c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
102 lines
3.1 KiB
C++
102 lines
3.1 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 "include/core/SkCanvas.h"
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#include "include/core/SkPoint3.h"
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#include "samplecode/DecodeFile.h"
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#include "samplecode/Sample.h"
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#include "src/core/SkNormalSource.h"
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#include "src/shaders/SkLightingShader.h"
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#include "tools/Resources.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 = diffuseBitmap.makeShader();
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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 = normalBitmap.makeShader();
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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 AnimTimer& 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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