Fix alpha computation for specular lighting filter (GPU path).
Change lighting GM background to show blending.
NOTE: This will require new results for the lighting GM.
Review URL: https://codereview.appspot.com/6812050
git-svn-id: http://skia.googlecode.com/svn/trunk@6181 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gm/lighting.cpp b/gm/lighting.cpp
index 46474ab..9db34fd 100644
--- a/gm/lighting.cpp
+++ b/gm/lighting.cpp
@@ -47,6 +47,18 @@
make_bitmap();
fInitialized = true;
}
+ canvas->clear(0xFF101010);
+ SkPaint checkPaint;
+ checkPaint.setColor(0xFF202020);
+ for (int y = 0; y < HEIGHT; y += 16) {
+ for (int x = 0; x < WIDTH; x += 16) {
+ canvas->save();
+ canvas->translate(SkIntToScalar(x), SkIntToScalar(y));
+ canvas->drawRect(SkRect::MakeXYWH(8, 0, 8, 8), checkPaint);
+ canvas->drawRect(SkRect::MakeXYWH(0, 8, 8, 8), checkPaint);
+ canvas->restore();
+ }
+ }
SkPoint3 pointLocation(0, 0, SkIntToScalar(10));
SkScalar azimuthRad = SkDegreesToRadians(SkIntToScalar(225));
SkScalar elevationRad = SkDegreesToRadians(SkIntToScalar(5));