skia2/include/core/SkLights.h

167 lines
4.4 KiB
C++

/*
* 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 "../private/SkTArray.h"
#include "SkPoint3.h"
#include "SkRefCnt.h"
class SkReadBuffer;
class SkWriteBuffer;
class SkImage;
class SK_API SkLights : public SkRefCnt {
public:
class Light {
public:
enum LightType {
kAmbient_LightType, // only 'fColor' is used
kDirectional_LightType,
kPoint_LightType
};
Light(const Light& other)
: fType(other.fType)
, fColor(other.fColor)
, fDirection(other.fDirection)
, fShadowMap(other.fShadowMap) {
}
Light(Light&& other)
: fType(other.fType)
, fColor(other.fColor)
, fDirection(other.fDirection)
, fShadowMap(std::move(other.fShadowMap)) {
}
static Light MakeAmbient(const SkColor3f& color) {
return Light(kAmbient_LightType, color, SkVector3::Make(0.0f, 0.0f, 1.0f));
}
static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir) {
Light light(kDirectional_LightType, color, dir);
if (!light.fDirection.normalize()) {
light.fDirection.set(0.0f, 0.0f, 1.0f);
}
return light;
}
static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) {
return Light(kPoint_LightType, color, pos);
}
LightType type() const { return fType; }
const SkColor3f& color() const { return fColor; }
const SkVector3& dir() const {
SkASSERT(kDirectional_LightType == fType);
return fDirection;
}
const SkPoint3& pos() const {
SkASSERT(kPoint_LightType == fType);
return fDirection;
}
void setShadowMap(sk_sp<SkImage> shadowMap) {
fShadowMap = std::move(shadowMap);
}
SkImage* getShadowMap() const {
return fShadowMap.get();
}
Light& operator= (const Light& b) {
if (this == &b) {
return *this;
}
fColor = b.fColor;
fType = b.fType;
fDirection = b.fDirection;
fShadowMap = b.fShadowMap;
return *this;
}
bool operator== (const Light& b) {
if (this == &b) {
return true;
}
return (fColor == b.fColor) &&
(fType == b.fType) &&
(fDirection == b.fDirection) &&
(fShadowMap == b.fShadowMap);
}
bool operator!= (const Light& b) { return !(this->operator==(b)); }
private:
LightType fType;
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
SkVector3 fDirection; // For directional lights, holds the direction towards the
// light (+Z is out of the screen).
// If degenerate, it will be replaced with (0, 0, 1).
// For point lights, holds location of point light
sk_sp<SkImage> fShadowMap;
Light(LightType type, const SkColor3f& color, const SkVector3& dir) {
fType = type;
fColor = color;
fDirection = dir;
}
};
class Builder {
public:
Builder() : fLights(new SkLights) { }
void add(const Light& light) {
if (fLights) {
fLights->fLights.push_back(light);
}
}
void add(Light&& light) {
if (fLights) {
fLights->fLights.push_back(std::move(light));
}
}
sk_sp<SkLights> finish() {
return std::move(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];
}
static sk_sp<SkLights> MakeFromBuffer(SkReadBuffer& buf);
void flatten(SkWriteBuffer& buf) const;
private:
SkLights() {}
SkTArray<Light> fLights;
typedef SkRefCnt INHERITED;
};
#endif