skia2/include/core/SkLights.h

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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkLights_DEFINED
#define SkLights_DEFINED
#include "SkPoint3.h"
#include "SkRefCnt.h"
#include "../private/SkTDArray.h"
#include "SkImage.h"
class SK_API SkLights : public SkRefCnt {
public:
class Light {
public:
enum LightType {
kAmbient_LightType, // only 'fColor' is used
kDirectional_LightType
};
Light(const SkColor3f& color)
: fType(kAmbient_LightType)
, fColor(color) {
fDirection.set(0.0f, 0.0f, 1.0f);
fShadowMap.reset(nullptr);
}
Light(const SkColor3f& color, const SkVector3& dir)
: fType(kDirectional_LightType)
, fColor(color)
, fDirection(dir) {
if (!fDirection.normalize()) {
fDirection.set(0.0f, 0.0f, 1.0f);
}
fShadowMap.reset(nullptr);
}
LightType type() const { return fType; }
const SkColor3f& color() const { return fColor; }
const SkVector3& dir() const {
SkASSERT(kAmbient_LightType != fType);
return fDirection;
}
void setShadowMap(sk_sp<SkImage> shadowMap) {
fShadowMap = std::move(shadowMap);
}
sk_sp<SkImage> getShadowMap() const {
return fShadowMap;
}
Light& operator= (const Light& b) {
if (this == &b)
return *this;
this->fColor = b.fColor;
this->fType = b.fType;
this->fDirection = b.fDirection;
if (b.fShadowMap) {
this->fShadowMap = b.fShadowMap;
}
return *this;
}
private:
LightType fType;
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
// If degenerate, it will be replaced with (0, 0, 1).
sk_sp<SkImage> fShadowMap;
};
class Builder {
public:
Builder() : fLights(new SkLights) { }
void add(const Light& light) {
if (fLights) {
(void) fLights->fLights.append(1, &light);
}
}
sk_sp<SkLights> finish() {
return fLights;
}
private:
sk_sp<SkLights> fLights;
};
int numLights() const {
return fLights.count();
}
const Light& light(int index) const {
return fLights[index];
}
Light& light(int index) {
return fLights[index];
}
private:
SkLights() {}
SkTDArray<Light> fLights;
};
#endif