndroid Build Coastguard Worker             return;
412*c8dee2aaSAndroid Build Coastguard Worker         }
413*c8dee2aaSAndroid Build Coastguard Worker 
414*c8dee2aaSAndroid Build Coastguard Worker         SkRuntimeShaderBuilder builder(fEffect);
415*c8dee2aaSAndroid Build Coastguard Worker         builder.uniform("lightPos") = fLight.computeWorldPos(fSphere);
416*c8dee2aaSAndroid Build Coastguard Worker         builder.uniform("localToWorld") = localToWorld;
417*c8dee2aaSAndroid Build Coastguard Worker         builder.uniform("localToWorldAdjInv") = normals(localToWorld);
418*c8dee2aaSAndroid Build Coastguard Worker 
419*c8dee2aaSAndroid Build Coastguard Worker         builder.child("color_map")  = fImgShader;
420*c8dee2aaSAndroid Build Coastguard Worker         builder.child("normal_map") = fBmpShader;
421*c8dee2aaSAndroid Build Coastguard Worker 
422*c8dee2aaSAndroid Build Coastguard Worker         SkPaint paint;
423*c8dee2aaSAndroid Build Coastguard Worker         paint.setColor(color);
424*c8dee2aaSAndroid Build Coastguard Worker         paint.setShader(builder.makeShader());
425*c8dee2aaSAndroid Build Coastguard Worker 
426*c8dee2aaSAndroid Build Coastguard Worker         canvas->drawRRect(fRR, paint);
427*c8dee2aaSAndroid Build Coastguard Worker     }
428*c8dee2aaSAndroid Build Coastguard Worker };
429*c8dee2aaSAndroid Build Coastguard Worker DEF_SLIDE( return new Bump3DSlide; )
430*c8dee2aaSAndroid Build Coastguard Worker 
431*c8dee2aaSAndroid Build Coastguard Worker #include "modules/skottie/include/Skottie.h"
432*c8dee2aaSAndroid Build Coastguard Worker 
433*c8dee2aaSAndroid Build Coastguard Worker class SkottieCubeSlide : public CubeBaseSlide {
434*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<skottie::Animation> fAnim[6];
435*c8dee2aaSAndroid Build Coastguard Worker 
436*c8dee2aaSAndroid Build Coastguard Worker public:
SkottieCubeSlide()437*c8dee2aaSAndroid Build Coastguard Worker     SkottieCubeSlide() : CubeBaseSlide(kCanRunOnCPU) { fName = "skottie3d"; }
438*c8dee2aaSAndroid Build Coastguard Worker 
load(SkScalar w,SkScalar h)439*c8dee2aaSAndroid Build Coastguard Worker     void load(SkScalar w, SkScalar h) override {
440*c8dee2aaSAndroid Build Coastguard Worker         const char* files[] = {
441*c8dee2aaSAndroid Build Coastguard Worker             "skottie/skottie-chained-mattes.json",
442*c8dee2aaSAndroid Build Coastguard Worker             "skottie/skottie-gradient-ramp.json",
443*c8dee2aaSAndroid Build Coastguard Worker             "skottie/skottie_sample_2.json",
444*c8dee2aaSAndroid Build Coastguard Worker             "skottie/skottie-3d-3planes.json",
445*c8dee2aaSAndroid Build Coastguard Worker             "skottie/skottie-text-animator-4.json",
446*c8dee2aaSAndroid Build Coastguard Worker             "skottie/skottie-motiontile-effect-phase.json",
447*c8dee2aaSAndroid Build Coastguard Worker 
448*c8dee2aaSAndroid Build Coastguard Worker         };
449*c8dee2aaSAndroid Build Coastguard Worker         for (unsigned i = 0; i < std::size(files); ++i) {
450*c8dee2aaSAndroid Build Coastguard Worker             if (auto stream = GetResourceAsStream(files[i])) {
451*c8dee2aaSAndroid Build Coastguard Worker                 fAnim[i] = skottie::Animation::Make(stream.get());
452*c8dee2aaSAndroid Build Coastguard Worker             }
453*c8dee2aaSAndroid Build Coastguard Worker         }
454*c8dee2aaSAndroid Build Coastguard Worker     }
455*c8dee2aaSAndroid Build Coastguard Worker 
drawFace(SkCanvas * canvas,SkColor color,int face,bool front,const SkM44 &)456*c8dee2aaSAndroid Build Coastguard Worker     void drawFace(SkCanvas* canvas, SkColor color, int face, bool front, const SkM44&) override {
457*c8dee2aaSAndroid Build Coastguard Worker         if (!front || !isFrontFacing(canvas->getLocalToDevice())) {
458*c8dee2aaSAndroid Build Coastguard Worker             return;
459*c8dee2aaSAndroid Build Coastguard Worker         }
460*c8dee2aaSAndroid Build Coastguard Worker 
461*c8dee2aaSAndroid Build Coastguard Worker         SkPaint paint;
462*c8dee2aaSAndroid Build Coastguard Worker         paint.setColor(color);
463*c8dee2aaSAndroid Build Coastguard Worker         SkRect r = {0, 0, 400, 400};
464*c8dee2aaSAndroid Build Coastguard Worker         canvas->drawRect(r, paint);
465*c8dee2aaSAndroid Build Coastguard Worker         fAnim[face]->render(canvas, &r);
466*c8dee2aaSAndroid Build Coastguard Worker     }
467*c8dee2aaSAndroid Build Coastguard Worker 
animate(double nanos)468*c8dee2aaSAndroid Build Coastguard Worker     bool animate(double nanos) override {
469*c8dee2aaSAndroid Build Coastguard Worker         for (auto& anim : fAnim) {
470*c8dee2aaSAndroid Build Coastguard Worker             SkScalar dur = anim->duration();
471*c8dee2aaSAndroid Build Coastguard Worker             SkScalar t = fmod(1e-9 * nanos, dur) / dur;
472*c8dee2aaSAndroid Build Coastguard Worker             anim->seek(t);
473*c8dee2aaSAndroid Build Coastguard Worker         }
474*c8dee2aaSAndroid Build Coastguard Worker         return true;
475*c8dee2aaSAndroid Build Coastguard Worker     }
476*c8dee2aaSAndroid Build Coastguard Worker };
477*c8dee2aaSAndroid Build Coastguard Worker DEF_SLIDE( return new SkottieCubeSlide; )
478