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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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