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Side by Side Diff: samplecode/SampleLighting.cpp

Issue 1829303002: move setshader to sk_sp (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 8 months ago
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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 #include "DecodeFile.h" 8 #include "DecodeFile.h"
9 #include "SampleCode.h" 9 #include "SampleCode.h"
10 #include "Resources.h" 10 #include "Resources.h"
(...skipping 13 matching lines...) Expand all
24 builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, blue), dir)); 24 builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, blue), dir));
25 builder.add(SkLight(SkColor3f::Make(0.1f, 0.1f, 0.1f))); 25 builder.add(SkLight(SkColor3f::Make(0.1f, 0.1f, 0.1f)));
26 26
27 return builder.finish(); 27 return builder.finish();
28 } 28 }
29 29
30 //////////////////////////////////////////////////////////////////////////// 30 ////////////////////////////////////////////////////////////////////////////
31 31
32 class LightingView : public SampleView { 32 class LightingView : public SampleView {
33 public: 33 public:
34 SkAutoTUnref<SkShader> fShader; 34 sk_sp<SkShader> fShader;
35 SkBitmap fDiffuseBitmap; 35 SkBitmap fDiffuseBitmap;
36 SkBitmap fNormalBitmap; 36 SkBitmap fNormalBitmap;
37 SkScalar fLightAngle; 37 SkScalar fLightAngle;
38 SkScalar fColorFactor; 38 SkScalar fColorFactor;
39 39
40 LightingView() { 40 LightingView() {
41 SkString diffusePath = GetResourcePath("brickwork-texture.jpg"); 41 SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
42 decode_file(diffusePath.c_str(), &fDiffuseBitmap); 42 decode_file(diffusePath.c_str(), &fDiffuseBitmap);
43 SkString normalPath = GetResourcePath("brickwork_normal-map.jpg"); 43 SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
44 decode_file(normalPath.c_str(), &fNormalBitmap); 44 decode_file(normalPath.c_str(), &fNormalBitmap);
45 45
46 fLightAngle = 0.0f; 46 fLightAngle = 0.0f;
47 fColorFactor = 0.0f; 47 fColorFactor = 0.0f;
48 48
49 SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLight Angle, 1.0f)); 49 SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLight Angle, 1.0f));
50 50
51 fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap, 51 fShader = SkLightingShader::Make(fDiffuseBitmap, fNormalBitmap,
52 lights, SkVector::Make(1.0f, 0.0f ), 52 lights, SkVector::Make(1.0f, 0.0f),
53 nullptr, nullptr)); 53 nullptr, nullptr);
54 } 54 }
55 55
56 virtual ~LightingView() {}
57
58 protected: 56 protected:
59 // overrides from SkEventSink 57 // overrides from SkEventSink
60 bool onQuery(SkEvent* evt) override { 58 bool onQuery(SkEvent* evt) override {
61 if (SampleCode::TitleQ(*evt)) { 59 if (SampleCode::TitleQ(*evt)) {
62 SampleCode::TitleR(evt, "Lighting"); 60 SampleCode::TitleR(evt, "Lighting");
63 return true; 61 return true;
64 } 62 }
65 return this->INHERITED::onQuery(evt); 63 return this->INHERITED::onQuery(evt);
66 } 64 }
67 65
68 void onDrawContent(SkCanvas* canvas) override { 66 void onDrawContent(SkCanvas* canvas) override {
69 fLightAngle += 0.015f; 67 fLightAngle += 0.015f;
70 fColorFactor += 0.01f; 68 fColorFactor += 0.01f;
71 if (fColorFactor > 1.0f) { 69 if (fColorFactor > 1.0f) {
72 fColorFactor = 0.0f; 70 fColorFactor = 0.0f;
73 } 71 }
74 72
75 SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLight Angle, 73 SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLight Angle,
76 fColor Factor)); 74 fColor Factor));
77 75
78 fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap, 76 fShader = SkLightingShader::Make(fDiffuseBitmap, fNormalBitmap,
79 lights, SkVector::Make(1.0f, 0.0f ), 77 lights, SkVector::Make(1.0f, 0.0f),
80 nullptr, nullptr)); 78 nullptr, nullptr);
tomhudson 2016/03/25 14:28:07 We have to regenerate this every time the lights c
reed1 2016/03/25 15:04:31 The lights are animating, so we have to regenerate
81 79
82 SkPaint paint; 80 SkPaint paint;
83 paint.setShader(fShader); 81 paint.setShader(fShader);
84 paint.setColor(SK_ColorBLACK); 82 paint.setColor(SK_ColorBLACK);
85 83
86 SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(), 84 SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(),
87 (SkScalar)fDiffuseBitmap.height()); 85 (SkScalar)fDiffuseBitmap.height());
88 canvas->drawRect(r, paint); 86 canvas->drawRect(r, paint);
89 87
90 // so we're constantly updating 88 // so we're constantly updating
91 this->inval(nullptr); 89 this->inval(nullptr);
92 } 90 }
93 91
94 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride { 92 SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) ove rride {
95 this->inval(nullptr); 93 this->inval(nullptr);
96 return this->INHERITED::onFindClickHandler(x, y, modi); 94 return this->INHERITED::onFindClickHandler(x, y, modi);
97 } 95 }
98 96
99 private: 97 private:
100 typedef SampleView INHERITED; 98 typedef SampleView INHERITED;
101 }; 99 };
102 100
103 ////////////////////////////////////////////////////////////////////////////// 101 //////////////////////////////////////////////////////////////////////////////
104 102
105 static SkView* MyFactory() { return new LightingView; } 103 static SkView* MyFactory() { return new LightingView; }
106 static SkViewRegister reg(MyFactory); 104 static SkViewRegister reg(MyFactory);
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