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1 | 1 |
2 /* | 2 /* |
3 * Copyright 2015 Google Inc. | 3 * Copyright 2015 Google Inc. |
4 * | 4 * |
5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
7 */ | 7 */ |
8 | 8 |
9 #include "SkBitmapProcState.h" | 9 #include "SkBitmapProcState.h" |
10 #include "SkColor.h" | 10 #include "SkColor.h" |
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178 fInvNormRotation.set(0.0f, 0.0f); | 178 fInvNormRotation.set(0.0f, 0.0f); |
179 } | 179 } |
180 | 180 |
181 void emitCode(EmitArgs& args) override { | 181 void emitCode(EmitArgs& args) override { |
182 | 182 |
183 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 183 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; |
184 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; | 184 GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; |
185 | 185 |
186 // add uniforms | 186 // add uniforms |
187 const char* lightDirUniName = nullptr; | 187 const char* lightDirUniName = nullptr; |
188 fLightDirUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFra
gment_Visibility, | 188 fLightDirUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
189 kVec3f_GrSLType, kDefault_
GrSLPrecision, | 189 kVec3f_GrSLType, kDefault_
GrSLPrecision, |
190 "LightDir", &lightDirUniNa
me); | 190 "LightDir", &lightDirUniNa
me); |
191 | 191 |
192 const char* lightColorUniName = nullptr; | 192 const char* lightColorUniName = nullptr; |
193 fLightColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::kF
ragment_Visibility, | 193 fLightColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
194 kVec3f_GrSLType, kDefaul
t_GrSLPrecision, | 194 kVec3f_GrSLType, kDefaul
t_GrSLPrecision, |
195 "LightColor", &lightColo
rUniName); | 195 "LightColor", &lightColo
rUniName); |
196 | 196 |
197 const char* ambientColorUniName = nullptr; | 197 const char* ambientColorUniName = nullptr; |
198 fAmbientColorUni = uniformHandler->addUniform(GrGLSLUniformHandler::
kFragment_Visibility, | 198 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag
, |
199 kVec3f_GrSLType, kDefa
ult_GrSLPrecision, | 199 kVec3f_GrSLType, kDefa
ult_GrSLPrecision, |
200 "AmbientColor", &ambie
ntColorUniName); | 200 "AmbientColor", &ambie
ntColorUniName); |
201 | 201 |
202 const char* xformUniName = nullptr; | 202 const char* xformUniName = nullptr; |
203 fXformUni = uniformHandler->addUniform(GrGLSLUniformHandler::kFragme
nt_Visibility, | 203 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, |
204 kVec2f_GrSLType, kDefault_GrS
LPrecision, | 204 kVec2f_GrSLType, kDefault_GrS
LPrecision, |
205 "Xform", &xformUniName); | 205 "Xform", &xformUniName); |
206 | 206 |
207 fragBuilder->codeAppend("vec4 diffuseColor = "); | 207 fragBuilder->codeAppend("vec4 diffuseColor = "); |
208 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f
Samplers[0], | 208 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f
Samplers[0], |
209 args.fCoords[0].c_str(), | 209 args.fCoords[0].c_str(), |
210 args.fCoords[0].getType()); | 210 args.fCoords[0].getType()); |
211 fragBuilder->codeAppend(";"); | 211 fragBuilder->codeAppend(";"); |
212 | 212 |
213 fragBuilder->codeAppend("vec4 normalColor = "); | 213 fragBuilder->codeAppend("vec4 normalColor = "); |
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718 normLocalM); | 718 normLocalM); |
719 } | 719 } |
720 | 720 |
721 /////////////////////////////////////////////////////////////////////////////// | 721 /////////////////////////////////////////////////////////////////////////////// |
722 | 722 |
723 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 723 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
724 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 724 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
725 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 725 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
726 | 726 |
727 /////////////////////////////////////////////////////////////////////////////// | 727 /////////////////////////////////////////////////////////////////////////////// |
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