5f865b9cf1
Additionally this CL: forces the light colors to be opaque forces the light direction to be normalized adds a raster implementation adds a gm Review URL: https://codereview.chromium.org/1245883003
112 lines
3.0 KiB
C++
112 lines
3.0 KiB
C++
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm.h"
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#include "SkColorPriv.h"
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#include "SkLightingShader.h"
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static SkBitmap make_checkerboard(int texSize) {
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SkBitmap bitmap;
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bitmap.allocN32Pixels(texSize, texSize);
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SkCanvas canvas(bitmap);
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sk_tool_utils::draw_checkerboard(&canvas,
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sk_tool_utils::color_to_565(0x0),
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sk_tool_utils::color_to_565(0xFF804020),
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16);
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return bitmap;
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}
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// Create a hemispherical normal map
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static SkBitmap make_normalmap(int texSize) {
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SkBitmap hemi;
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hemi.allocN32Pixels(texSize, texSize);
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for (int y = 0; y < texSize; ++y) {
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for (int x = 0; x < texSize; ++x) {
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SkScalar locX = (x + 0.5f - texSize/2.0f) / (texSize/2.0f);
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SkScalar locY = (y + 0.5f - texSize/2.0f) / (texSize/2.0f);
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SkScalar locZ = locX * locX + locY * locY;
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if (locZ >= 1.0f) {
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locX = 0.0f;
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locY = 0.0f;
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locZ = 0.0f;
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}
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locZ = sqrt(1.0f - locZ);
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unsigned char r = static_cast<unsigned char>((0.5f * locX + 0.5f) * 255);
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unsigned char g = static_cast<unsigned char>((-0.5f * locY + 0.5f) * 255);
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unsigned char b = static_cast<unsigned char>((0.5f * locZ + 0.5f) * 255);
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*hemi.getAddr32(x, y) = SkPackARGB32(0xFF, r, g, b);
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}
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}
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return hemi;
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}
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namespace skiagm {
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// This GM exercises lighting shaders.
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class LightingShaderGM : public GM {
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public:
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LightingShaderGM() {
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this->setBGColor(sk_tool_utils::color_to_565(0xFFCCCCCC));
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}
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protected:
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SkString onShortName() override {
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return SkString("lightingshader");
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}
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SkISize onISize() override {
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return SkISize::Make(kTexSize, kTexSize);
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}
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void onOnceBeforeDraw() override {
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fDiffuse = make_checkerboard(kTexSize);
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fNormalMap = make_normalmap(kTexSize);
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}
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void onDraw(SkCanvas* canvas) override {
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SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);
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SkLightingShader::Light light;
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light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
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light.fDirection.fX = 0.0f;
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light.fDirection.fY = 0.0f;
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light.fDirection.fZ = 1.0f;
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SkAutoTUnref<SkShader> fShader(SkLightingShader::Create(fDiffuse, fNormalMap,
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light, ambient));
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SkPaint paint;
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paint.setShader(fShader);
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SkRect r = SkRect::MakeWH(SkIntToScalar(kTexSize), SkIntToScalar(kTexSize));
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canvas->drawRect(r, paint);
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}
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private:
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static const int kTexSize = 128;
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SkBitmap fDiffuse;
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SkBitmap fNormalMap;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM( return SkNEW(LightingShaderGM); )
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}
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