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

Issue 2118553002: adding new GM to demostrate new shadows (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: fixed codez Created 4 years, 5 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 "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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