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authorGravatar robertphillips <robertphillips@google.com>2015-08-19 10:35:14 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2015-08-19 10:35:14 -0700
commit45b59ed6e4e231814dbdb9f707b3d2a7ee50de84 (patch)
tree3adbdd8f81dd894932b61af82c45cdaadfbdceed /samplecode
parent95b96d649547c6b89ae0eca0f88f965d90c531a5 (diff)
Update SkLightingShader to support rotation
This also: makes the SkLightingShader handle normal maps where the rects aren't aligned between the diffuse and normal maps. adds a light aggregating class (Lights) to SkLightingShader (along with a Builder nested class). Split out of https://codereview.chromium.org/1261433009/ (Add SkCanvas::drawLitAtlas call) Review URL: https://codereview.chromium.org/1291783003
Diffstat (limited to 'samplecode')
-rwxr-xr-xsamplecode/SampleLighting.cpp37
1 files changed, 22 insertions, 15 deletions
diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp
index 5b4f2e0931..4838cf8183 100755
--- a/samplecode/SampleLighting.cpp
+++ b/samplecode/SampleLighting.cpp
@@ -11,6 +11,21 @@
#include "SkCanvas.h"
#include "SkImageDecoder.h"
#include "SkLightingShader.h"
+#include "SkPoint3.h"
+
+static const SkLightingShader::Lights* create_lights(SkScalar angle, SkScalar blue) {
+
+ const SkVector3 dir = SkVector3::Make(SkScalarSin(angle)*SkScalarSin(SK_ScalarPI*0.25f),
+ SkScalarCos(angle)*SkScalarSin(SK_ScalarPI*0.25f),
+ SkScalarCos(SK_ScalarPI*0.25f));
+
+ SkLightingShader::Lights::Builder builder;
+
+ builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, blue), dir));
+ builder.add(SkLight(SkColor3f::Make(0.1f, 0.1f, 0.1f)));
+
+ return builder.finish();
+}
////////////////////////////////////////////////////////////////////////////
@@ -21,7 +36,6 @@ public:
SkBitmap fNormalBitmap;
SkScalar fLightAngle;
SkScalar fColorFactor;
- SkColor3f fAmbientColor;
LightingView() {
SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
@@ -32,16 +46,11 @@ public:
fLightAngle = 0.0f;
fColorFactor = 0.0f;
- SkLightingShader::Light light;
- 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 = SkColor3f::Make(0.1f, 0.1f, 0.1f);
+ SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLightAngle, 1.0f));
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
- light, fAmbientColor, nullptr));
+ lights, SkVector::Make(1.0f, 0.0f),
+ nullptr, nullptr));
}
virtual ~LightingView() {}
@@ -63,14 +72,12 @@ protected:
fColorFactor = 0.0f;
}
- SkLightingShader::Light light;
- 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);
+ SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLightAngle,
+ fColorFactor));
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
- light, fAmbientColor, nullptr));
+ lights, SkVector::Make(1.0f, 0.0f),
+ nullptr, nullptr));
SkPaint paint;
paint.setShader(fShader);