Index: src/core/SkLights.cpp |
diff --git a/src/core/SkLights.cpp b/src/core/SkLights.cpp |
new file mode 100644 |
index 0000000000000000000000000000000000000000..5558cb09c94c9821be861859e74f19fa9393160e |
--- /dev/null |
+++ b/src/core/SkLights.cpp |
@@ -0,0 +1,105 @@ |
+ |
+/* |
+ * Copyright 2016 Google Inc. |
+ * |
+ * Use of this source code is governed by a BSD-style license that can be |
+ * found in the LICENSE file. |
+ */ |
+ |
+#include "SkLights.h" |
+#include "SkReadBuffer.h" |
+ |
+SkLights::Light::Light(LightType type, const SkColor3f color, const SkVector3 dir) { |
+ fType = type; |
+ fColor = color; |
+ fDirection = dir; |
+} |
+ |
+void SkLights::Builder::add(const SkLights::Light& light) { |
+ if (fLights) { |
+ fLights->fLights.push_back(light); |
+ } |
+} |
+ |
+void SkLights::Builder::add(SkLights::Light&& light) { |
+ if (fLights) { |
+ fLights->fLights.push_back(std::move(light)); |
+ } |
+} |
+ |
+sk_sp<SkLights> SkLights::Builder::finish() { |
+ return std::move(fLights); |
+} |
+ |
+int SkLights::numLights() const { |
+ return fLights.count(); |
+} |
+ |
+const SkLights::Light& SkLights::light(int index) const { |
+ return fLights[index]; |
+} |
+ |
+SkLights::Light& SkLights::light(int index) { |
+ return fLights[index]; |
+} |
+ |
+sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) { |
+ int numLights = buf.readInt(); |
+ |
+ Builder builder; |
+ for (int l = 0; l < numLights; ++l) { |
+ bool isAmbient = buf.readBool(); |
+ bool isPoint = buf.readBool(); |
+ |
+ SkColor3f color; |
+ if (!buf.readScalarArray(&color.fX, 3)) { |
+ return nullptr; |
+ } |
+ |
+ if (isAmbient) { |
+ builder.add(Light::MakeAmbient(color)); |
+ } else { |
+ SkVector3 dirOrPos; |
+ if (!buf.readScalarArray(&dirOrPos.fX, 3)) { |
+ return nullptr; |
+ } |
+ |
+ 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.
|
+ if (!(depthMap = sk_ref_sp<SkImage>(buf.readImage()))) { |
+ return nullptr; |
+ } |
+ |
+ if (isPoint) { |
+ Light light = Light::MakePoint(color, dirOrPos); |
+ light.setShadowMap(depthMap); |
+ builder.add(light); |
+ } else { |
+ Light light = Light::MakeDirectional(color, dirOrPos); |
+ light.setShadowMap(depthMap); |
+ builder.add(light); |
+ } |
+ } |
+ } |
+ |
+ return builder.finish(); |
+} |
+ |
+void SkLights::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); |
+ } |
+ |
+ buf.writeImage(light.getShadowMap()); |
+ } |
+} |