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Unified Diff: src/effects/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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Index: src/effects/SkLightingShader.h
diff --git a/src/effects/SkLightingShader.h b/src/effects/SkLightingShader.h
deleted file mode 100644
index 64d41a291e7bd8d90d402e1b33954bd3cd78a1dc..0000000000000000000000000000000000000000
--- a/src/effects/SkLightingShader.h
+++ /dev/null
@@ -1,59 +0,0 @@
-
-/*
- * 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 SkLightingShader_DEFINED
-#define SkLightingShader_DEFINED
-
-#include "SkPoint3.h"
-#include "SkShader.h"
-
-class SK_API SkLightingShader {
-public:
- struct Light {
- SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
- // If degenerate, it will be replaced with (0, 0, 1).
- SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
- };
-
- /** Returns a shader that lights the diffuse and normal maps with a single light.
-
- It returns a shader with a reference count of 1.
- The caller should decrement the shader's reference count when done with the shader.
- It is an error for count to be < 2.
- @param diffuse the diffuse bitmap
- @param normal the normal map
- @param light the light applied to the normal map
- @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel.
- @param localMatrix the matrix mapping the textures to the dest rect
-
- NULL will be returned if:
- either 'diffuse' or 'normal' are empty
- either 'diffuse' or 'normal' are too big (> 65535 on a side)
- 'diffuse' and 'normal' aren't the same size
-
- The lighting equation is currently:
- result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientColor
-
- The normal map is currently assumed to be an 8888 image where the normal at a texel
- is retrieved by:
- N.x = R-127;
- N.y = G-127;
- N.z = B-127;
- N.normalize();
- The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
- (127, 127, 0).
- */
- static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
- const SkLightingShader::Light& light, const SkColor3f& ambient,
- const SkMatrix* localMatrix);
-
- SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
-};
-
-#endif
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