Index: include/core/SkLights.h |
diff --git a/include/core/SkLights.h b/include/core/SkLights.h |
index 52e60c71a07a5fe3cae5f441f58e858617490251..066623648672be1bbed96c6ffdaa7be205ad4f4a 100644 |
--- a/include/core/SkLights.h |
+++ b/include/core/SkLights.h |
@@ -20,7 +20,8 @@ public: |
public: |
enum LightType { |
kAmbient_LightType, // only 'fColor' is used |
- kDirectional_LightType |
+ kDirectional_LightType, |
+ kPoint_LightType |
}; |
Light(const Light& other) |
@@ -37,27 +38,43 @@ public: |
, fShadowMap(std::move(other.fShadowMap)) { |
} |
robertphillips
2016/08/10 16:34:37
We could have a private Light(type, color, vec3) c
|
- Light(const SkColor3f& color) |
- : fType(kAmbient_LightType) |
- , fColor(color) { |
- fDirection.set(0.0f, 0.0f, 1.0f); |
+ static Light MakeAmbientLight(const SkColor3f& color) { |
+ Light light; |
+ light.fType = kAmbient_LightType; |
+ light.fColor = color; |
+ light.fDirection.set(0.0f, 0.0f, 1.0f); |
+ return light; |
} |
- Light(const SkColor3f& color, const SkVector3& dir) |
- : fType(kDirectional_LightType) |
- , fColor(color) |
- , fDirection(dir) { |
- if (!fDirection.normalize()) { |
- fDirection.set(0.0f, 0.0f, 1.0f); |
+ static Light MakeDirectionalLight(const SkColor3f& color, const SkVector3& dir) { |
+ Light light; |
+ light.fType = kDirectional_LightType; |
+ light.fColor = color; |
+ light.fDirection = dir; |
+ if (!light.fDirection.normalize()) { |
+ light.fDirection.set(0.0f, 0.0f, 1.0f); |
} |
+ return light; |
+ } |
+ |
robertphillips
2016/08/10 16:34:37
SkPoint3 for pos. Right now they are typedefed to
|
+ static Light MakePointLight(const SkColor3f& color, const SkVector3& pos) { |
+ Light light; |
+ light.fType = kPoint_LightType; |
+ light.fColor = color; |
+ light.fDirection = pos; |
+ return light; |
} |
LightType type() const { return fType; } |
const SkColor3f& color() const { return fColor; } |
const SkVector3& dir() const { |
- SkASSERT(kAmbient_LightType != fType); |
+ SkASSERT(kDirectional_LightType == fType); |
return fDirection; |
} |
robertphillips
2016/08/10 16:34:37
SkPoint3
|
+ const SkVector3& pos() const { |
+ SkASSERT(kPoint_LightType == fType); |
+ return fDirection; |
+ } |
void setShadowMap(sk_sp<SkImage> shadowMap) { |
fShadowMap = std::move(shadowMap); |
@@ -85,6 +102,8 @@ public: |
SkVector3 fDirection; // direction towards the light (+Z is out of the screen). |
// If degenerate, it will be replaced with (0, 0, 1). |
sk_sp<SkImage> fShadowMap; |
+ |
+ Light() {} |
}; |
class Builder { |