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-rw-r--r--src/core/SkLightingShader.h52
1 files changed, 52 insertions, 0 deletions
diff --git a/src/core/SkLightingShader.h b/src/core/SkLightingShader.h
index f25b30342a..6301eeeea1 100644
--- a/src/core/SkLightingShader.h
+++ b/src/core/SkLightingShader.h
@@ -16,6 +16,58 @@ class SkMatrix;
class SK_API SkLightingShader {
public:
+ /** Abstract class that generates or reads in normals for use by SkLightingShader. Currently
+ implements the GPU side only. Not to be used as part of the API yet. Used internally by
+ SkLightingShader.
+ */
+ class NormalSource : public SkFlattenable {
+ public:
+ virtual ~NormalSource();
+
+#if SK_SUPPORT_GPU
+
+ /** Returns a fragment processor that takes no input and outputs a normal (already rotated)
+ as its output color. To be used as a child fragment processor.
+ */
+ virtual sk_sp<GrFragmentProcessor> asFragmentProcessor(
+ GrContext* context,
+ const SkMatrix& viewM,
+ const SkMatrix* localMatrix,
+ SkFilterQuality filterQuality,
+ SkSourceGammaTreatment gammaTreatment) const = 0;
+#endif
+
+ SK_DEFINE_FLATTENABLE_TYPE(NormalSource)
+ };
+
+ /** Returns a normal source that provides normals sourced from the the normal map argument.
+ Not to be used as part of the API yet. Used internally by SkLightingShader.
+
+ @param normal the normal map
+ @param invNormRotation rotation applied to the normal map's normals
+ @param normLocalM the local matrix for the normal map
+
+ nullptr will be returned if
+ 'normal' is empty
+ 'normal' too big (> 65535 on either side)
+
+ The normal map is currently assumed to be an 8888 image where the normal at a texel
+ is retrieved by:
+ N.x = R-127;
+ N.y = G-127;
+ N.z = B-127;
+ N.normalize();
+ The +Z axis is thus encoded in RGB as (127, 127, 255) while the -Z axis is
+ (127, 127, 0).
+ */
+ class NormalMapSource {
+ public:
+ static sk_sp<NormalSource> Make(const SkBitmap& normal, const SkVector& invNormRotation,
+ const SkMatrix* normLocalM);
+
+ SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
+ };
+
/** Returns a shader that lights the diffuse and normal maps with a set of lights.
It returns a shader with a reference count of 1.