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1 
2 /*
3  * Copyright 2015 Google Inc.
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 
9 
10 #ifndef SkLightingShader_DEFINED
11 #define SkLightingShader_DEFINED
12 
13 #include "SkFlattenable.h"
14 #include "SkLight.h"
15 #include "SkShader.h"
16 #include "SkTDArray.h"
17 
18 class SkBitmap;
19 class SkMatrix;
20 
21 class SK_API SkLightingShader {
22 public:
23     class Lights  : public SkRefCnt {
24     public:
25         class Builder {
26         public:
Builder(const SkLight lights[],int numLights)27             Builder(const SkLight lights[], int numLights)
28                 : fLights(new Lights(lights, numLights)) {}
29 
Builder()30             Builder() : fLights(new Lights) {}
31 
32             // TODO: limit the number of lights here or just ignore those
33             // above some maximum?
add(const SkLight & light)34             void add(const SkLight& light) {
35                 if (fLights) {
36                     *fLights->fLights.push() = light;
37                 }
38             }
39 
finish()40             const Lights* finish() {
41                 return fLights.detach();
42             }
43 
44         private:
45             SkAutoTUnref<Lights> fLights;
46         };
47 
numLights()48         int numLights() const {
49             return fLights.count();
50         }
51 
light(int index)52         const SkLight& light(int index) const {
53             return fLights[index];
54         }
55 
56     private:
Lights()57         Lights() {}
Lights(const SkLight lights[],int numLights)58         Lights(const SkLight lights[], int numLights) : fLights(lights, numLights) {}
59 
60         SkTDArray<SkLight> fLights;
61 
62         typedef SkRefCnt INHERITED;
63     };
64 
65     /** Returns a shader that lights the diffuse and normal maps with a single light.
66 
67         It returns a shader with a reference count of 1.
68         The caller should decrement the shader's reference count when done with the shader.
69         It is an error for count to be < 2.
70         @param  diffuse     the diffuse bitmap
71         @param  normal      the normal map
72         @param  light       the light applied to the normal map
73         @param  ambient     the linear (unpremul) ambient light color. Range is 0..1/channel.
74         @param  localMatrix the matrix mapping the textures to the dest rect
75 
76         nullptr will be returned if:
77             either 'diffuse' or 'normal' are empty
78             either 'diffuse' or 'normal' are too big (> 65535 on a side)
79             'diffuse' and 'normal' aren't the same size
80 
81         The lighting equation is currently:
82             result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientColor
83 
84         The normal map is currently assumed to be an 8888 image where the normal at a texel
85         is retrieved by:
86             N.x = R-127;
87             N.y = G-127;
88             N.z = B-127;
89             N.normalize();
90         The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
91         (127, 127, 0).
92     */
93     static SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
94                             const Lights* lights, const SkVector& invNormRotation,
95                             const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix);
96 
97     SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
98 };
99 
100 #endif
101