Index: samplecode/SampleLighting.cpp |
diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp |
index 5b4f2e0931b1c43ca3892d7cb15ebdd7cc96e210..4838cf818388842b72e044049ee5d648da358032 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); |