skia2/include/core/SkVertices.h

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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkVertices_DEFINED
#define SkVertices_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
class SkData;
struct SkPoint;
class SkVerticesPriv;
/**
* An immutable set of vertex data that can be used with SkCanvas::drawVertices.
*/
class SK_API SkVertices : public SkNVRefCnt<SkVertices> {
struct Desc;
struct Sizes;
public:
enum VertexMode {
kTriangles_VertexMode,
kTriangleStrip_VertexMode,
kTriangleFan_VertexMode,
kLast_VertexMode = kTriangleFan_VertexMode,
};
/**
* Create a vertices by copying the specified arrays. texs, colors may be nullptr,
* and indices is ignored if indexCount == 0.
*/
static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
const SkPoint positions[],
const SkPoint texs[],
const SkColor colors[],
int indexCount,
const uint16_t indices[]);
static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
const SkPoint positions[],
const SkPoint texs[],
const SkColor colors[]) {
return MakeCopy(mode,
vertexCount,
positions,
texs,
colors,
0,
nullptr);
}
static constexpr int kMaxCustomAttributes = 8;
/**
* EXPERIMENTAL - An SkVertices object can be constructed with a custom collection of vertex
* attributes. Each attribute is described by a single Attribute struct. Type defines the CPU
* type of the data. Usage determines what transformation (if any) is applied to that data in
* the vertex shader. For positions or vectors, markerName identifies what matrix is used in
* the vertex shader to transform the data. Those names should match a named transform on the
* CTM stack, created by calling SkCanvas::markCTM().
*
* For attributes with a usage of kVector, kNormalVector, or kPosition, a null markerName
* will transform the attribute by the canvas CTM matrix.
*/
struct Attribute {
enum class Type : uint8_t {
kFloat,
kFloat2,
kFloat3,
kFloat4,
kByte4_unorm,
};
enum class Usage : uint8_t {
// Raw values passed directly to effect
kRaw,
// sRGB unpremul colors, transformed to destination color space (3 or 4 channels)
// Colors are always assumed to be in RGBA order, and are automatically premultiplied.
kColor,
// Local vector, transformed via marker (2 or 3 channels)
kVector,
// Normal vector (or any other bivector), transformed via marker (2 or 3 channels)
kNormalVector,
// Local position, transformed via marker (2 or 3 channels)
kPosition,
};
/**
* markerName is not copied by the Attribute, so it must outlive this struct.
* It is copied when this Attribute is passed to the Builder constructor.
*/
Attribute(Type t = Type::kFloat, Usage u = Usage::kRaw, const char* markerName = nullptr);
bool operator==(const Attribute& that) const {
return fType == that.fType && fUsage == that.fUsage && fMarkerID == that.fMarkerID;
}
bool operator!=(const Attribute& that) const { return !(*this == that); }
// Number of channels that will be produced for the SkRuntimeEffect to consume.
// May not match the number of channels in fType. For example, kVector Attributes always
// produce three channels, even if the input is kFloat2.
int channelCount() const;
size_t bytesPerVertex() const;
bool isValid() const;
Type fType;
Usage fUsage;
uint32_t fMarkerID;
const char* fMarkerName; // Preserved for serialization and debugging
};
enum BuilderFlags {
kHasTexCoords_BuilderFlag = 1 << 0,
kHasColors_BuilderFlag = 1 << 1,
};
class Builder {
public:
Builder(VertexMode mode, int vertexCount, int indexCount, uint32_t flags);
// EXPERIMENTAL -- do not call if you care what happens
Builder(VertexMode mode,
int vertexCount,
int indexCount,
const Attribute* attrs,
int attrCount);
bool isValid() const { return fVertices != nullptr; }
SkPoint* positions();
uint16_t* indices(); // returns null if there are no indices
// if we have texCoords or colors, this will always be null
void* customData(); // returns null if there are no custom attributes
// If we have custom attributes, these will always be null
SkPoint* texCoords(); // returns null if there are no texCoords
SkColor* colors(); // returns null if there are no colors
// Detach the built vertices object. After the first call, this will always return null.
sk_sp<SkVertices> detach();
private:
Builder(const Desc&);
void init(const Desc&);
// holds a partially complete object. only completed in detach()
sk_sp<SkVertices> fVertices;
// Extra storage for intermediate vertices in the case where the client specifies indexed
// triangle fans. These get converted to indexed triangles when the Builder is finalized.
std::unique_ptr<uint8_t[]> fIntermediateFanIndices;
friend class SkVertices;
friend class SkVerticesPriv;
};
uint32_t uniqueID() const { return fUniqueID; }
const SkRect& bounds() const { return fBounds; }
// returns approximate byte size of the vertices object
size_t approximateSize() const;
// Provides access to functions that aren't part of the public API.
SkVerticesPriv priv();
const SkVerticesPriv priv() const; // NOLINT(readability-const-return-type)
private:
SkVertices() {}
friend class SkVerticesPriv;
// these are needed since we've manually sized our allocation (see Builder::init)
friend class SkNVRefCnt<SkVertices>;
void operator delete(void* p);
Sizes getSizes() const;
// we store this first, to pair with the refcnt in our base-class, so we don't have an
// unnecessary pad between it and the (possibly 8-byte aligned) ptrs.
uint32_t fUniqueID;
// these point inside our allocation, so none of these can be "freed"
Attribute* fAttributes; // [attributeCount] or null
SkPoint* fPositions; // [vertexCount]
uint16_t* fIndices; // [indexCount] or null
void* fCustomData; // [customDataSize * vertexCount] or null
SkPoint* fTexs; // [vertexCount] or null
SkColor* fColors; // [vertexCount] or null
SkRect fBounds; // computed to be the union of the fPositions[]
int fVertexCount;
int fIndexCount;
int fAttributeCount;
VertexMode fMode;
// below here is where the actual array data is stored.
};
#endif