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1 /* | 1 /* |
2 * Copyright 2015 Google Inc. | 2 * Copyright 2015 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #ifndef SkLightingShader_DEFINED | 8 #ifndef SkLightingShader_DEFINED |
9 #define SkLightingShader_DEFINED | 9 #define SkLightingShader_DEFINED |
10 | 10 |
11 #include "SkFlattenable.h" | 11 #include "SkLights.h" |
12 #include "SkLight.h" | |
13 #include "SkShader.h" | 12 #include "SkShader.h" |
14 #include "SkTDArray.h" | |
15 | 13 |
16 class SkBitmap; | 14 class SkBitmap; |
17 class SkMatrix; | 15 class SkMatrix; |
18 | 16 |
19 class SK_API SkLightingShader { | 17 class SK_API SkLightingShader { |
20 public: | 18 public: |
21 class Lights : public SkRefCnt { | 19 /** Returns a shader that lights the diffuse and normal maps with a set of l
ights. |
22 public: | |
23 class Builder { | |
24 public: | |
25 Builder(const SkLight lights[], int numLights) | |
26 : fLights(new Lights(lights, numLights)) {} | |
27 | |
28 Builder() : fLights(new Lights) {} | |
29 | |
30 // TODO: limit the number of lights here or just ignore those | |
31 // above some maximum? | |
32 void add(const SkLight& light) { | |
33 if (fLights) { | |
34 *fLights->fLights.push() = light; | |
35 } | |
36 } | |
37 | |
38 const Lights* finish() { | |
39 return fLights.release(); | |
40 } | |
41 | |
42 private: | |
43 SkAutoTUnref<Lights> fLights; | |
44 }; | |
45 | |
46 int numLights() const { | |
47 return fLights.count(); | |
48 } | |
49 | |
50 const SkLight& light(int index) const { | |
51 return fLights[index]; | |
52 } | |
53 | |
54 private: | |
55 Lights() {} | |
56 Lights(const SkLight lights[], int numLights) : fLights(lights, numLight
s) {} | |
57 | |
58 SkTDArray<SkLight> fLights; | |
59 | |
60 typedef SkRefCnt INHERITED; | |
61 }; | |
62 | |
63 /** Returns a shader that lights the diffuse and normal maps with a single l
ight. | |
64 | 20 |
65 It returns a shader with a reference count of 1. | 21 It returns a shader with a reference count of 1. |
66 The caller should decrement the shader's reference count when done with
the shader. | 22 The caller should decrement the shader's reference count when done with
the shader. |
67 It is an error for count to be < 2. | 23 It is an error for count to be < 2. |
68 @param diffuse the diffuse bitmap | 24 @param diffuse the diffuse bitmap |
69 @param normal the normal map | 25 @param normal the normal map |
70 @param light the light applied to the normal map | 26 @param lights the lights applied to the normal map |
71 @param ambient the linear (unpremul) ambient light color. Range is
0..1/channel. | 27 @param invNormRotation rotation applied to the normal map's normals |
72 @param localMatrix the matrix mapping the textures to the dest rect | 28 @param diffLocalMatrix the local matrix for the diffuse texture |
| 29 @param normLocalMatrix the local matrix for the normal map |
73 | 30 |
74 nullptr will be returned if: | 31 nullptr will be returned if: |
75 either 'diffuse' or 'normal' are empty | 32 either 'diffuse' or 'normal' are empty |
76 either 'diffuse' or 'normal' are too big (> 65535 on a side) | 33 either 'diffuse' or 'normal' are too big (> 65535 on a side) |
77 'diffuse' and 'normal' aren't the same size | 34 'diffuse' and 'normal' aren't the same size |
78 | 35 |
79 The lighting equation is currently: | 36 The lighting equation is currently: |
80 result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientCo
lor | 37 result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientCo
lor |
81 | 38 |
82 The normal map is currently assumed to be an 8888 image where the normal
at a texel | 39 The normal map is currently assumed to be an 8888 image where the normal
at a texel |
83 is retrieved by: | 40 is retrieved by: |
84 N.x = R-127; | 41 N.x = R-127; |
85 N.y = G-127; | 42 N.y = G-127; |
86 N.z = B-127; | 43 N.z = B-127; |
87 N.normalize(); | 44 N.normalize(); |
88 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis
is | 45 The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis
is |
89 (127, 127, 0). | 46 (127, 127, 0). |
90 */ | 47 */ |
91 static sk_sp<SkShader> Make(const SkBitmap& diffuse, const SkBitmap& normal, | 48 static sk_sp<SkShader> Make(const SkBitmap& diffuse, const SkBitmap& normal, |
92 const Lights* lights, const SkVector& invNormRot
ation, | 49 sk_sp<SkLights> lights, const SkVector& invNormR
otation, |
93 const SkMatrix* diffLocalMatrix, const SkMatrix*
normLocalMatrix); | 50 const SkMatrix* diffLocalMatrix, const SkMatrix*
normLocalMatrix); |
94 | 51 |
95 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() | 52 SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() |
96 }; | 53 }; |
97 | 54 |
98 #endif | 55 #endif |
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