/*
* 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