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authorGravatar robertphillips <robertphillips@google.com>2015-07-31 05:17:24 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-07-31 05:17:24 -0700
commita9652ac09ee45b964e0d906887e1521ee328cb6a (patch)
tree9a31a2e0c2167d9ef02a2189104f857fd5207e40 /samplecode/SampleLighting.cpp
parent850bbf1bb62e07b02e16627e522079f60333d857 (diff)
Address some SkLightingShader TODOs
This CL: switches the light colors to be 3 scalars (SkColor3f) adds some dox Review URL: https://codereview.chromium.org/1265983003
Diffstat (limited to 'samplecode/SampleLighting.cpp')
-rwxr-xr-xsamplecode/SampleLighting.cpp17
1 files changed, 10 insertions, 7 deletions
diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp
index 3cda0c6a56..5b4f2e0931 100755
--- a/samplecode/SampleLighting.cpp
+++ b/samplecode/SampleLighting.cpp
@@ -20,8 +20,8 @@ public:
SkBitmap fDiffuseBitmap;
SkBitmap fNormalBitmap;
SkScalar fLightAngle;
- int fColorFactor;
- SkColor fAmbientColor;
+ SkScalar fColorFactor;
+ SkColor3f fAmbientColor;
LightingView() {
SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
@@ -30,15 +30,15 @@ public:
SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);
fLightAngle = 0.0f;
- fColorFactor = 0;
+ fColorFactor = 0.0f;
SkLightingShader::Light light;
- light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
+ light.fColor = SkColor3f::Make(1.0f, 1.0f, 1.0f);
light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
- fAmbientColor = SkColorSetRGB(0x1f, 0x1f, 0x1f);
+ fAmbientColor = SkColor3f::Make(0.1f, 0.1f, 0.1f);
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
light, fAmbientColor, nullptr));
@@ -58,10 +58,13 @@ protected:
void onDrawContent(SkCanvas* canvas) override {
fLightAngle += 0.015f;
- fColorFactor++;
+ fColorFactor += 0.01f;
+ if (fColorFactor > 1.0f) {
+ fColorFactor = 0.0f;
+ }
SkLightingShader::Light light;
- light.fColor = SkColorSetRGB(0xff, 0xff, (fColorFactor >> 1) & 0xff);
+ light.fColor = SkColor3f::Make(1.0f, 1.0f, fColorFactor);
light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);