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Unified Diff: include/core/SkLights.h

Issue 2246463004: Added distance attenuation and diffuse shading to PointLights (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: disabled shadows: 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 329e5d387dc926b2a7ca709377c753fb576e52d6..d8ec87d53271ed26a15f4d0c9e06ac60405e7759 100644
--- a/include/core/SkLights.h
+++ b/include/core/SkLights.h
@@ -30,14 +30,16 @@ public:
Light(const Light& other)
: fType(other.fType)
, fColor(other.fColor)
- , fDirection(other.fDirection)
+ , fDirOrPos(other.fDirOrPos)
+ , fIntensity(other.fIntensity)
, fShadowMap(other.fShadowMap) {
}
Light(Light&& other)
: fType(other.fType)
, fColor(other.fColor)
- , fDirection(other.fDirection)
+ , fDirOrPos(other.fDirOrPos)
+ , fIntensity(other.fIntensity)
, fShadowMap(std::move(other.fShadowMap)) {
}
@@ -47,25 +49,29 @@ public:
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);
+ if (!light.fDirOrPos.normalize()) {
+ light.fDirOrPos.set(0.0f, 0.0f, 1.0f);
}
return light;
}
- static Light MakePoint(const SkColor3f& color, const SkPoint3& pos) {
- return Light(kPoint_LightType, color, pos);
+ static Light MakePoint(const SkColor3f& color, const SkPoint3& pos, SkScalar intensity) {
+ return Light(kPoint_LightType, color, pos, intensity);
}
LightType type() const { return fType; }
const SkColor3f& color() const { return fColor; }
const SkVector3& dir() const {
SkASSERT(kDirectional_LightType == fType);
- return fDirection;
+ return fDirOrPos;
}
const SkPoint3& pos() const {
SkASSERT(kPoint_LightType == fType);
- return fDirection;
+ return fDirOrPos;
+ }
+ SkScalar intensity() const {
+ SkASSERT(kPoint_LightType == fType);
+ return fIntensity;
}
void setShadowMap(sk_sp<SkImage> shadowMap) {
@@ -83,7 +89,8 @@ public:
fColor = b.fColor;
fType = b.fType;
- fDirection = b.fDirection;
+ fDirOrPos = b.fDirOrPos;
+ fIntensity = b.fIntensity;
fShadowMap = b.fShadowMap;
return *this;
}
@@ -95,8 +102,9 @@ public:
return (fColor == b.fColor) &&
(fType == b.fType) &&
- (fDirection == b.fDirection) &&
- (fShadowMap == b.fShadowMap);
+ (fDirOrPos == b.fDirOrPos) &&
+ (fShadowMap == b.fShadowMap) &&
+ (fIntensity == b.fIntensity);
}
bool operator!= (const Light& b) { return !(this->operator==(b)); }
@@ -104,16 +112,22 @@ public:
private:
LightType fType;
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
- SkVector3 fDirection; // For directional lights, holds the direction towards the
+
+ SkVector3 fDirOrPos; // For directional lights, holds the 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
+
+ SkScalar fIntensity; // For point lights, dictates the light intensity.
+ // Simply a multiplier to the final light output value.
sk_sp<SkImage> fShadowMap;
- Light(LightType type, const SkColor3f& color, const SkVector3& dir) {
+ Light(LightType type, const SkColor3f& color,
+ const SkVector3& dir, SkScalar intensity = 0.0f) {
fType = type;
fColor = color;
- fDirection = dir;
+ fDirOrPos = dir;
+ fIntensity = intensity;
}
};
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