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1 /* | 1 /* |
jvanverth1
2016/07/07 18:43:02
The changes in this file seem unrelated to the des
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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" |
11 #include "SkEmptyShader.h" | 11 #include "SkEmptyShader.h" |
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127 | 127 |
128 // fuse all ambient lights into a single one | 128 // fuse all ambient lights into a single one |
129 fAmbientColor.set(0.0f, 0.0f, 0.0f); | 129 fAmbientColor.set(0.0f, 0.0f, 0.0f); |
130 for (int i = 0; i < lights->numLights(); ++i) { | 130 for (int i = 0; i < lights->numLights(); ++i) { |
131 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { | 131 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) { |
132 fAmbientColor += lights->light(i).color(); | 132 fAmbientColor += lights->light(i).color(); |
133 } else { | 133 } else { |
134 // TODO: handle more than one of these | 134 // TODO: handle more than one of these |
135 fLightColor = lights->light(i).color(); | 135 fLightColor = lights->light(i).color(); |
136 fLightDir = lights->light(i).dir(); | 136 fLightDir = lights->light(i).dir(); |
137 // get the handle to the shadow map if there is one | |
137 } | 138 } |
138 } | 139 } |
139 | 140 |
140 this->registerChildProcessor(std::move(normalFP)); | 141 this->registerChildProcessor(std::move(normalFP)); |
141 this->initClassID<LightingFP>(); | 142 this->initClassID<LightingFP>(); |
142 } | 143 } |
143 | 144 |
144 class GLSLLightingFP : public GrGLSLFragmentProcessor { | 145 class GLSLLightingFP : public GrGLSLFragmentProcessor { |
145 public: | 146 public: |
146 GLSLLightingFP() { | 147 GLSLLightingFP() { |
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169 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , | 170 fAmbientColorUni = uniformHandler->addUniform(kFragment_GrShaderFlag , |
170 kVec3f_GrSLType, kDefa ult_GrSLPrecision, | 171 kVec3f_GrSLType, kDefa ult_GrSLPrecision, |
171 "AmbientColor", &ambie ntColorUniName); | 172 "AmbientColor", &ambie ntColorUniName); |
172 | 173 |
173 fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor ); | 174 fragBuilder->codeAppendf("vec4 diffuseColor = %s;", args.fInputColor ); |
174 | 175 |
175 SkString dstNormalName("dstNormal"); | 176 SkString dstNormalName("dstNormal"); |
176 this->emitChild(0, nullptr, &dstNormalName, args); | 177 this->emitChild(0, nullptr, &dstNormalName, args); |
177 | 178 |
178 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st r()); | 179 fragBuilder->codeAppendf("vec3 normal = %s.xyz;", dstNormalName.c_st r()); |
180 | |
181 // TODO: make this a loop and modulate the contribution from each li ght | |
182 // based on the shadow map | |
179 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", | 183 fragBuilder->codeAppendf("float NdotL = clamp(dot(normal, %s), 0.0, 1.0);", |
180 lightDirUniName); | 184 lightDirUniName); |
181 // diffuse light | 185 // diffuse light |
182 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); | 186 fragBuilder->codeAppendf("vec3 result = %s*diffuseColor.rgb*NdotL;", lightColorUniName); |
183 // ambient light | 187 // ambient light |
184 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); | 188 fragBuilder->codeAppendf("result += %s;", ambientColorUniName); |
185 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a rgs.fOutputColor); | 189 fragBuilder->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", a rgs.fOutputColor); |
186 } | 190 } |
187 | 191 |
188 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 192 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
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501 std::move(lights)); | 505 std::move(lights)); |
502 } | 506 } |
503 | 507 |
504 /////////////////////////////////////////////////////////////////////////////// | 508 /////////////////////////////////////////////////////////////////////////////// |
505 | 509 |
506 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) | 510 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) |
507 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) | 511 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) |
508 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 512 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
509 | 513 |
510 /////////////////////////////////////////////////////////////////////////////// | 514 /////////////////////////////////////////////////////////////////////////////// |
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