/* * Copyright 2018 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 "SkCanvas.h" #include "SkVertices.h" #include "SkPoint.h" #include #include using namespace skiagm; static const int kCellSize = 60; static const int kColumnSize = 36; static const int kBoneCount = 7; static const SkMatrix kBones[] = { SkMatrix::I(), SkMatrix::MakeTrans(10, 0), SkMatrix::MakeTrans(0, 10), SkMatrix::MakeTrans(-10, 0), SkMatrix::MakeTrans(0, -10), SkMatrix::MakeScale(0.5f), SkMatrix::MakeScale(1.5f), }; static const int kVertexCount = 4; static const SkPoint kPositions[] = { { 0, 0 }, { 0, 30 }, { 30, 30 }, { 30, 0 }, }; static const SkColor kColors[] = { 0xFFFF0000, 0xFF00FF00, 0xFF0000FF, 0xFFFFFF00, }; static const SkVertices::BoneIndices kBoneIndices[] = { {{ 1, 0, 0, 0 }}, {{ 2, 1, 0, 0 }}, {{ 3, 2, 1, 0 }}, {{ 4, 3, 2, 1 }}, }; static const SkVertices::BoneWeights kBoneWeights[] = { {{ 1.0f, 0.0f, 0.0f, 0.0f }}, {{ 0.5f, 0.5f, 0.0f, 0.0f }}, {{ 0.34f, 0.33f, 0.33f, 0.0f }}, {{ 0.25f, 0.25f, 0.25f, 0.25f }}, }; static const int kIndexCount = 6; static const uint16_t kIndices[] = { 0, 1, 2, 2, 3, 0, }; // Swap two SkMatrix pointers in place. static void swap(const SkMatrix** x, const SkMatrix** y) { const SkMatrix* temp = *x; *x = *y; *y = temp; } class SkinningGM : public GM { public: SkinningGM(bool deformUsingCPU, bool cache) : fPaint() , fVertices(nullptr) , fDeformUsingCPU(deformUsingCPU) , fCache(cache) {} protected: bool runAsBench() const override { return true; } SkString onShortName() override { SkString name("skinning"); if (fDeformUsingCPU) { name.append("_cpu"); } if (fCache) { name.append("_cached"); } return name; } SkISize onISize() override { return SkISize::Make(2400, 2400); } void onOnceBeforeDraw() override { fVertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, kVertexCount, kPositions, nullptr, kColors, kBoneIndices, kBoneWeights, kIndexCount, kIndices, !fCache); } void onDraw(SkCanvas* canvas) override { // Set the initial position. int xpos = kCellSize; int ypos = kCellSize; // Create the mutable set of bones. const SkMatrix* bones[kBoneCount]; for (int i = 0; i < kBoneCount; i ++) { bones[i] = &kBones[i]; } // Draw the vertices. drawPermutations(canvas, xpos, ypos, bones, 1); } private: void drawPermutations(SkCanvas* canvas, int& xpos, int& ypos, const SkMatrix** bones, int start) { if (start == kBoneCount) { // Reached the end of the permutations, so draw. canvas->save(); // Copy the bones. SkMatrix copiedBones[kBoneCount]; for (int i = 0; i < kBoneCount; i ++) { copiedBones[i] = *bones[i]; } // Set the position. canvas->translate(xpos, ypos); // Draw the vertices. if (fDeformUsingCPU) { // Deform with CPU. std::vector positions(kVertexCount); for (int i = 0; i < kVertexCount; i ++) { const SkVertices::BoneIndices& indices = kBoneIndices[i]; const SkVertices::BoneWeights& weights = kBoneWeights[i]; // Apply deformations. SkPoint& result = positions[i]; SkPoint transformed; for (uint32_t j = 0; j < 4; j ++) { // Get the bone attachment data. uint32_t index = indices.indices[j]; float weight = weights.weights[j]; // Skip the bone is there is no weight. if (weight == 0.0f) { continue; } SkASSERT(index != 0); // transformed = M * v copiedBones[index].mapPoints(&transformed, &kPositions[i], 1); // result += transformed * w result += transformed * weight; } } sk_sp vertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, kVertexCount, positions.data(), nullptr, kColors, kIndexCount, kIndices, !fCache); canvas->drawVertices(vertices.get(), SkBlendMode::kSrc, fPaint); } else { // Deform with GPU. canvas->drawVertices(fVertices.get(), copiedBones, kBoneCount, SkBlendMode::kSrc, fPaint); } canvas->restore(); // Get a new position to draw the vertices. xpos += kCellSize; if (xpos > kCellSize * kColumnSize) { xpos = kCellSize; ypos += kCellSize; } return; } // Find all possible permutations within the given range. for (int i = start; i < kBoneCount; i ++) { // Swap the start and i-th elements. swap(bones + start, bones + i); // Find permutations of the sub array. drawPermutations(canvas, xpos, ypos, bones, start + 1); // Swap the elements back. swap(bones + i, bones + start); } } private: SkPaint fPaint; sk_sp fVertices; bool fDeformUsingCPU; bool fCache; typedef GM INHERITED; }; ///////////////////////////////////////////////////////////////////////////////////// DEF_GM(return new SkinningGM(true, true);) DEF_GM(return new SkinningGM(false, true);) DEF_GM(return new SkinningGM(true, false);) DEF_GM(return new SkinningGM(false, false);)