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

Issue 1304673002: Revert "Update SkLightingShader to support rotation" (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 4 months ago
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1
2 /*
3 * Copyright 2015 Google Inc.
4 *
5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file.
7 */
8
9
10 #ifndef SkLightingShader_DEFINED
11 #define SkLightingShader_DEFINED
12
13 #include "SkFlattenable.h"
14 #include "SkLight.h"
15 #include "SkShader.h"
16 #include "SkTDArray.h"
17
18 class SkBitmap;
19 class SkMatrix;
20
21 class SK_API SkLightingShader {
22 public:
23 class Lights : public SkRefCnt {
24 public:
25 class Builder {
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;
64 };
65
66 /** Returns a shader that lights the diffuse and normal maps with a single l ight.
67
68 It returns a shader with a reference count of 1.
69 The caller should decrement the shader's reference count when done with the shader.
70 It is an error for count to be < 2.
71 @param diffuse the diffuse bitmap
72 @param normal the normal map
73 @param light the light applied to the normal map
74 @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel.
75 @param localMatrix the matrix mapping the textures to the dest rect
76
77 NULL will be returned if:
78 either 'diffuse' or 'normal' are empty
79 either 'diffuse' or 'normal' are too big (> 65535 on a side)
80 'diffuse' and 'normal' aren't the same size
81
82 The lighting equation is currently:
83 result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientCo lor
84
85 The normal map is currently assumed to be an 8888 image where the normal at a texel
86 is retrieved by:
87 N.x = R-127;
88 N.y = G-127;
89 N.z = B-127;
90 N.normalize();
91 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
92 (127, 127, 0).
93 */
94 static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
95 const Lights* lights, const SkVector& invNormRotatio n,
96 const SkMatrix* diffLocalMatrix, const SkMatrix* nor mLocalMatrix);
97
98 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
99 };
100
101 #endif
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