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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 "SkLights.h"
#include "SkShader.h"
class SkBitmap;
class SkMatrix;
class SK_API SkLightingShader {
public:
/** 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.
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 lights the lights applied to the normal map
@param invNormRotation rotation applied to the normal map's normals
@param diffLocalMatrix the local matrix for the diffuse map (transform from
texture coordinates to shape source coordinates). nullptr is
interpreted as an identity matrix.
@param normLocalMatrix the local matrix for the normal map (transform from
texture coordinates to shape source coordinates). nullptr is
interpreted as an identity matrix.
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<SkShader> Make(const SkBitmap& diffuse, const SkBitmap& normal,
sk_sp<SkLights> lights, const SkVector& invNormRotation,
const SkMatrix* diffLocalMatrix, const SkMatrix* normLocalMatrix);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
#endif