| OLD | NEW |
| 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" |
| (...skipping 116 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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() { |
| (...skipping 22 matching lines...) Expand all Loading... |
| 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&, |
| (...skipping 312 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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 /////////////////////////////////////////////////////////////////////////////// |
| OLD | NEW |