Index: include/core/SkLights.h |
diff --git a/include/core/SkLights.h b/include/core/SkLights.h |
index d9ec65b9aafe59f8766fcad3bda7f4ef9683b37e..597dd201cf1820e71ae4cf8fd661ce85b03983e9 100644 |
--- a/include/core/SkLights.h |
+++ b/include/core/SkLights.h |
@@ -31,6 +31,7 @@ public: |
: fType(other.fType) |
, fColor(other.fColor) |
, fDirection(other.fDirection) |
+ , fIntensity(other.fIntensity) |
, fShadowMap(other.fShadowMap) { |
} |
@@ -38,6 +39,7 @@ public: |
: fType(other.fType) |
, fColor(other.fColor) |
, fDirection(other.fDirection) |
+ , fIntensity(other.fIntensity) |
, fShadowMap(std::move(other.fShadowMap)) { |
} |
@@ -53,8 +55,10 @@ public: |
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) { |
+ Light light(kPoint_LightType, color, pos); |
+ light.fIntensity = intensity; |
+ return light; |
} |
LightType type() const { return fType; } |
@@ -67,6 +71,10 @@ public: |
SkASSERT(kPoint_LightType == fType); |
return fDirection; |
} |
+ SkScalar intensity() const { |
+ SkASSERT(kPoint_LightType == fType); |
+ return fIntensity; |
+ } |
void setShadowMap(sk_sp<SkImage> shadowMap) { |
fShadowMap = std::move(shadowMap); |
@@ -90,16 +98,21 @@ 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 |
jvanverth1
2016/08/17 19:59:02
Reusing the name fDirection for point lights seems
vjiaoblack
2016/08/18 14:52:18
Done.
|
// 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; // Dictates the light intensity. Basically this divides |
jvanverth1
2016/08/17 19:59:02
You need to mention that this is only used for poi
vjiaoblack
2016/08/18 14:52:18
That equation would also provide a slightly incorr
|
+ // the dist^2 attenuation variable to increase brightness. |
sk_sp<SkImage> fShadowMap; |
Light(LightType type, const SkColor3f& color, const SkVector3& dir) { |
fType = type; |
fColor = color; |
fDirection = dir; |
+ fIntensity = 0.0f; |
jvanverth1
2016/08/17 19:59:02
SK_ScalarZero
vjiaoblack
2016/08/18 14:52:18
This does not exist. SK_ScalarNearlyZero exists, b
|
} |
}; |