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

Issue 2146073003: Creating framework for drawShadowedPicture (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Missed error Created 4 years, 5 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 #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
25 Light(const SkColor3f& color) 26 Light(const SkColor3f& color)
26 : fType(kAmbient_LightType) 27 : fType(kAmbient_LightType)
27 , fColor(color) { 28 , fColor(color)
29 , fShadowMap(nullptr) {
28 fDirection.set(0.0f, 0.0f, 1.0f); 30 fDirection.set(0.0f, 0.0f, 1.0f);
29 } 31 }
30 32
31 Light(const SkColor3f& color, const SkVector3& dir) 33 Light(const SkColor3f& color, const SkVector3& dir)
32 : fType(kDirectional_LightType) 34 : fType(kDirectional_LightType)
33 , fColor(color) 35 , fColor(color)
34 , fDirection(dir) { 36 , fDirection(dir)
37 , fShadowMap(nullptr) {
35 if (!fDirection.normalize()) { 38 if (!fDirection.normalize()) {
36 fDirection.set(0.0f, 0.0f, 1.0f); 39 fDirection.set(0.0f, 0.0f, 1.0f);
37 } 40 }
38 } 41 }
39 42
40 LightType type() const { return fType; } 43 LightType type() const { return fType; }
41 const SkColor3f& color() const { return fColor; } 44 const SkColor3f& color() const { return fColor; }
42 const SkVector3& dir() const { 45 const SkVector3& dir() const {
43 SkASSERT(kAmbient_LightType != fType); 46 SkASSERT(kAmbient_LightType != fType);
44 return fDirection; 47 return fDirection;
45 } 48 }
46 49
50 void setShadowMap(sk_sp<SkImage> shadowMap) {
51 fShadowMap = shadowMap.get();
52 }
53
47 private: 54 private:
48 LightType fType; 55 LightType fType;
49 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. 56 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). 57 SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
51 // If degenerate, it will be replaced with (0, 0, 1). 58 // If degenerate, it will be replaced with (0, 0, 1).
59 SkImage* fShadowMap; // if we use an sk_sp, this freaking breaks because it's init to nullptr
52 }; 60 };
53 61
54 class Builder { 62 class Builder {
55 public: 63 public:
56 Builder() : fLights(new SkLights) { } 64 Builder() : fLights(new SkLights) { }
57 65
58 void add(const Light& light) { 66 void add(const Light& light) {
59 if (fLights) { 67 if (fLights) {
60 *fLights->fLights.push() = light; 68 *fLights->fLights.push() = light;
61 } 69 }
62 } 70 }
63 71
64 sk_sp<SkLights> finish() { 72 sk_sp<SkLights> finish() {
65 return fLights; 73 return fLights;
66 } 74 }
67 75
68 private: 76 private:
69 sk_sp<SkLights> fLights; 77 sk_sp<SkLights> fLights;
70 }; 78 };
71 79
72 int numLights() const { 80 int numLights() const {
73 return fLights.count(); 81 return fLights.count();
74 } 82 }
75 83
76 const Light& light(int index) const { 84 const Light& light(int index) const {
77 return fLights[index]; 85 return fLights[index];
78 } 86 }
79 87
88 Light& editLight(int index) {
jvanverth1 2016/07/18 15:02:26 You can just call this light() like the const vers
vjiaoblack 2016/07/18 16:51:06 Done.
89 return fLights[index];
90 }
91
80 private: 92 private:
81 SkLights() {} 93 SkLights() {}
82 94
83 SkTDArray<Light> fLights; 95 SkTDArray<Light> fLights;
84 }; 96 };
85 97
86 #endif 98 #endif
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