/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkLight_DEFINED #define SkLight_DEFINED #include "SkPoint3.h" class SK_API SkLight { public: enum LightType { kAmbient_LightType, // only 'fColor' is used kDirectional_LightType }; SkLight() : fType(kAmbient_LightType) { fColor.set(0.0f, 0.0f, 0.0f); fDirection.set(0.0f, 0.0f, 1.0f); } SkLight(const SkColor3f& color) : fType(kAmbient_LightType) , fColor(color) { fDirection.set(0.0f, 0.0f, 1.0f); } SkLight(const SkColor3f& color, const SkVector3& dir) : fType(kDirectional_LightType) , fColor(color) , fDirection(dir) { if (!fDirection.normalize()) { fDirection.set(0.0f, 0.0f, 1.0f); } } LightType type() const { return fType; } const SkColor3f& color() const { return fColor; } const SkVector3& dir() const { SkASSERT(kAmbient_LightType != fType); return fDirection; } private: LightType fType; SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel. SkVector3 fDirection; // direction towards the light (+Z is out of the screen). // If degenerate, it will be replaced with (0, 0, 1). }; #endif