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Side by Side Diff: include/core/SkLights.h

Issue 2127233002: Added the framework for having canvas/recorder/picture record depth_set's. (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 5 months ago
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1 1
2 /* 2 /*
jvanverth1 2016/07/07 18:43:02 The changes in this file seem unrelated to the des
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 #ifndef SkLights_DEFINED 9 #ifndef SkLights_DEFINED
10 #define SkLights_DEFINED 10 #define SkLights_DEFINED
11 11
12 #include "SkPoint3.h" 12 #include "SkPoint3.h"
13 #include "SkRefCnt.h" 13 #include "SkRefCnt.h"
14 #include "../private/SkTDArray.h" 14 #include "../private/SkTDArray.h"
15 #include "SkImage.h"
15 16
16 class SK_API SkLights : public SkRefCnt { 17 class SK_API SkLights : public SkRefCnt {
17 public: 18 public:
18 class Light { 19 class Light {
19 public: 20 public:
20 enum LightType { 21 enum LightType {
21 kAmbient_LightType, // only 'fColor' is used 22 kAmbient_LightType, // only 'fColor' is used
22 kDirectional_LightType 23 kDirectional_LightType
23 }; 24 };
24 25
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37 } 38 }
38 } 39 }
39 40
40 LightType type() const { return fType; } 41 LightType type() const { return fType; }
41 const SkColor3f& color() const { return fColor; } 42 const SkColor3f& color() const { return fColor; }
42 const SkVector3& dir() const { 43 const SkVector3& dir() const {
43 SkASSERT(kAmbient_LightType != fType); 44 SkASSERT(kAmbient_LightType != fType);
44 return fDirection; 45 return fDirection;
45 } 46 }
46 47
48 void setShadowMap(sk_sp<SkImage> shadowMap) {
49 // fShadowMap = shadowMap;
50 }
51
47 private: 52 private:
48 LightType fType; 53 LightType fType;
49 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. 54 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
50 SkVector3 fDirection; // direction towards the light (+Z is out of the screen). 55 SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
51 // If degenerate, it will be replaced with (0, 0, 1). 56 // If degenerate, it will be replaced with (0, 0, 1).
57
58 // sk_sp<SkImage> fShadowMap; // TEST_VICTOR this is a happy happy shadow mappy
52 }; 59 };
53 60
54 class Builder { 61 class Builder {
55 public: 62 public:
56 Builder() : fLights(new SkLights) { } 63 Builder() : fLights(new SkLights) { }
57 64
58 void add(const Light& light) { 65 void add(const Light& light) {
59 if (fLights) { 66 if (fLights) {
60 *fLights->fLights.push() = light; 67 *fLights->fLights.push() = light;
61 } 68 }
62 } 69 }
63 70
64 sk_sp<SkLights> finish() { 71 sk_sp<SkLights> finish() {
65 return fLights; 72 return fLights;
66 } 73 }
67 74
68 private: 75 private:
69 sk_sp<SkLights> fLights; 76 sk_sp<SkLights> fLights;
70 }; 77 };
71 78
72 int numLights() const { 79 int numLights() const {
73 return fLights.count(); 80 return fLights.count();
74 } 81 }
75 82
76 const Light& light(int index) const { 83 Light& light(int index) {
77 return fLights[index]; 84 return fLights[index];
78 } 85 }
79 86
80 private: 87 private:
81 SkLights() {} 88 SkLights() {}
82 89
83 SkTDArray<Light> fLights; 90 SkTDArray<Light> fLights;
84 }; 91 };
85 92
86 #endif 93 #endif
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