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Side by Side Diff: src/core/SkLightingShader.h

Issue 1291783003: Update SkLightingShader to support rotation (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix gyp file Created 5 years, 4 months ago
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1 1
2 /* 2 /*
3 * Copyright 2015 Google Inc. 3 * Copyright 2015 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 9
10 #ifndef SkLightingShader_DEFINED 10 #ifndef SkLightingShader_DEFINED
11 #define SkLightingShader_DEFINED 11 #define SkLightingShader_DEFINED
12 12
13 #include "SkPoint3.h" 13 #include "SkFlattenable.h"
14 #include "SkLight.h"
14 #include "SkShader.h" 15 #include "SkShader.h"
16 #include "SkTDArray.h"
17
18 class SkBitmap;
19 class SkMatrix;
15 20
16 class SK_API SkLightingShader { 21 class SK_API SkLightingShader {
17 public: 22 public:
18 struct Light { 23 class Lights : public SkRefCnt {
19 SkVector3 fDirection; // direction towards the light (+Z is out of the screen). 24 public:
20 // If degenerate, it will be replaced with (0, 0, 1). 25 class Builder {
21 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. 26 public:
27 Builder(const SkLight lights[], int numLights)
28 : fLights(SkNEW_ARGS(Lights, (lights, numLights))) {
29 }
30
31 Builder() : fLights(SkNEW(Lights)) { }
32
33 // TODO: limit the number of lights here or just ignore those
34 // above some maximum?
35 void add(const SkLight& light) {
36 if (fLights) {
37 *fLights->fLights.push() = light;
38 }
39 }
40
41 const Lights* finish() {
42 return fLights.detach();
43 }
44
45 private:
46 SkAutoTUnref<Lights> fLights;
47 };
48
49 int numLights() const {
50 return fLights.count();
51 }
52
53 const SkLight& light(int index) const {
54 return fLights[index];
55 }
56
57 private:
58 Lights() {}
59 Lights(const SkLight lights[], int numLights) : fLights(lights, numLight s) {}
60
61 SkTDArray<SkLight> fLights;
62
63 typedef SkRefCnt INHERITED;
22 }; 64 };
23 65
24 /** Returns a shader that lights the diffuse and normal maps with a single l ight. 66 /** Returns a shader that lights the diffuse and normal maps with a single l ight.
25 67
26 It returns a shader with a reference count of 1. 68 It returns a shader with a reference count of 1.
27 The caller should decrement the shader's reference count when done with the shader. 69 The caller should decrement the shader's reference count when done with the shader.
28 It is an error for count to be < 2. 70 It is an error for count to be < 2.
29 @param diffuse the diffuse bitmap 71 @param diffuse the diffuse bitmap
30 @param normal the normal map 72 @param normal the normal map
31 @param light the light applied to the normal map 73 @param light the light applied to the normal map
(...skipping 11 matching lines...) Expand all
43 The normal map is currently assumed to be an 8888 image where the normal at a texel 85 The normal map is currently assumed to be an 8888 image where the normal at a texel
44 is retrieved by: 86 is retrieved by:
45 N.x = R-127; 87 N.x = R-127;
46 N.y = G-127; 88 N.y = G-127;
47 N.z = B-127; 89 N.z = B-127;
48 N.normalize(); 90 N.normalize();
49 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is 91 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
50 (127, 127, 0). 92 (127, 127, 0).
51 */ 93 */
52 static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal, 94 static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
53 const SkLightingShader::Light& light, const SkColor3 f& ambient, 95 const Lights* lights, const SkVector& invNormRotatio n,
54 const SkMatrix* localMatrix); 96 const SkMatrix* diffLocalMatrix, const SkMatrix* nor mLocalMatrix);
55 97
56 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() 98 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
57 }; 99 };
58 100
59 #endif 101 #endif
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