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Unified 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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Index: src/core/SkLightingShader.h
diff --git a/src/effects/SkLightingShader.h b/src/core/SkLightingShader.h
similarity index 55%
rename from src/effects/SkLightingShader.h
rename to src/core/SkLightingShader.h
index 64d41a291e7bd8d90d402e1b33954bd3cd78a1dc..499e358238090dbc4ce817b5154b21f0f7441076 100644
--- a/src/effects/SkLightingShader.h
+++ b/src/core/SkLightingShader.h
@@ -10,15 +10,57 @@
#ifndef SkLightingShader_DEFINED
#define SkLightingShader_DEFINED
-#include "SkPoint3.h"
+#include "SkFlattenable.h"
+#include "SkLight.h"
#include "SkShader.h"
+#include "SkTDArray.h"
+
+class SkBitmap;
+class SkMatrix;
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.
+ class Lights : public SkRefCnt {
+ public:
+ class Builder {
+ public:
+ Builder(const SkLight lights[], int numLights)
+ : fLights(SkNEW_ARGS(Lights, (lights, numLights))) {
+ }
+
+ Builder() : fLights(SkNEW(Lights)) { }
+
+ // TODO: limit the number of lights here or just ignore those
+ // above some maximum?
+ void add(const SkLight& light) {
+ if (fLights) {
+ *fLights->fLights.push() = light;
+ }
+ }
+
+ const Lights* finish() {
+ return fLights.detach();
+ }
+
+ private:
+ SkAutoTUnref<Lights> fLights;
+ };
+
+ int numLights() const {
+ return fLights.count();
+ }
+
+ const SkLight& light(int index) const {
+ return fLights[index];
+ }
+
+ private:
+ Lights() {}
+ Lights(const SkLight lights[], int numLights) : fLights(lights, numLights) {}
+
+ SkTDArray<SkLight> fLights;
+
+ typedef SkRefCnt INHERITED;
};
/** Returns a shader that lights the diffuse and normal maps with a single light.
@@ -50,8 +92,8 @@ public:
(127, 127, 0).
*/
static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
- const SkLightingShader::Light& light, const SkColor3f& ambient,
- const SkMatrix* localMatrix);
+ const Lights* lights, const SkVector& invNormRotation,
+ const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
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