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/*
* 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 "SkPoint3.h"
#include "SkShader.h"
class SK_API SkLightingShader {
public:
struct Light {
SkVector3 fDirection; // direction towards the light (+Z is out of the screen).
// If degenerate, it will be replaced with (0, 0, 1).
SkColor3f fColor; // linear (unpremul) color. Range is 0..1 in each channel.
};
/** 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
NULL 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 SkShader* Create(const SkBitmap& diffuse, const SkBitmap& normal,
const SkLightingShader::Light& light, const SkColor3f& ambient,
const SkMatrix* localMatrix);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
#endif
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