Update SkLightingShader to support rotation
This also:
makes the SkLightingShader handle normal maps where the rects aren't aligned between the diffuse and normal maps.
adds a light aggregating class (Lights) to SkLightingShader (along with a Builder nested class).
Split out of https://codereview.chromium.org/1261433009/ (Add SkCanvas::drawLitAtlas call)
Committed: https://skia.googlesource.com/skia/+/45b59ed6e4e231814dbdb9f707b3d2a7ee50de84
Review URL: https://codereview.chromium.org/1291783003
diff --git a/samplecode/SampleLighting.cpp b/samplecode/SampleLighting.cpp
index 5b4f2e0..4838cf8 100755
--- a/samplecode/SampleLighting.cpp
+++ b/samplecode/SampleLighting.cpp
@@ -11,6 +11,21 @@
#include "SkCanvas.h"
#include "SkImageDecoder.h"
#include "SkLightingShader.h"
+#include "SkPoint3.h"
+
+static const SkLightingShader::Lights* 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));
+
+ SkLightingShader::Lights::Builder builder;
+
+ builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, blue), dir));
+ builder.add(SkLight(SkColor3f::Make(0.1f, 0.1f, 0.1f)));
+
+ return builder.finish();
+}
////////////////////////////////////////////////////////////////////////////
@@ -21,7 +36,6 @@
SkBitmap fNormalBitmap;
SkScalar fLightAngle;
SkScalar fColorFactor;
- SkColor3f fAmbientColor;
LightingView() {
SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
@@ -32,16 +46,11 @@
fLightAngle = 0.0f;
fColorFactor = 0.0f;
- SkLightingShader::Light light;
- light.fColor = SkColor3f::Make(1.0f, 1.0f, 1.0f);
- light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
- light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
- light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
-
- fAmbientColor = SkColor3f::Make(0.1f, 0.1f, 0.1f);
+ SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLightAngle, 1.0f));
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
- light, fAmbientColor, nullptr));
+ lights, SkVector::Make(1.0f, 0.0f),
+ nullptr, nullptr));
}
virtual ~LightingView() {}
@@ -63,14 +72,12 @@
fColorFactor = 0.0f;
}
- SkLightingShader::Light light;
- light.fColor = SkColor3f::Make(1.0f, 1.0f, fColorFactor);
- light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
- light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
- light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);
+ SkAutoTUnref<const SkLightingShader::Lights> lights(create_lights(fLightAngle,
+ fColorFactor));
fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
- light, fAmbientColor, nullptr));
+ lights, SkVector::Make(1.0f, 0.0f),
+ nullptr, nullptr));
SkPaint paint;
paint.setShader(fShader);