/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrCoordTransform_DEFINED #define GrCoordTransform_DEFINED #include "GrProcessor.h" #include "SkMatrix.h" #include "GrTexture.h" #include "GrTypes.h" #include "GrShaderVar.h" /** * Coordinates available to GrProcessor subclasses for requesting transformations. Transformed * coordinates are made available in the the portion of fragment shader emitted by the effect. * * The precision of the shader var that interpolates the transformed coordinates can be specified. */ enum GrCoordSet { /** * The user-space coordinates that map to the fragment being rendered. These coords account for * any change of coordinate system done on the CPU by GrContext before rendering, and also are * correct for draws that take explicit local coords rather than inferring them from the * primitive's positions (e.g. drawVertices). These are usually the coords a GrProcessor wants. */ kLocal_GrCoordSet, /** * The actual vertex position. Note that GrContext may not draw using the original view matrix * specified by the caller, as it may have transformed vertices into another space. These are * usually not the coordinates a GrProcessor wants. */ kPosition_GrCoordSet }; /** * A class representing a linear transformation from one of the built-in coordinate sets (local or * position). GrProcessors just define these transformations, and the framework does the rest of the * work to make the transformed coordinates available in their fragment shader. */ class GrCoordTransform : SkNoncopyable { public: GrCoordTransform() { SkDEBUGCODE(fInProcessor = false); } /** * Create a transformation that maps [0, 1] to a texture's boundaries. The precision is inferred * from the texture size and filter. The texture origin also implies whether a y-reversal should * be performed. */ GrCoordTransform(GrCoordSet sourceCoords, const GrTexture* texture, GrTextureParams::FilterMode filter) { SkASSERT(texture); SkDEBUGCODE(fInProcessor = false); this->reset(sourceCoords, texture, filter); } /** * Create a transformation from a matrix. The precision is inferred from the texture size and * filter. The texture origin also implies whether a y-reversal should be performed. */ GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture, GrTextureParams::FilterMode filter) { SkDEBUGCODE(fInProcessor = false); SkASSERT(texture); this->reset(sourceCoords, m, texture, filter); } /** * Create a transformation that applies the matrix to a coord set. */ GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision) { SkDEBUGCODE(fInProcessor = false); this->reset(sourceCoords, m, precision); } void reset(GrCoordSet sourceCoords, const GrTexture* texture, GrTextureParams::FilterMode filter) { SkASSERT(!fInProcessor); SkASSERT(texture); this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture, filter); } void reset(GrCoordSet, const SkMatrix&, const GrTexture*, GrTextureParams::FilterMode filter); void reset(GrCoordSet sourceCoords, const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision); GrCoordTransform& operator= (const GrCoordTransform& that) { SkASSERT(!fInProcessor); fSourceCoords = that.fSourceCoords; fMatrix = that.fMatrix; fReverseY = that.fReverseY; fPrecision = that.fPrecision; return *this; } /** * Access the matrix for editing. Note, this must be done before adding the transform to an * effect, since effects are immutable. */ SkMatrix* accessMatrix() { SkASSERT(!fInProcessor); return &fMatrix; } bool operator==(const GrCoordTransform& that) const { return fSourceCoords == that.fSourceCoords && fMatrix.cheapEqualTo(that.fMatrix) && fReverseY == that.fReverseY && fPrecision == that.fPrecision; } bool operator!=(const GrCoordTransform& that) const { return !(*this == that); } GrCoordSet sourceCoords() const { return fSourceCoords; } const SkMatrix& getMatrix() const { return fMatrix; } bool reverseY() const { return fReverseY; } GrSLPrecision precision() const { return fPrecision; } /** Useful for effects that want to insert a texture matrix that is implied by the texture dimensions */ static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) { SkASSERT(texture); SkMatrix mat; mat.setIDiv(texture->width(), texture->height()); return mat; } private: GrCoordSet fSourceCoords; SkMatrix fMatrix; bool fReverseY; GrSLPrecision fPrecision; typedef SkNoncopyable INHERITED; #ifdef SK_DEBUG public: void setInProcessor() const { fInProcessor = true; } private: mutable bool fInProcessor; #endif }; #endif