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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 "SkBitmapProcShader.h" | 8 #include "SkBitmapProcShader.h" |
| 9 #include "SkBitmapProcState.h" | 9 #include "SkBitmapProcState.h" |
| 10 #include "SkColor.h" | 10 #include "SkColor.h" |
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| 157 | 157 |
| 158 // fuse all ambient lights into a single one | 158 // fuse all ambient lights into a single one |
| 159 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 159 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
| 160 for (int i = 0; i < lights->numLights(); ++i) { | 160 for (int i = 0; i < lights->numLights(); ++i) { |
| 161 if (SkLights::Light::kAmbient_LightType == lights->light(i).type())
{ | 161 if (SkLights::Light::kAmbient_LightType == lights->light(i).type())
{ |
| 162 fAmbientColor += lights->light(i).color(); | 162 fAmbientColor += lights->light(i).color(); |
| 163 } else { | 163 } else { |
| 164 // TODO: handle more than one of these | 164 // TODO: handle more than one of these |
| 165 fLightColor = lights->light(i).color(); | 165 fLightColor = lights->light(i).color(); |
| 166 fLightDir = lights->light(i).dir(); | 166 fLightDir = lights->light(i).dir(); |
| 167 // get the handle to the shadow map if there is one |
| 167 } | 168 } |
| 168 } | 169 } |
| 169 | 170 |
| 170 this->registerChildProcessor(std::move(normalFP)); | 171 this->registerChildProcessor(std::move(normalFP)); |
| 171 this->initClassID<LightingFP>(); | 172 this->initClassID<LightingFP>(); |
| 172 } | 173 } |
| 173 | 174 |
| 174 class GLSLLightingFP : public GrGLSLFragmentProcessor { | 175 class GLSLLightingFP : public GrGLSLFragmentProcessor { |
| 175 public: | 176 public: |
| 176 GLSLLightingFP() { | 177 GLSLLightingFP() { |
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| 203 fragBuilder->codeAppend("vec4 diffuseColor = "); | 204 fragBuilder->codeAppend("vec4 diffuseColor = "); |
| 204 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f
TexSamplers[0], | 205 fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.f
TexSamplers[0], |
| 205 args.fCoords[0].c_str(), | 206 args.fCoords[0].c_str(), |
| 206 args.fCoords[0].getType()); | 207 args.fCoords[0].getType()); |
| 207 fragBuilder->codeAppend(";"); | 208 fragBuilder->codeAppend(";"); |
| 208 | 209 |
| 209 SkString dstNormalName("dstNormal"); | 210 SkString dstNormalName("dstNormal"); |
| 210 this->emitChild(0, nullptr, &dstNormalName, args); | 211 this->emitChild(0, nullptr, &dstNormalName, args); |
| 211 | 212 |
| 212 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st
r()); | 213 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st
r()); |
| 214 |
| 215 // TODO: make this a loop and modulate the contribution from each li
ght |
| 216 // based on the shadow map |
| 213 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0,
1.0);", | 217 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0,
1.0);", |
| 214 lightDirUniName); | 218 lightDirUniName); |
| 215 // diffuse light | 219 // diffuse light |
| 216 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;",
lightColorUniName); | 220 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;",
lightColorUniName); |
| 217 // ambient light | 221 // ambient light |
| 218 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); | 222 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); |
| 219 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a
rgs.fOutputColor); | 223 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a
rgs.fOutputColor); |
| 220 } | 224 } |
| 221 | 225 |
| 222 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 226 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
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| 648 invNormRotation, diffLocalM, normLocalM, std::move(normalSource)); | 652 invNormRotation, diffLocalM, normLocalM, std::move(normalSource)); |
| 649 } | 653 } |
| 650 | 654 |
| 651 /////////////////////////////////////////////////////////////////////////////// | 655 /////////////////////////////////////////////////////////////////////////////// |
| 652 | 656 |
| 653 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 657 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
| 654 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 658 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
| 655 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 659 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
| 656 | 660 |
| 657 /////////////////////////////////////////////////////////////////////////////// | 661 /////////////////////////////////////////////////////////////////////////////// |
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