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Unified Diff: src/core/SkLightingShader.h

Issue 2063793002: API change to allow for NormalSource selection at the user level. (Closed) Base URL: https://skia.googlesource.com/skia@dvonbeck-normal-factor-out
Patch Set: Addressed remaining patch 8 comments Created 4 years, 5 months ago
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Index: src/core/SkLightingShader.h
diff --git a/src/core/SkLightingShader.h b/src/core/SkLightingShader.h
index e21b94266eebdb970a7400f5431bb3c698b68018..f10382368a5462f87cd71f35850e67e477b83cb2 100644
--- a/src/core/SkLightingShader.h
+++ b/src/core/SkLightingShader.h
@@ -13,45 +13,33 @@
class SkBitmap;
class SkMatrix;
+class SkNormalSource;
class SK_API SkLightingShader {
public:
- /** Returns a shader that lights the diffuse and normal maps with a set of lights.
+ /** Returns a shader that lights the diffuse map using the normals and a set of lights.
It returns a shader with a reference count of 1.
The caller should decrement the shader's reference count when done with the shader.
It is an error for count to be < 2.
@param diffuse the diffuse bitmap
- @param normal the normal map
@param lights the lights applied to the normal map
- @param invNormRotation rotation applied to the normal map's normals
@param diffLocalMatrix the local matrix for the diffuse map (transform from
texture coordinates to shape source coordinates). nullptr is
interpreted as an identity matrix.
- @param normLocalMatrix the local matrix for the normal map (transform from
- texture coordinates to shape source coordinates). nullptr is
- interpreted as an identity matrix.
+ @param normalSource the source for the normals
nullptr will be returned if:
- either 'diffuse' or 'normal' are empty
- either 'diffuse' or 'normal' are too big (> 65535 on a side)
- 'diffuse' and 'normal' aren't the same size
+ 'diffuse' is empty
+ 'diffuse' is too big (> 65535 on any side)
The lighting equation is currently:
result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientColor
- The normal map is currently assumed to be an 8888 image where the normal at a texel
- is retrieved by:
- N.x = R-127;
- N.y = G-127;
- N.z = B-127;
- N.normalize();
- The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
- (127, 127, 0).
*/
- static sk_sp<SkShader> Make(const SkBitmap& diffuse, const SkBitmap& normal,
- sk_sp<SkLights> lights, const SkVector& invNormRotation,
- const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix);
+ static sk_sp<SkShader> Make(const SkBitmap& diffuse, sk_sp<SkLights> lights,
+ const SkMatrix* diffLocalMatrix,
+ sk_sp<SkNormalSource> normalSource);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
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