/* * 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 shadowMap) { fShadowMap = std::move(shadowMap); } sk_sp 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 fShadowMap; }; class Builder { public: Builder() : fLights(new SkLights) { } void add(const Light& light) { if (fLights) { (void) fLights->fLights.append(1, &light); } } sk_sp finish() { return fLights; } private: sk_sp 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 fLights; }; #endif