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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 |
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47 return fDirection; | 47 return fDirection; |
48 } | 48 } |
49 | 49 |
50 void setShadowMap(sk_sp<SkImage> shadowMap) { | 50 void setShadowMap(sk_sp<SkImage> shadowMap) { |
51 fShadowMap = std::move(shadowMap); | 51 fShadowMap = std::move(shadowMap); |
52 } | 52 } |
53 | 53 |
54 sk_sp<SkImage> getShadowMap() const { | 54 sk_sp<SkImage> getShadowMap() const { |
55 return fShadowMap; | 55 return fShadowMap; |
56 } | 56 } |
57 | 57 |
robertphillips
2016/08/02 16:05:06
The entire idea of having the builder and then bui
vjiaoblack
2016/08/03 14:04:20
Done.
| |
58 void setDir(SkVector3 newDir) { | |
59 fDirection = newDir; | |
60 if (!fDirection.normalize()) { | |
61 fDirection.set(0.0f, 0.0f, 1.0f); | |
62 } | |
63 } | |
64 | |
58 Light& operator= (const Light& b) { | 65 Light& operator= (const Light& b) { |
59 if (this == &b) | 66 if (this == &b) |
60 return *this; | 67 return *this; |
61 | 68 |
62 this->fColor = b.fColor; | 69 this->fColor = b.fColor; |
63 this->fType = b.fType; | 70 this->fType = b.fType; |
64 this->fDirection = b.fDirection; | 71 this->fDirection = b.fDirection; |
65 | 72 |
66 if (b.fShadowMap) { | 73 if (b.fShadowMap) { |
67 this->fShadowMap = b.fShadowMap; | 74 this->fShadowMap = b.fShadowMap; |
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108 return fLights[index]; | 115 return fLights[index]; |
109 } | 116 } |
110 | 117 |
111 private: | 118 private: |
112 SkLights() {} | 119 SkLights() {} |
113 | 120 |
114 SkTDArray<Light> fLights; | 121 SkTDArray<Light> fLights; |
115 }; | 122 }; |
116 | 123 |
117 #endif | 124 #endif |
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