blob: f10382368a5462f87cd71f35850e67e477b83cb2 [file] [log] [blame]
/*
* 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 SkNormalSource;
class SK_API SkLightingShader {
public:
/** Returns a shader that lights the diffuse map using the normals and 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 lights the lights applied to the normal map
@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 normalSource the source for the normals
nullptr will be returned if:
'diffuse' is empty
'diffuse' is too big (> 65535 on any side)
The lighting equation is currently:
result = LightColor * DiffuseColor * (Normal * LightDir) + AmbientColor
*/
static sk_sp<SkShader> Make(const SkBitmap& diffuse, sk_sp<SkLights> lights,
const SkMatrix* diffLocalMatrix,
sk_sp<SkNormalSource> normalSource);
SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP()
};
#endif