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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/SkTArray.h" | 14 #include "../private/SkTArray.h" |
15 #include "SkImage.h" | 15 #include "SkImage.h" |
16 | 16 |
17 class SK_API SkLights : public SkRefCnt { | 17 class SK_API SkLights : public SkRefCnt { |
18 public: | 18 public: |
19 class Light { | 19 class Light { |
20 public: | 20 public: |
21 enum LightType { | 21 enum LightType { |
22 kAmbient_LightType, // only 'fColor' is used | 22 kAmbient_LightType, // only 'fColor' is used |
23 kDirectional_LightType | 23 kDirectional_LightType, |
24 kPoint_LightType | |
24 }; | 25 }; |
25 | 26 |
26 Light(const Light& other) | 27 Light(const Light& other) |
27 : fType(other.fType) | 28 : fType(other.fType) |
28 , fColor(other.fColor) | 29 , fColor(other.fColor) |
29 , fDirection(other.fDirection) | 30 , fDirection(other.fDirection) |
30 , fShadowMap(other.fShadowMap) { | 31 , fShadowMap(other.fShadowMap) { |
31 } | 32 } |
32 | 33 |
33 Light(Light&& other) | 34 Light(Light&& other) |
34 : fType(other.fType) | 35 : fType(other.fType) |
35 , fColor(other.fColor) | 36 , fColor(other.fColor) |
36 , fDirection(other.fDirection) | 37 , fDirection(other.fDirection) |
37 , fShadowMap(std::move(other.fShadowMap)) { | 38 , fShadowMap(std::move(other.fShadowMap)) { |
38 } | 39 } |
39 | 40 |
40 Light(const SkColor3f& color) | 41 static Light MakeAmbient(const SkColor3f& color) { |
robertphillips
2016/08/10 17:48:39
just "return Light(...);"
no need for the temporar
vjiaoblack
2016/08/11 14:27:23
Done.
| |
41 : fType(kAmbient_LightType) | 42 Light light(kAmbient_LightType, color, SkVector3::Make(0.0f, 0.0f, 1 .0f)); |
42 , fColor(color) { | 43 return light; |
43 fDirection.set(0.0f, 0.0f, 1.0f); | |
44 } | 44 } |
45 | 45 |
46 Light(const SkColor3f& color, const SkVector3& dir) | 46 static Light MakeDirectional(const SkColor3f& color, const SkVector3& di r) { |
47 : fType(kDirectional_LightType) | 47 Light light(kDirectional_LightType, color, dir); |
48 , fColor(color) | 48 if (!light.fDirection.normalize()) { |
49 , fDirection(dir) { | 49 light.fDirection.set(0.0f, 0.0f, 1.0f); |
50 if (!fDirection.normalize()) { | |
51 fDirection.set(0.0f, 0.0f, 1.0f); | |
52 } | 50 } |
51 return light; | |
52 } | |
53 | |
54 static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) { | |
robertphillips
2016/08/10 17:48:39
Same here
vjiaoblack
2016/08/11 14:27:23
Done.
| |
55 Light light(kPoint_LightType, color, pos); | |
56 return light; | |
53 } | 57 } |
54 | 58 |
55 LightType type() const { return fType; } | 59 LightType type() const { return fType; } |
56 const SkColor3f& color() const { return fColor; } | 60 const SkColor3f& color() const { return fColor; } |
57 const SkVector3& dir() const { | 61 const SkVector3& dir() const { |
58 SkASSERT(kAmbient_LightType != fType); | 62 SkASSERT(kDirectional_LightType == fType); |
59 return fDirection; | 63 return fDirection; |
60 } | 64 } |
65 const SkPoint3& pos() const { | |
66 SkASSERT(kPoint_LightType == fType); | |
67 return fDirection; | |
68 } | |
61 | 69 |
62 void setShadowMap(sk_sp<SkImage> shadowMap) { | 70 void setShadowMap(sk_sp<SkImage> shadowMap) { |
63 fShadowMap = std::move(shadowMap); | 71 fShadowMap = std::move(shadowMap); |
64 } | 72 } |
65 | 73 |
66 SkImage* getShadowMap() const { | 74 SkImage* getShadowMap() const { |
67 return fShadowMap.get(); | 75 return fShadowMap.get(); |
68 } | 76 } |
69 | 77 |
70 Light& operator= (const Light& b) { | 78 Light& operator= (const Light& b) { |
71 if (this == &b) { | 79 if (this == &b) { |
72 return *this; | 80 return *this; |
73 } | 81 } |
74 | 82 |
75 fColor = b.fColor; | 83 fColor = b.fColor; |
76 fType = b.fType; | 84 fType = b.fType; |
77 fDirection = b.fDirection; | 85 fDirection = b.fDirection; |
78 fShadowMap = b.fShadowMap; | 86 fShadowMap = b.fShadowMap; |
79 return *this; | 87 return *this; |
80 } | 88 } |
81 | 89 |
82 private: | 90 private: |
83 LightType fType; | 91 LightType fType; |
84 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. | 92 SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. |
robertphillips
2016/08/10 17:48:39
Fix comment
vjiaoblack
2016/08/11 14:27:23
Done.
| |
85 SkVector3 fDirection; // direction towards the light (+Z is out of the screen). | 93 SkVector3 fDirection; // direction towards the light (+Z is out of the screen). |
86 // If degenerate, it will be replaced with (0, 0, 1). | 94 // If degenerate, it will be replaced with (0, 0, 1). |
87 sk_sp<SkImage> fShadowMap; | 95 sk_sp<SkImage> fShadowMap; |
96 | |
97 Light(LightType type, const SkColor3f color, const SkVector3 dir) { | |
robertphillips
2016/08/10 17:48:39
Don't need "this->" on member variables
vjiaoblack
2016/08/11 14:27:23
Done.
| |
98 this->fType = type; | |
99 this->fColor = color; | |
100 this->fDirection = dir; | |
101 } | |
88 }; | 102 }; |
89 | 103 |
90 class Builder { | 104 class Builder { |
91 public: | 105 public: |
92 Builder() : fLights(new SkLights) { } | 106 Builder() : fLights(new SkLights) { } |
93 | 107 |
94 void add(const Light& light) { | 108 void add(const Light& light) { |
95 if (fLights) { | 109 if (fLights) { |
96 fLights->fLights.push_back(light); | 110 fLights->fLights.push_back(light); |
97 } | 111 } |
(...skipping 27 matching lines...) Expand all Loading... | |
125 | 139 |
126 private: | 140 private: |
127 SkLights() {} | 141 SkLights() {} |
128 | 142 |
129 SkTArray<Light> fLights; | 143 SkTArray<Light> fLights; |
130 | 144 |
131 typedef SkRefCnt INHERITED; | 145 typedef SkRefCnt INHERITED; |
132 }; | 146 }; |
133 | 147 |
134 #endif | 148 #endif |
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