| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #ifndef SkShadowShader_DEFINED |
| #define SkShadowShader_DEFINED |
| |
| #ifdef SK_EXPERIMENTAL_SHADOWING |
| |
| class SkLights; |
| class SkShader; |
| |
| class SK_API SkShadowShader { |
| public: |
| /** This shader combines the diffuse color in 'diffuseShader' with the shadows |
| * determined by the 'povDepthShader' and the shadow maps stored in each of the |
| * lights in 'lights' |
| * |
| * Please note that the shadow shader is required to be in Stage0, otherwise |
| * the texture coords will be wrong within the shader. |
| */ |
| static sk_sp<SkShader> Make(sk_sp<SkShader> povDepthShader, |
| sk_sp<SkShader> diffuseShader, |
| sk_sp<SkLights> lights, |
| int diffuseWidth, int diffuseHeight, |
| const SkShadowParams& params); |
| |
| // The shadow shader supports any number of ambient lights, but only |
| // 4 non-ambient lights (currently just refers to directional lights). |
| static constexpr int kMaxNonAmbientLights = 4; |
| |
| SK_DECLARE_FLATTENABLE_REGISTRAR_GROUP() |
| }; |
| |
| #endif |
| #endif |