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Side by Side Diff: src/core/SkLightingShader.cpp

Issue 1885863004: Refactor how we store and use samplers in Ganesh (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 * Copyright 2015 Google Inc. 2 * Copyright 2015 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "SkBitmapProcState.h" 8 #include "SkBitmapProcState.h"
9 #include "SkColor.h" 9 #include "SkColor.h"
10 #include "SkEmptyShader.h" 10 #include "SkEmptyShader.h"
(...skipping 185 matching lines...)
196 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , 196 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag ,
197 kVec3f_GrSLType, kDefa ult_GrSLPrecision, 197 kVec3f_GrSLType, kDefa ult_GrSLPrecision,
198 "AmbientColor", &ambie ntColorUniName); 198 "AmbientColor", &ambie ntColorUniName);
199 199
200 const char* xformUniName = nullptr; 200 const char* xformUniName = nullptr;
201 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag, 201 fXformUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
202 kVec2f_GrSLType, kDefault_GrS LPrecision, 202 kVec2f_GrSLType, kDefault_GrS LPrecision,
203 "Xform", &xformUniName); 203 "Xform", &xformUniName);
204 204
205 fragBuilder->codeAppend("vec4 diffuseColor = "); 205 fragBuilder->codeAppend("vec4 diffuseColor = ");
206 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f TexSamplers[0], 206 fragBuilder->appendTextureLookupAndModulate(
207 args.fCoords[0].c_str(), 207 args.fInputColor,
208 args.fCoords[0].getType()); 208 uniformHandler->getSampler(ar gs.fTexSamplers[0]),
209 args.fCoords[0].c_str(),
210 args.fCoords[0].getType());
209 fragBuilder->codeAppend(";"); 211 fragBuilder->codeAppend(";");
210 212
211 fragBuilder->codeAppend("vec4 normalColor = "); 213 fragBuilder->codeAppend("vec4 normalColor = ");
212 fragBuilder->appendTextureLookup(args.fTexSamplers[1], 214 fragBuilder->appendTextureLookup(uniformHandler->getSampler(args.fTe xSamplers[1]),
213 args.fCoords[1].c_str(), 215 args.fCoords[1].c_str(),
214 args.fCoords[1].getType()); 216 args.fCoords[1].getType());
215 fragBuilder->codeAppend(";"); 217 fragBuilder->codeAppend(";");
216 218
217 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);" ); 219 fragBuilder->codeAppend("vec3 normal = normalColor.rgb - vec3(0.5);" );
218 220
219 fragBuilder->codeAppendf( 221 fragBuilder->codeAppendf(
220 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0. 0, 0.0, 0.0, 1.0);", 222 "mat3 m = mat3(%s.x, -%s.y, 0.0, %s.y, %s.x, 0. 0, 0.0, 0.0, 1.0);",
221 xformUniName, xformUniName, xformUniName, xform UniName); 223 xformUniName, xformUniName, xformUniName, xform UniName);
222 224
223 // TODO: inverse map the light direction vectors in the vertex shade r rather than 225 // TODO: inverse map the light direction vectors in the vertex shade r rather than
224 // transforming all the normals here! 226 // transforming all the normals here!
(...skipping 497 matching lines...)
722 normLocalM); 724 normLocalM);
723 } 725 }
724 726
725 /////////////////////////////////////////////////////////////////////////////// 727 ///////////////////////////////////////////////////////////////////////////////
726 728
727 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 729 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
728 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 730 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
729 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 731 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
730 732
731 /////////////////////////////////////////////////////////////////////////////// 733 ///////////////////////////////////////////////////////////////////////////////
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