b2c4ea6219
What is left of the SkView system is used only by samples or viewer. As a result, move it out of the Skia source tree and re-organize so it is a bit easier to understand and use more shared code. Move samplecode/ClockFaceView.cpp to samplecode/SampleTextEffects.cpp, sice that's what's actually in it. Move SkAnimTimer.h to tools/timer, since it's actually shared between gm and samples. Change-Id: I55dafd94c64e4f930ddbd19168e0f812af86c455 Reviewed-on: https://skia-review.googlesource.com/146161 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Ben Wagner <bungeman@google.com>
108 lines
3.5 KiB
C++
108 lines
3.5 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 "DecodeFile.h"
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#include "Sample.h"
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#include "Resources.h"
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#include "SkCanvas.h"
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#include "SkLightingShader.h"
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#include "SkNormalSource.h"
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#include "SkPoint3.h"
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static sk_sp<SkLights> create_lights(SkScalar angle, SkScalar blue) {
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const SkVector3 dir = SkVector3::Make(SkScalarSin(angle)*SkScalarSin(SK_ScalarPI*0.25f),
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SkScalarCos(angle)*SkScalarSin(SK_ScalarPI*0.25f),
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SkScalarCos(SK_ScalarPI*0.25f));
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SkLights::Builder builder;
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builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, blue), dir));
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builder.setAmbientLightColor(SkColor3f::Make(0.1f, 0.1f, 0.1f));
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return builder.finish();
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}
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////////////////////////////////////////////////////////////////////////////
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class LightingView : public Sample {
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public:
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LightingView() : fLightAngle(0.0f) , fColorFactor(0.0f) {
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{
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SkBitmap diffuseBitmap;
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SkAssertResult(GetResourceAsBitmap("images/brickwork-texture.jpg", &diffuseBitmap));
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fRect = SkRect::MakeIWH(diffuseBitmap.width(), diffuseBitmap.height());
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fDiffuseShader = SkShader::MakeBitmapShader(diffuseBitmap,
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SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode,
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nullptr);
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}
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{
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SkBitmap normalBitmap;
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SkAssertResult(GetResourceAsBitmap("images/brickwork_normal-map.jpg", &normalBitmap));
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sk_sp<SkShader> normalMap = SkShader::MakeBitmapShader(normalBitmap,
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SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode,
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nullptr);
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fNormalSource = SkNormalSource::MakeFromNormalMap(std::move(normalMap), SkMatrix::I());
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}
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}
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protected:
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bool onQuery(Sample::Event* evt) override {
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if (Sample::TitleQ(*evt)) {
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Sample::TitleR(evt, "Lighting");
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return true;
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}
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return this->INHERITED::onQuery(evt);
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}
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void onDrawContent(SkCanvas* canvas) override {
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sk_sp<SkLights> lights(create_lights(fLightAngle, fColorFactor));
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SkPaint paint;
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paint.setShader(SkLightingShader::Make(fDiffuseShader,
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fNormalSource,
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std::move(lights)));
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paint.setColor(SK_ColorBLACK);
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canvas->drawRect(fRect, paint);
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}
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Sample::Click* onFindClickHandler(SkScalar x, SkScalar y, unsigned modi) override {
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return this->INHERITED::onFindClickHandler(x, y, modi);
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}
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bool onAnimate(const SkAnimTimer& timer) override {
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fLightAngle += 0.015f;
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fColorFactor += 0.01f;
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if (fColorFactor > 1.0f) {
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fColorFactor = 0.0f;
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}
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return true;
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}
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private:
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SkRect fRect;
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sk_sp<SkShader> fDiffuseShader;
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sk_sp<SkNormalSource> fNormalSource;
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SkScalar fLightAngle;
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SkScalar fColorFactor;
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typedef Sample INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_SAMPLE( return new LightingView(); )
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