I also had to offset the matrix passed to filter evaluation by drawSprite() and internalDrawBitmap() by the primitive position. This is the same offset that is applied when drawing the primitive, to compensate for the internal saveLayer().
Also apply the total matrix to the filter params in asNewEffect(), so that (for example) lighting params are offset by both the compositor clipping and upstream crop rects.
R=reed@google.com
Review URL: https://codereview.chromium.org/23295017
git-svn-id: http://skia.googlecode.com/svn/trunk@10961 2bbb7eff-a529-9590-31e7-b0007b416f81
For the GPU path, this required modifying the signature of SkImageFilter::asNewEffect() to receive the bounds offset, so that the lighting filters could offset the light position by the offset. It also required modifying the base-class implementation of SkImageFilter::filterImageGPU() (which implements single-pass filters) to intersect against the bounds rect, to pass its offset to asNewEffect(), and to modify the caller's offset (so it's drawn in the correct place).
Note: this will require rebaselining the lighting GM. Six new test cases were added, to accommodate a cropped version of each lighting filter.
R=bsalomon@google.com, reed@google.com
Review URL: https://codereview.chromium.org/20426002
git-svn-id: http://skia.googlecode.com/svn/trunk@10379 2bbb7eff-a529-9590-31e7-b0007b416f81
the caller instantiates a light (distant, point or spot), and an
SkDiffuseLightingFilter or SkSpecularLightingImageFilter with that light. A
Sobel edge detection filter is applied to the alpha of the incoming bitmap, and
the result is used as a height map for lighting calculations.
Review URL: http://codereview.appspot.com/6302101/
git-svn-id: http://skia.googlecode.com/svn/trunk@4314 2bbb7eff-a529-9590-31e7-b0007b416f81