5#include "flutter/lib/ui/painting/scene/scene_shader.h"
10#include "flutter/display_list/dl_tile_mode.h"
11#include "flutter/display_list/effects/dl_color_source.h"
12#include "flutter/lib/ui/dart_wrapper.h"
13#include "flutter/lib/ui/painting/scene/scene_node.h"
14#include "flutter/lib/ui/ui_dart_state.h"
29 : scene_node_(
std::move(scene_node)) {}
38 auto res = fml::MakeRefCounted<SceneShader>(
fml::Ref(scene_node));
39 res->AssociateWithDartWrapper(wrapper);
42void SceneShader::SetCameraTransform(
const tonic::Float64List& matrix4) {
74 if (!scene_node_->node_) {
81 auto source = std::make_shared<DlSceneColorSource>(
82 scene_node_->node_, camera_transform_.IsIdentity()
90void SceneShader::Dispose() {
91 scene_node_ =
nullptr;
95SceneShader::~SceneShader() =
default;
static sk_sp< Effect > Create()
struct _Dart_Handle * Dart_Handle
#define FML_CHECK(condition)
#define FML_DCHECK(condition)
SkSamplingOptions sampling
IMPLEMENT_WRAPPERTYPEINFO(flutter_gpu, FlutterGpuTestClass)
static impeller::Matrix DefaultCameraTransform()
SK_API sk_sp< PrecompileColorFilter > Matrix()
A 4x4 matrix using column-major storage.
static constexpr Matrix MakePerspective(Radians fov_y, Scalar aspect_ratio, Scalar z_near, Scalar z_far)
static constexpr Matrix MakeLookAt(Vector3 position, Vector3 target, Vector3 up)