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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 "gm.h" | 8 #include "gm.h" |
9 | 9 |
10 #include "SkBitmapProcShader.h" | |
10 #include "SkLightingShader.h" | 11 #include "SkLightingShader.h" |
12 #include "SkNormalSource.h" | |
11 #include "SkPoint3.h" | 13 #include "SkPoint3.h" |
12 #include "SkShader.h" | 14 #include "SkShader.h" |
13 | 15 |
14 // Create a hemispherical normal map | 16 // Create a hemispherical normal map |
15 static SkBitmap make_hemi_normalmap(int texSize) { | 17 static SkBitmap make_hemi_normalmap(int texSize) { |
16 SkBitmap hemi; | 18 SkBitmap hemi; |
17 hemi.allocN32Pixels(texSize, texSize); | 19 hemi.allocN32Pixels(texSize, texSize); |
18 | 20 |
19 sk_tool_utils::create_hemi_normal_map(&hemi, SkIRect::MakeWH(texSize, texSiz e)); | 21 sk_tool_utils::create_hemi_normal_map(&hemi, SkIRect::MakeWH(texSize, texSiz e)); |
20 return hemi; | 22 return hemi; |
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41 namespace skiagm { | 43 namespace skiagm { |
42 | 44 |
43 // This GM exercises lighting shaders. | 45 // This GM exercises lighting shaders. |
44 class LightingShaderGM : public GM { | 46 class LightingShaderGM : public GM { |
45 public: | 47 public: |
46 LightingShaderGM() { | 48 LightingShaderGM() { |
47 this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC)); | 49 this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC)); |
48 | 50 |
49 SkLights::Builder builder; | 51 SkLights::Builder builder; |
50 | 52 |
51 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f), | 53 builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, 1.0f), |
robertphillips
2016/07/06 16:36:33
I think you want this to be normalized:
(SK_Scal
dvonbeck
2016/07/06 18:07:48
It gets normalized by the constructor, should I st
robertphillips
2016/07/06 19:11:13
It will probably make more sense to the reader. Ot
dvonbeck
2016/07/06 19:34:36
Done.
| |
52 SkVector3::Make(1.0f, 0.0f, 0.0f))); | 54 SkVector3::Make(1.0f, 0.0f, 0.6f))); |
53 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.2f, 0.2f))); | 55 builder.add(SkLights::Light(SkColor3f::Make(0.2f, 0.2f, 0.2f))); |
54 | 56 |
55 fLights = builder.finish(); | 57 fLights = builder.finish(); |
56 } | 58 } |
57 | 59 |
58 protected: | 60 protected: |
59 enum NormalMap { | 61 enum NormalMap { |
60 kHemi_NormalMap, | 62 kHemi_NormalMap, |
61 kFrustum_NormalMap, | 63 kFrustum_NormalMap, |
62 kTetra_NormalMap, | 64 kTetra_NormalMap, |
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88 | 90 |
89 void drawRect(SkCanvas* canvas, const SkRect& r, NormalMap mapType) { | 91 void drawRect(SkCanvas* canvas, const SkRect& r, NormalMap mapType) { |
90 | 92 |
91 SkRect bitmapBounds = SkRect::MakeIWH(fDiffuse.width(), fDiffuse.height( )); | 93 SkRect bitmapBounds = SkRect::MakeIWH(fDiffuse.width(), fDiffuse.height( )); |
92 | 94 |
93 SkMatrix matrix; | 95 SkMatrix matrix; |
94 matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit); | 96 matrix.setRectToRect(bitmapBounds, r, SkMatrix::kFill_ScaleToFit); |
95 | 97 |
96 const SkMatrix& ctm = canvas->getTotalMatrix(); | 98 const SkMatrix& ctm = canvas->getTotalMatrix(); |
97 | 99 |
98 // TODO: correctly pull out the pure rotation | |
99 SkVector invNormRotation = { ctm[SkMatrix::kMScaleX], ctm[SkMatrix::kMSk ewY] }; | |
100 | |
101 SkPaint paint; | 100 SkPaint paint; |
102 paint.setShader(SkLightingShader::Make(fDiffuse, fNormalMaps[mapType], f Lights, | 101 sk_sp<SkShader> normalMap = SkMakeBitmapShader(fNormalMaps[mapType], |
103 invNormRotation, &matrix, &matrix )); | 102 SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &matrix, n ullptr); |
103 sk_sp<SkNormalSource> normalSource = SkNormalSource::MakeFromNormalMap(s td::move(normalMap), | |
104 c tm); | |
105 paint.setShader(SkLightingShader::Make(fDiffuse, fLights, &matrix, | |
106 std::move(normalSource))); | |
104 | 107 |
105 canvas->drawRect(r, paint); | 108 canvas->drawRect(r, paint); |
106 } | 109 } |
107 | 110 |
108 void onDraw(SkCanvas* canvas) override { | 111 void onDraw(SkCanvas* canvas) override { |
109 SkMatrix m; | 112 SkMatrix m; |
110 SkRect r; | 113 SkRect r; |
111 | 114 |
112 { | 115 { |
113 r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize)) ; | 116 r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize)) ; |
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167 | 170 |
168 sk_sp<SkLights> fLights; | 171 sk_sp<SkLights> fLights; |
169 | 172 |
170 typedef GM INHERITED; | 173 typedef GM INHERITED; |
171 }; | 174 }; |
172 | 175 |
173 ////////////////////////////////////////////////////////////////////////////// | 176 ////////////////////////////////////////////////////////////////////////////// |
174 | 177 |
175 DEF_GM(return new LightingShaderGM;) | 178 DEF_GM(return new LightingShaderGM;) |
176 } | 179 } |
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