skia2/samplecode/SampleLighting.cpp
dvonbeck 6af677ff8f Changed SkLightingShader API to take in a shader as color source
This CL's base is the CL for the same modification, but in the implementation side: https://codereview.chromium.org/2062703003/

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2064153002

Review-Url: https://codereview.chromium.org/2064153002
2016-07-10 18:38:34 -07:00

100 lines
3.3 KiB
C++
Executable File

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "DecodeFile.h"
#include "SampleCode.h"
#include "Resources.h"
#include "SkBitmapProcShader.h"
#include "SkCanvas.h"
#include "SkLightingShader.h"
#include "SkNormalSource.h"
#include "SkPoint3.h"
static sk_sp<SkLights> create_lights(SkScalar angle, SkScalar blue) {
const SkVector3 dir = SkVector3::Make(SkScalarSin(angle)*SkScalarSin(SK_ScalarPI*0.25f),
SkScalarCos(angle)*SkScalarSin(SK_ScalarPI*0.25f),
SkScalarCos(SK_ScalarPI*0.25f));
SkLights::Builder builder;
builder.add(SkLights::Light(SkColor3f::Make(1.0f, 1.0f, blue), dir));
builder.add(SkLights::Light(SkColor3f::Make(0.1f, 0.1f, 0.1f)));
return builder.finish();
}
////////////////////////////////////////////////////////////////////////////
class LightingView : public SampleView {
public:
SkBitmap fDiffuseBitmap;
SkBitmap fNormalBitmap;
SkScalar fLightAngle;
SkScalar fColorFactor;
LightingView() {
SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
decode_file(diffusePath.c_str(), &fDiffuseBitmap);
SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
decode_file(normalPath.c_str(), &fNormalBitmap);
fLightAngle = 0.0f;
fColorFactor = 0.0f;
}
protected:
// overrides from SkEventSink
bool onQuery(SkEvent* evt) override {
if (SampleCode::TitleQ(*evt)) {
SampleCode::TitleR(evt, "Lighting");
return true;
}
return this->INHERITED::onQuery(evt);
}
void onDrawContent(SkCanvas* canvas) override {
fLightAngle += 0.015f;
fColorFactor += 0.01f;
if (fColorFactor > 1.0f) {
fColorFactor = 0.0f;
}
sk_sp<SkLights> lights(create_lights(fLightAngle, fColorFactor));
SkPaint paint;
sk_sp<SkShader> normalMap = SkMakeBitmapShader(fNormalBitmap,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, nullptr, nullptr);
sk_sp<SkNormalSource> normalSource = SkNormalSource::MakeFromNormalMap(
std::move(normalMap), SkMatrix::I());
sk_sp<SkShader> diffuseShader = SkBitmapProcShader::MakeBitmapShader(fDiffuseBitmap,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, nullptr);
paint.setShader(SkLightingShader::Make(std::move(diffuseShader), std::move(normalSource),
std::move(lights)));
paint.setColor(SK_ColorBLACK);
SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(),
(SkScalar)fDiffuseBitmap.height());
canvas->drawRect(r, paint);
// so we're constantly updating
this->inval(nullptr);
}
SkView::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
this->inval(nullptr);
return this->INHERITED::onFindClickHandler(x, y, modi);
}
private:
typedef SampleView INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static SkView* MyFactory() { return new LightingView; }
static SkViewRegister reg(MyFactory);