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Unified Diff: include/core/SkLights.h

Issue 2237493002: Added PointLights to SkLights::Light (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: added lighting serialization Created 4 years, 4 months ago
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Index: include/core/SkLights.h
diff --git a/include/core/SkLights.h b/include/core/SkLights.h
index 52e60c71a07a5fe3cae5f441f58e858617490251..5889227d187cdebbb1fcd8cb9f5322e90d3a8fc3 100644
--- a/include/core/SkLights.h
+++ b/include/core/SkLights.h
@@ -9,10 +9,12 @@
#ifndef SkLights_DEFINED
#define SkLights_DEFINED
-#include "SkPoint3.h"
-#include "SkRefCnt.h"
#include "../private/SkTArray.h"
robertphillips 2016/08/11 14:56:18 Do we need to include SkImage or can we just prede
vjiaoblack 2016/08/11 19:18:54 Done.
#include "SkImage.h"
+#include "SkPoint3.h"
robertphillips 2016/08/11 14:56:18 predeclare ReadBuffer and WriteBuffer and outline
vjiaoblack 2016/08/11 19:18:54 Done.
+#include "../../src/core/SkReadBuffer.h"
+#include "SkRefCnt.h"
+#include "SkWriteBuffer.h"
class SK_API SkLights : public SkRefCnt {
public:
@@ -20,7 +22,8 @@ public:
public:
enum LightType {
kAmbient_LightType, // only 'fColor' is used
- kDirectional_LightType
+ kDirectional_LightType,
+ kPoint_LightType
};
Light(const Light& other)
@@ -37,27 +40,32 @@ public:
, fShadowMap(std::move(other.fShadowMap)) {
}
- Light(const SkColor3f& color)
- : fType(kAmbient_LightType)
- , fColor(color) {
- fDirection.set(0.0f, 0.0f, 1.0f);
+ static Light MakeAmbient(const SkColor3f& color) {
+ return Light(kAmbient_LightType, color, SkVector3::Make(0.0f, 0.0f, 1.0f));
}
- 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 MakeDirectional(const SkColor3f& color, const SkVector3& dir) {
+ Light light(kDirectional_LightType, color, dir);
+ if (!light.fDirection.normalize()) {
+ light.fDirection.set(0.0f, 0.0f, 1.0f);
}
+ return light;
+ }
+
+ static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) {
+ return Light(kPoint_LightType, color, pos);
}
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;
}
+ const SkPoint3& pos() const {
+ SkASSERT(kPoint_LightType == fType);
+ return fDirection;
+ }
void setShadowMap(sk_sp<SkImage> shadowMap) {
fShadowMap = std::move(shadowMap);
@@ -84,7 +92,14 @@ public:
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
robertphillips 2016/08/11 14:56:18 // For directional lights, holds the direction tow
vjiaoblack 2016/08/11 19:18:54 Done.
SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
// If degenerate, it will be replaced with (0, 0, 1).
+ // For point lights, holds location of point light
sk_sp<SkImage> fShadowMap;
+
+ Light(LightType type, const SkColor3f color, const SkVector3 dir) {
+ fType = type;
+ fColor = color;
+ fDirection = dir;
+ }
};
class Builder {
@@ -123,6 +138,56 @@ public:
return fLights[index];
}
robertphillips 2016/08/11 14:56:18 The pattern seems to be: static sk_sp<SkLights> M
vjiaoblack 2016/08/11 19:18:53 Done.
+ bool unFlatten(SkReadBuffer& buf) {
+ int numLights = buf.readInt();
+ fLights.reset();
+ fLights.reserve(numLights);
+
+ for (int l = 0; l < numLights; ++l) {
+ bool isAmbient = buf.readBool();
+ bool isPoint = buf.readBool();
+
+ SkColor3f color;
+ if (!buf.readScalarArray(&color.fX, 3)) {
+ return false;
+ }
+
+ if (isAmbient) {
+ fLights[l] = Light::MakeAmbient(color);
+ } else {
+ SkVector3 dirOrPos;
+ if (!buf.readScalarArray(&dirOrPos.fX, 3)) {
+ return false;
+ }
+ if (isPoint) {
+ fLights[l] = Light::MakePoint(color, dirOrPos);
+ } else {
+ fLights[l] = Light::MakeDirectional(color, dirOrPos);
+ }
+ }
+ }
+
+ return true;
+ }
+
robertphillips 2016/08/11 14:56:18 Are you intentionally not serializing/deserializin
vjiaoblack 2016/08/11 19:18:53 Done.
+ void flatten(SkWriteBuffer& buf) const {
+
+ buf.writeInt(this->numLights());
+ for (int l = 0; l < this->numLights(); ++l) {
+ const Light& light = this->light(l);
+
+ bool isAmbient = Light::kAmbient_LightType == light.type();
+ bool isPoint = Light::kPoint_LightType == light.type();
+
+ buf.writeBool(isAmbient);
+ buf.writeBool(isPoint);
+ buf.writeScalarArray(&light.color().fX, 3);
+ if (!isAmbient) {
+ buf.writeScalarArray(&light.dir().fX, 3);
+ }
+ }
+ }
+
private:
SkLights() {}

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