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

Issue 2291663002: Revert of Moved ambient lights out of SkLight's light array (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 3 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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115 #include "SkGrPriv.h" 115 #include "SkGrPriv.h"
116 116
117 // This FP expects a premul'd color input for its diffuse color. Premul'ing of t he paint's color is 117 // This FP expects a premul'd color input for its diffuse color. Premul'ing of t he paint's color is
118 // handled by the asFragmentProcessor() factory, but shaders providing diffuse c olor must output it 118 // handled by the asFragmentProcessor() factory, but shaders providing diffuse c olor must output it
119 // premul'd. 119 // premul'd.
120 class LightingFP : public GrFragmentProcessor { 120 class LightingFP : public GrFragmentProcessor {
121 public: 121 public:
122 LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) { 122 LightingFP(sk_sp<GrFragmentProcessor> normalFP, sk_sp<SkLights> lights) {
123 123
124 // fuse all ambient lights into a single one 124 // fuse all ambient lights into a single one
125 fAmbientColor = lights->ambientLightColor(); 125 fAmbientColor.set(0.0f, 0.0f, 0.0f);
126 for (int i = 0; i < lights->numLights(); ++i) { 126 for (int i = 0; i < lights->numLights(); ++i) {
127 if (SkLights::Light::kDirectional_LightType == lights->light(i).type ()) { 127 if (SkLights::Light::kAmbient_LightType == lights->light(i).type()) {
128 fAmbientColor += lights->light(i).color();
129 } else if (SkLights::Light::kDirectional_LightType == lights->light( i).type()) {
128 fDirectionalLights.push_back(lights->light(i)); 130 fDirectionalLights.push_back(lights->light(i));
129 // TODO get the handle to the shadow map if there is one 131 // TODO get the handle to the shadow map if there is one
130 } else { 132 } else {
131 SkDEBUGFAIL("Unimplemented Light Type passed to LightingFP"); 133 SkDEBUGFAIL("Unimplemented Light Type passed to LightingFP");
132 } 134 }
133 } 135 }
134 136
135 this->registerChildProcessor(std::move(normalFP)); 137 this->registerChildProcessor(std::move(normalFP));
136 this->initClassID<LightingFP>(); 138 this->initClassID<LightingFP>();
137 } 139 }
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501 std::move(lights)); 503 std::move(lights));
502 } 504 }
503 505
504 /////////////////////////////////////////////////////////////////////////////// 506 ///////////////////////////////////////////////////////////////////////////////
505 507
506 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader) 508 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkLightingShader)
507 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl) 509 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLightingShaderImpl)
508 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END 510 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
509 511
510 /////////////////////////////////////////////////////////////////////////////// 512 ///////////////////////////////////////////////////////////////////////////////
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