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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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