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Side by Side Diff: src/core/SkLights.cpp

Issue 2291663002: Revert of Moved ambient lights out of SkLight's light array (Closed) Base URL: https://skia.googlesource.com/skia@master
Patch Set: Created 4 years, 3 months ago
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1 1
2 /* 2 /*
3 * Copyright 2016 Google Inc. 3 * Copyright 2016 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 #include "SkLights.h" 9 #include "SkLights.h"
10 #include "SkReadBuffer.h" 10 #include "SkReadBuffer.h"
11 11
12 sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) { 12 sk_sp<SkLights> SkLights::MakeFromBuffer(SkReadBuffer& buf) {
13 Builder builder;
14
15 SkColor3f ambColor;
16 if (!buf.readScalarArray(&ambColor.fX, 3)) {
17 return nullptr;
18 }
19
20 builder.setAmbientLightColor(ambColor);
21
22 int numLights = buf.readInt(); 13 int numLights = buf.readInt();
23 14
15 Builder builder;
24 for (int l = 0; l < numLights; ++l) { 16 for (int l = 0; l < numLights; ++l) {
17 bool isAmbient = buf.readBool();
25 bool isPoint = buf.readBool(); 18 bool isPoint = buf.readBool();
26 19
27 SkColor3f color; 20 SkColor3f color;
28 if (!buf.readScalarArray(&color.fX, 3)) { 21 if (!buf.readScalarArray(&color.fX, 3)) {
29 return nullptr; 22 return nullptr;
30 } 23 }
31 24
32 SkVector3 dirOrPos; 25 if (isAmbient) {
33 if (!buf.readScalarArray(&dirOrPos.fX, 3)) { 26 builder.add(Light::MakeAmbient(color));
34 return nullptr; 27 } else {
35 } 28 SkVector3 dirOrPos;
36 29 if (!buf.readScalarArray(&dirOrPos.fX, 3)) {
37 sk_sp<SkImage> depthMap;
38 bool hasShadowMap = buf.readBool();
39 if (hasShadowMap) {
40 if (!(depthMap = buf.readImage())) {
41 return nullptr; 30 return nullptr;
42 } 31 }
43 } 32 SkScalar intensity = 0.0f;
33 if (isPoint) {
34 intensity = buf.readScalar();
35 }
44 36
45 if (isPoint) { 37 sk_sp<SkImage> depthMap;
46 SkScalar intensity = 0.0f; 38 bool hasShadowMap = buf.readBool();
47 intensity = buf.readScalar(); 39 if (hasShadowMap) {
48 Light light = Light::MakePoint(color, dirOrPos, intensity); 40 if (!(depthMap = buf.readImage())) {
49 light.setShadowMap(depthMap); 41 return nullptr;
50 builder.add(light); 42 }
51 } else { 43 }
52 Light light = Light::MakeDirectional(color, dirOrPos); 44
53 light.setShadowMap(depthMap); 45 if (isPoint) {
54 builder.add(light); 46 Light light = Light::MakePoint(color, dirOrPos, intensity);
47 light.setShadowMap(depthMap);
48 builder.add(light);
49 } else {
50 Light light = Light::MakeDirectional(color, dirOrPos);
51 light.setShadowMap(depthMap);
52 builder.add(light);
53 }
55 } 54 }
56 } 55 }
57 56
58 return builder.finish(); 57 return builder.finish();
59 } 58 }
60 59
61 void SkLights::flatten(SkWriteBuffer& buf) const { 60 void SkLights::flatten(SkWriteBuffer& buf) const {
62 buf.writeScalarArray(&this->ambientLightColor().fX, 3);
63 61
64 buf.writeInt(this->numLights()); 62 buf.writeInt(this->numLights());
65 for (int l = 0; l < this->numLights(); ++l) { 63 for (int l = 0; l < this->numLights(); ++l) {
66 const Light& light = this->light(l); 64 const Light& light = this->light(l);
67 65
66 bool isAmbient = Light::kAmbient_LightType == light.type();
68 bool isPoint = Light::kPoint_LightType == light.type(); 67 bool isPoint = Light::kPoint_LightType == light.type();
69 68
69 buf.writeBool(isAmbient);
70 buf.writeBool(isPoint); 70 buf.writeBool(isPoint);
71 buf.writeScalarArray(&light.color().fX, 3); 71 buf.writeScalarArray(&light.color().fX, 3);
72 buf.writeScalarArray(&light.dir().fX, 3); 72 if (!isAmbient) {
73 bool hasShadowMap = light.getShadowMap() != nullptr; 73 if (isPoint) {
74 buf.writeBool(hasShadowMap); 74 buf.writeScalarArray(&light.pos().fX, 3);
75 if (hasShadowMap) { 75 buf.writeScalar(light.intensity());
76 buf.writeImage(light.getShadowMap()); 76 } else {
77 } 77 buf.writeScalarArray(&light.dir().fX, 3);
78 if (isPoint) { 78 }
79 buf.writeScalar(light.intensity()); 79 bool hasShadowMap = light.getShadowMap() != nullptr;
80 buf.writeBool(hasShadowMap);
81 if (hasShadowMap) {
82 buf.writeImage(light.getShadowMap());
83 }
80 } 84 }
81 } 85 }
82 } 86 }
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