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| 1 | |
| 2 /* | |
| 3 * Copyright 2016 Google Inc. | |
| 4 * | |
| 5 * Use of this source code is governed by a BSD-style license that can be | |
| 6 * found in the LICENSE file. | |
| 7 */ | |
| 8 | |
| 9 #include "SkLights.h" | |
| 10 #include "SkReadBuffer.h" | |
| 11 | |
| 12 SkLights::Light::Light(LightType type, const SkColor3f color, const SkVector3 di r) { | |
| 13 fType = type; | |
| 14 fColor = color; | |
| 15 fDirection = dir; | |
| 16 } | |
| 17 | |
| 18 void SkLights::Builder::add(const SkLights::Light& light) { | |
| 19 if (fLights) { | |
| 20 fLights->fLights.push_back(light); | |
| 21 } | |
| 22 } | |
| 23 | |
| 24 void SkLights::Builder::add(SkLights::Light&& light) { | |
| 25 if (fLights) { | |
| 26 fLights->fLights.push_back(std::move(light)); | |
| 27 } | |
| 28 } | |
| 29 | |
| 30 sk_sp<SkLights> SkLights::Builder::finish() { | |
| 31 return std::move(fLights); | |
| 32 } | |
| 33 | |
| 34 int SkLights::numLights() const { | |
| 35 return fLights.count(); | |
| 36 } | |
| 37 | |
| 38 const SkLights::Light& SkLights::light(int index) const { | |
| 39 return fLights[index]; | |
| 40 } | |
| 41 | |
| 42 SkLights::Light& SkLights::light(int index) { | |
| 43 return fLights[index]; | |
| 44 } | |
| 45 | |
| 46 sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) { | |
| 47 int numLights = buf.readInt(); | |
| 48 | |
| 49 Builder builder; | |
| 50 for (int l = 0; l < numLights; ++l) { | |
| 51 bool isAmbient = buf.readBool(); | |
| 52 bool isPoint = buf.readBool(); | |
| 53 | |
| 54 SkColor3f color; | |
| 55 if (!buf.readScalarArray(&color.fX, 3)) { | |
| 56 return nullptr; | |
| 57 } | |
| 58 | |
| 59 if (isAmbient) { | |
| 60 builder.add(Light::MakeAmbient(color)); | |
| 61 } else { | |
| 62 SkVector3 dirOrPos; | |
| 63 if (!buf.readScalarArray(&dirOrPos.fX, 3)) { | |
| 64 return nullptr; | |
| 65 } | |
| 66 | |
| 67 sk_sp<SkImage> depthMap; | |
|
robertphillips
2016/08/12 13:34:48
Not all lights need to have a shadow map!
vjiaoblack
2016/08/12 14:12:10
Done.
| |
| 68 if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) { | |
| 69 return nullptr; | |
| 70 } | |
| 71 | |
| 72 if (isPoint) { | |
| 73 Light light = Light::MakePoint(color, dirOrPos); | |
| 74 light.setShadowMap(depthMap); | |
| 75 builder.add(light); | |
| 76 } else { | |
| 77 Light light = Light::MakeDirectional(color, dirOrPos); | |
| 78 light.setShadowMap(depthMap); | |
| 79 builder.add(light); | |
| 80 } | |
| 81 } | |
| 82 } | |
| 83 | |
| 84 return builder.finish(); | |
| 85 } | |
| 86 | |
| 87 void SkLights::flatten(SkWriteBuffer& buf) const { | |
| 88 | |
| 89 buf.writeInt(this->numLights()); | |
| 90 for (int l = 0; l < this->numLights(); ++l) { | |
| 91 const Light& light = this->light(l); | |
| 92 | |
| 93 bool isAmbient = Light::kAmbient_LightType == light.type(); | |
| 94 bool isPoint = Light::kPoint_LightType == light.type(); | |
| 95 | |
| 96 buf.writeBool(isAmbient); | |
| 97 buf.writeBool(isPoint); | |
| 98 buf.writeScalarArray(&light.color().fX, 3); | |
| 99 if (!isAmbient) { | |
| 100 buf.writeScalarArray(&light.dir().fX, 3); | |
| 101 } | |
| 102 | |
| 103 buf.writeImage(light.getShadowMap()); | |
| 104 } | |
| 105 } | |
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