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

Issue 1316233002: Style Change: NULL->nullptr (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: 2015-08-27 (Thursday) 10:25:06 EDT Created 5 years, 3 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
(...skipping 55 matching lines...) Expand 10 before | Expand all | Expand 10 after
66 66
67 It returns a shader with a reference count of 1. 67 It returns a shader with a reference count of 1.
68 The caller should decrement the shader's reference count when done with the shader. 68 The caller should decrement the shader's reference count when done with the shader.
69 It is an error for count to be < 2. 69 It is an error for count to be < 2.
70 @param diffuse the diffuse bitmap 70 @param diffuse the diffuse bitmap
71 @param normal the normal map 71 @param normal the normal map
72 @param light the light applied to the normal map 72 @param light the light applied to the normal map
73 @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel. 73 @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel.
74 @param localMatrix the matrix mapping the textures to the dest rect 74 @param localMatrix the matrix mapping the textures to the dest rect
75 75
76 NULL will be returned if: 76 nullptr will be returned if:
77 either 'diffuse' or 'normal' are empty 77 either 'diffuse' or 'normal' are empty
78 either 'diffuse' or 'normal' are too big (> 65535 on a side) 78 either 'diffuse' or 'normal' are too big (> 65535 on a side)
79 'diffuse' and 'normal' aren't the same size 79 'diffuse' and 'normal' aren't the same size
80 80
81 The lighting equation is currently: 81 The lighting equation is currently:
82 result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientCo lor 82 result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientCo lor
83 83
84 The normal map is currently assumed to be an 8888 image where the normal at a texel 84 The normal map is currently assumed to be an 8888 image where the normal at a texel
85 is retrieved by: 85 is retrieved by:
86 N.x = R-127; 86 N.x = R-127;
87 N.y = G-127; 87 N.y = G-127;
88 N.z = B-127; 88 N.z = B-127;
89 N.normalize(); 89 N.normalize();
90 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is 90 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
91 (127, 127, 0). 91 (127, 127, 0).
92 */ 92 */
93 static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal, 93 static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
94 const Lights* lights, const SkVector& invNormRotatio n, 94 const Lights* lights, const SkVector& invNormRotatio n,
95 const SkMatrix* diffLocalMatrix, const SkMatrix* nor mLocalMatrix); 95 const SkMatrix* diffLocalMatrix, const SkMatrix* nor mLocalMatrix);
96 96
97 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() 97 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
98 }; 98 };
99 99
100 #endif 100 #endif
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