Index: include/core/SkLights.h |
diff --git a/include/core/SkLights.h b/include/core/SkLights.h |
index d9ec65b9aafe59f8766fcad3bda7f4ef9683b37e..d89b21afe3658e52cec49ca5189e6098d6a1ffff 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 +49,31 @@ 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) { |
robertphillips
2016/08/18 17:12:59
Add intensity as last param to the unifying ctor a
vjiaoblack
2016/08/18 18:05:33
Done.
|
+ Light light(kPoint_LightType, color, pos); |
+ light.fIntensity = intensity; |
+ return light; |
} |
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) { |
@@ -83,23 +91,28 @@ public: |
fColor = b.fColor; |
fType = b.fType; |
- fDirection = b.fDirection; |
+ fDirOrPos = b.fDirOrPos; |
robertphillips
2016/08/18 17:12:59
copy fIntensity too ?
vjiaoblack
2016/08/18 18:05:33
Done.
|
fShadowMap = b.fShadowMap; |
return *this; |
} |
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 |
+ |
robertphillips
2016/08/18 17:12:59
Now, why can't we just make the light's color dimm
vjiaoblack
2016/08/18 18:05:33
We can.
But we can't make the light's color brigh
|
+ 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) { |
fType = type; |
fColor = color; |
- fDirection = dir; |
+ fDirOrPos = dir; |
+ fIntensity = 0.0f; |
} |
}; |