/* * 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 SkLightingShader_DEFINED #define SkLightingShader_DEFINED #include "SkFlattenable.h" #include "SkLight.h" #include "SkShader.h" #include "SkTDArray.h" class SkBitmap; class SkMatrix; class SK_API SkLightingShader { public: class Lights : public SkRefCnt { public: class Builder { public: Builder(const SkLight lights[], int numLights) : fLights(new Lights(lights, numLights)) {} Builder() : fLights(new Lights) {} // TODO: limit the number of lights here or just ignore those // above some maximum? void add(const SkLight& light) { if (fLights) { *fLights->fLights.push() = light; } } const Lights* finish() { return fLights.release(); } private: SkAutoTUnref fLights; }; int numLights() const { return fLights.count(); } const SkLight& light(int index) const { return fLights[index]; } private: Lights() {} Lights(const SkLight lights[], int numLights) : fLights(lights, numLights) {} SkTDArray fLights; typedef SkRefCnt INHERITED; }; /** Returns a shader that lights the diffuse and normal maps with a single light. It returns a shader with a reference count of 1. The caller should decrement the shader's reference count when done with the shader. It is an error for count to be < 2. @param diffuse the diffuse bitmap @param normal the normal map @param light the light applied to the normal map @param ambient the linear (unpremul) ambient light color. Range is 0..1/channel. @param localMatrix the matrix mapping the textures to the dest rect nullptr will be returned if: either 'diffuse' or 'normal' are empty either 'diffuse' or 'normal' are too big (> 65535 on a side) 'diffuse' and 'normal' aren't the same size The lighting equation is currently: result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientColor 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). */ static sk_sp Make(const SkBitmap& diffuse, const SkBitmap& normal, const Lights* lights, const SkVector& invNormRotation, const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix); SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() }; #endif