84cddf6fa7
Reason for revert: Made Deigo's GM miss their ambient lights Original issue's description: > Moved ambient lights out of SkLight's light array > > BUG=skia: > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2287553002 > > Committed: https://skia.googlesource.com/skia/+/8f98f0aa2d3f7571a890b916c7c4b5ee831e9686 TBR=robertphillips@google.com,djsollen@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true BUG=skia: Review-Url: https://codereview.chromium.org/2291663002
181 lines
5.0 KiB
C++
181 lines
5.0 KiB
C++
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkLights_DEFINED
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#define SkLights_DEFINED
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#include "../private/SkTArray.h"
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#include "SkPoint3.h"
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#include "SkRefCnt.h"
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class SkReadBuffer;
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class SkWriteBuffer;
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class SkImage;
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class SK_API SkLights : public SkRefCnt {
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public:
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class Light {
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public:
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enum LightType {
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kAmbient_LightType, // only 'fColor' is used
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kDirectional_LightType,
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kPoint_LightType
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};
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Light(const Light& other)
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: fType(other.fType)
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, fColor(other.fColor)
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, fDirOrPos(other.fDirOrPos)
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, fIntensity(other.fIntensity)
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, fShadowMap(other.fShadowMap) {
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}
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Light(Light&& other)
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: fType(other.fType)
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, fColor(other.fColor)
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, fDirOrPos(other.fDirOrPos)
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, fIntensity(other.fIntensity)
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, fShadowMap(std::move(other.fShadowMap)) {
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}
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static Light MakeAmbient(const SkColor3f& color) {
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return Light(kAmbient_LightType, color, SkVector3::Make(0.0f, 0.0f, 1.0f));
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}
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static Light MakeDirectional(const SkColor3f& color, const SkVector3& dir) {
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Light light(kDirectional_LightType, color, dir);
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if (!light.fDirOrPos.normalize()) {
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light.fDirOrPos.set(0.0f, 0.0f, 1.0f);
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}
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return light;
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}
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static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity) {
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return Light(kPoint_LightType, color, pos, intensity);
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}
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LightType type() const { return fType; }
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const SkColor3f& color() const { return fColor; }
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const SkVector3& dir() const {
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SkASSERT(kDirectional_LightType == fType);
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return fDirOrPos;
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}
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const SkPoint3& pos() const {
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SkASSERT(kPoint_LightType == fType);
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return fDirOrPos;
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}
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SkScalar intensity() const {
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SkASSERT(kPoint_LightType == fType);
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return fIntensity;
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}
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void setShadowMap(sk_sp<SkImage> shadowMap) {
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fShadowMap = std::move(shadowMap);
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}
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SkImage* getShadowMap() const {
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return fShadowMap.get();
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}
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Light& operator= (const Light& b) {
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if (this == &b) {
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return *this;
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}
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fColor = b.fColor;
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fType = b.fType;
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fDirOrPos = b.fDirOrPos;
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fIntensity = b.fIntensity;
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fShadowMap = b.fShadowMap;
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return *this;
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}
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bool operator== (const Light& b) {
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if (this == &b) {
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return true;
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}
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return (fColor == b.fColor) &&
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(fType == b.fType) &&
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(fDirOrPos == b.fDirOrPos) &&
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(fShadowMap == b.fShadowMap) &&
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(fIntensity == b.fIntensity);
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}
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bool operator!= (const Light& b) { return !(this->operator==(b)); }
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private:
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LightType fType;
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SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
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SkVector3 fDirOrPos; // For directional lights, holds the direction towards the
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// light (+Z is out of the screen).
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// If degenerate, it will be replaced with (0, 0, 1).
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// For point lights, holds location of point light
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SkScalar fIntensity; // For point lights, dictates the light intensity.
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// Simply a multiplier to the final light output value.
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sk_sp<SkImage> fShadowMap;
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Light(LightType type, const SkColor3f& color,
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const SkVector3& dir, SkScalar intensity = 0.0f) {
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fType = type;
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fColor = color;
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fDirOrPos = dir;
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fIntensity = intensity;
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}
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};
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class Builder {
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public:
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Builder() : fLights(new SkLights) { }
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void add(const Light& light) {
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if (fLights) {
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fLights->fLights.push_back(light);
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}
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}
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void add(Light&& light) {
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if (fLights) {
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fLights->fLights.push_back(std::move(light));
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}
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}
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sk_sp<SkLights> finish() {
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return std::move(fLights);
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}
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private:
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sk_sp<SkLights> fLights;
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};
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int numLights() const {
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return fLights.count();
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}
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const Light& light(int index) const {
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return fLights[index];
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}
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Light& light(int index) {
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return fLights[index];
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}
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static sk_sp<SkLights> MakeFromBuffer(SkReadBuffer& buf);
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void flatten(SkWriteBuffer& buf) const;
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private:
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SkLights() {}
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SkTArray<Light> fLights;
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typedef SkRefCnt INHERITED;
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};
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#endif
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