95302da19d
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2146073003 Committed: https://skia.googlesource.com/skia/+/0ae097d116f4332be02a135ffc99c162473dee6a Review-Url: https://codereview.chromium.org/2146073003
118 lines
2.8 KiB
C++
118 lines
2.8 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 "SkPoint3.h"
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#include "SkRefCnt.h"
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#include "../private/SkTDArray.h"
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#include "SkImage.h"
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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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};
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Light(const SkColor3f& color)
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: fType(kAmbient_LightType)
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, fColor(color) {
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fDirection.set(0.0f, 0.0f, 1.0f);
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fShadowMap.reset(nullptr);
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}
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Light(const SkColor3f& color, const SkVector3& dir)
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: fType(kDirectional_LightType)
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, fColor(color)
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, fDirection(dir) {
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if (!fDirection.normalize()) {
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fDirection.set(0.0f, 0.0f, 1.0f);
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}
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fShadowMap.reset(nullptr);
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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(kAmbient_LightType != fType);
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return fDirection;
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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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sk_sp<SkImage> getShadowMap() const {
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return fShadowMap;
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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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this->fColor = b.fColor;
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this->fType = b.fType;
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this->fDirection = b.fDirection;
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if (b.fShadowMap) {
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this->fShadowMap = b.fShadowMap;
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}
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return *this;
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}
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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 fDirection; // direction towards the 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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sk_sp<SkImage> fShadowMap;
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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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(void) fLights->fLights.append(1, &light);
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}
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}
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sk_sp<SkLights> finish() {
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return 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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private:
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SkLights() {}
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SkTDArray<Light> fLights;
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};
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#endif
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