Index: src/effects/SkLightingImageFilter.cpp |
=================================================================== |
--- src/effects/SkLightingImageFilter.cpp (revision 8005) |
+++ src/effects/SkLightingImageFilter.cpp (working copy) |
@@ -415,7 +415,7 @@ |
* the FS. The default of emitLightColor appends the name of the constant light color uniform |
* and so this function only needs to be overridden if the light color varies spatially. |
*/ |
- virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) = 0; |
+ virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) = 0; |
virtual void emitLightColor(GrGLShaderBuilder*, const char *surfaceToLight); |
// This is called from GrGLLightingEffect's setData(). Subclasses of GrGLLight must call |
@@ -441,7 +441,7 @@ |
public: |
virtual ~GrGLDistantLight() {} |
virtual void setData(const GrGLUniformManager&, const SkLight* light) const SK_OVERRIDE; |
- virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) SK_OVERRIDE; |
+ virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) SK_OVERRIDE; |
private: |
typedef GrGLLight INHERITED; |
UniformHandle fDirectionUni; |
@@ -453,7 +453,7 @@ |
public: |
virtual ~GrGLPointLight() {} |
virtual void setData(const GrGLUniformManager&, const SkLight* light) const SK_OVERRIDE; |
- virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) SK_OVERRIDE; |
+ virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) SK_OVERRIDE; |
private: |
typedef GrGLLight INHERITED; |
SkPoint3 fLocation; |
@@ -466,7 +466,7 @@ |
public: |
virtual ~GrGLSpotLight() {} |
virtual void setData(const GrGLUniformManager&, const SkLight* light) const SK_OVERRIDE; |
- virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) SK_OVERRIDE; |
+ virtual void emitSurfaceToLight(GrGLShaderBuilder*, const char* z) SK_OVERRIDE; |
virtual void emitLightColor(GrGLShaderBuilder*, const char *surfaceToLight) SK_OVERRIDE; |
private: |
typedef GrGLLight INHERITED; |
@@ -1122,7 +1122,6 @@ |
kFloat_GrSLType, |
"SurfaceScale"); |
fLight->emitLightColorUniform(builder); |
- SkString* code = &builder->fFSCode; |
SkString lightFunc; |
this->emitLightFunc(builder, &lightFunc); |
static const GrGLShaderVar gSobelArgs[] = { |
@@ -1176,8 +1175,8 @@ |
interiorNormalBody.c_str(), |
&interiorNormalName); |
- code->appendf("\t\tvec2 coord = %s;\n", coords); |
- code->appendf("\t\tfloat m[9];\n"); |
+ builder->fsCodeAppendf("\t\tvec2 coord = %s;\n", coords); |
+ builder->fsCodeAppend("\t\tfloat m[9];\n"); |
const char* imgInc = builder->getUniformCStr(fImageIncrementUni); |
const char* surfScale = builder->getUniformCStr(fSurfaceScaleUni); |
@@ -1187,21 +1186,25 @@ |
for (int dx = -1; dx <= 1; dx++) { |
SkString texCoords; |
texCoords.appendf("coord + vec2(%d, %d) * %s", dx, dy, imgInc); |
- code->appendf("\t\tm[%d] = ", index++); |
- builder->appendTextureLookup(code, samplers[0], texCoords.c_str()); |
- code->appendf(".a;\n"); |
+ builder->fsCodeAppendf("\t\tm[%d] = ", index++); |
+ builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType, |
+ samplers[0], |
+ texCoords.c_str()); |
+ builder->fsCodeAppend(".a;\n"); |
} |
} |
- code->appendf("\t\tvec3 surfaceToLight = "); |
+ builder->fsCodeAppend("\t\tvec3 surfaceToLight = "); |
SkString arg; |
arg.appendf("%s * m[4]", surfScale); |
- fLight->emitSurfaceToLight(builder, code, arg.c_str()); |
- code->append(";\n"); |
- code->appendf("\t\t%s = %s(%s(m, %s), surfaceToLight, ", |
- outputColor, lightFunc.c_str(), interiorNormalName.c_str(), surfScale); |
+ fLight->emitSurfaceToLight(builder, arg.c_str()); |
+ builder->fsCodeAppend(";\n"); |
+ builder->fsCodeAppendf("\t\t%s = %s(%s(m, %s), surfaceToLight, ", |
+ outputColor, lightFunc.c_str(), interiorNormalName.c_str(), surfScale); |
fLight->emitLightColor(builder, "surfaceToLight"); |
- code->append(");\n"); |
- GrGLSLMulVarBy4f(code, 2, outputColor, inputColor); |
+ builder->fsCodeAppend(");\n"); |
+ SkString modulate; |
+ GrGLSLMulVarBy4f(&modulate, 2, outputColor, inputColor); |
+ builder->fsCodeAppend(modulate.c_str()); |
} |
GrGLEffect::EffectKey GrGLLightingEffect::GenKey(const GrEffectStage& s, |
@@ -1354,7 +1357,7 @@ |
void GrGLLight::emitLightColor(GrGLShaderBuilder* builder, |
const char *surfaceToLight) { |
- builder->fFSCode.append(builder->getUniformCStr(this->lightColorUni())); |
+ builder->fsCodeAppend(builder->getUniformCStr(this->lightColorUni())); |
} |
void GrGLLight::setData(const GrGLUniformManager& uman, |
@@ -1371,13 +1374,11 @@ |
setUniformNormal3(uman, fDirectionUni, distantLight->direction()); |
} |
-void GrGLDistantLight::emitSurfaceToLight(GrGLShaderBuilder* builder, |
- SkString* out, |
- const char* z) { |
+void GrGLDistantLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) { |
const char* dir; |
fDirectionUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType, |
"LightDirection", &dir); |
- out->append(dir); |
+ builder->fsCodeAppend(dir); |
} |
/////////////////////////////////////////////////////////////////////////////// |
@@ -1390,13 +1391,11 @@ |
setUniformPoint3(uman, fLocationUni, pointLight->location()); |
} |
-void GrGLPointLight::emitSurfaceToLight(GrGLShaderBuilder* builder, |
- SkString* out, |
- const char* z) { |
+void GrGLPointLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) { |
const char* loc; |
fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType, |
"LightLocation", &loc); |
- out->appendf("normalize(%s - vec3(%s.xy, %s))", loc, builder->fragmentPosition(), z); |
+ builder->fsCodeAppendf("normalize(%s - vec3(%s.xy, %s))", loc, builder->fragmentPosition(), z); |
} |
/////////////////////////////////////////////////////////////////////////////// |
@@ -1414,13 +1413,12 @@ |
setUniformNormal3(uman, fSUni, spotLight->s()); |
} |
-void GrGLSpotLight::emitSurfaceToLight(GrGLShaderBuilder* builder, |
- SkString* out, |
- const char* z) { |
+void GrGLSpotLight::emitSurfaceToLight(GrGLShaderBuilder* builder, const char* z) { |
const char* location; |
fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, |
kVec3f_GrSLType, "LightLocation", &location); |
- out->appendf("normalize(%s - vec3(%s.xy, %s))", location, builder->fragmentPosition(), z); |
+ builder->fsCodeAppendf("normalize(%s - vec3(%s.xy, %s))", |
+ location, builder->fragmentPosition(), z); |
} |
void GrGLSpotLight::emitLightColor(GrGLShaderBuilder* builder, |
@@ -1466,7 +1464,7 @@ |
lightColorBody.c_str(), |
&fLightColorFunc); |
- builder->fFSCode.appendf("%s(%s)", fLightColorFunc.c_str(), surfaceToLight); |
+ builder->fsCodeAppendf("%s(%s)", fLightColorFunc.c_str(), surfaceToLight); |
} |
#endif |