c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
155 lines
3.8 KiB
C++
155 lines
3.8 KiB
C++
/*
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* Copyright 2006 The Android Open Source Project
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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// Inspired by Rob Johnson's most excellent QuickDraw GX sample code
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#ifndef SkCamera_DEFINED
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#define SkCamera_DEFINED
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#include "include/core/SkMatrix.h"
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#include "include/private/SkNoncopyable.h"
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class SkCanvas;
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struct SkUnit3D {
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SkScalar fX, fY, fZ;
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void set(SkScalar x, SkScalar y, SkScalar z) {
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fX = x; fY = y; fZ = z;
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}
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static SkScalar Dot(const SkUnit3D&, const SkUnit3D&);
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static void Cross(const SkUnit3D&, const SkUnit3D&, SkUnit3D* cross);
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};
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struct SkPoint3D {
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SkScalar fX, fY, fZ;
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void set(SkScalar x, SkScalar y, SkScalar z) {
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fX = x; fY = y; fZ = z;
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}
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SkScalar normalize(SkUnit3D*) const;
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};
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typedef SkPoint3D SkVector3D;
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struct SkMatrix3D {
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SkScalar fMat[3][4];
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void reset();
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void setRow(int row, SkScalar a, SkScalar b, SkScalar c, SkScalar d = 0) {
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SkASSERT((unsigned)row < 3);
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fMat[row][0] = a;
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fMat[row][1] = b;
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fMat[row][2] = c;
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fMat[row][3] = d;
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}
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void setRotateX(SkScalar deg);
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void setRotateY(SkScalar deg);
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void setRotateZ(SkScalar deg);
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void setTranslate(SkScalar x, SkScalar y, SkScalar z);
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void preRotateX(SkScalar deg);
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void preRotateY(SkScalar deg);
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void preRotateZ(SkScalar deg);
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void preTranslate(SkScalar x, SkScalar y, SkScalar z);
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void setConcat(const SkMatrix3D& a, const SkMatrix3D& b);
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void mapPoint(const SkPoint3D& src, SkPoint3D* dst) const;
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void mapVector(const SkVector3D& src, SkVector3D* dst) const;
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void mapPoint(SkPoint3D* v) const {
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this->mapPoint(*v, v);
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}
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void mapVector(SkVector3D* v) const {
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this->mapVector(*v, v);
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}
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};
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class SkPatch3D {
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public:
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SkPatch3D();
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void reset();
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void transform(const SkMatrix3D&, SkPatch3D* dst = nullptr) const;
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// dot a unit vector with the patch's normal
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SkScalar dotWith(SkScalar dx, SkScalar dy, SkScalar dz) const;
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SkScalar dotWith(const SkVector3D& v) const {
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return this->dotWith(v.fX, v.fY, v.fZ);
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}
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// deprecated, but still here for animator (for now)
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void rotate(SkScalar /*x*/, SkScalar /*y*/, SkScalar /*z*/) {}
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void rotateDegrees(SkScalar /*x*/, SkScalar /*y*/, SkScalar /*z*/) {}
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private:
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public: // make public for SkDraw3D for now
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SkVector3D fU, fV;
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SkPoint3D fOrigin;
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friend class SkCamera3D;
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};
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class SkCamera3D {
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public:
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SkCamera3D();
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void reset();
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void update();
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void patchToMatrix(const SkPatch3D&, SkMatrix* matrix) const;
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SkPoint3D fLocation; // origin of the camera's space
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SkPoint3D fAxis; // view direction
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SkPoint3D fZenith; // up direction
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SkPoint3D fObserver; // eye position (may not be the same as the origin)
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private:
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mutable SkMatrix fOrientation;
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mutable bool fNeedToUpdate;
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void doUpdate() const;
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};
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class SK_API Sk3DView : SkNoncopyable {
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public:
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Sk3DView();
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~Sk3DView();
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void save();
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void restore();
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void translate(SkScalar x, SkScalar y, SkScalar z);
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void rotateX(SkScalar deg);
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void rotateY(SkScalar deg);
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void rotateZ(SkScalar deg);
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#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
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void setCameraLocation(SkScalar x, SkScalar y, SkScalar z);
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SkScalar getCameraLocationX() const;
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SkScalar getCameraLocationY() const;
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SkScalar getCameraLocationZ() const;
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#endif
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void getMatrix(SkMatrix*) const;
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void applyToCanvas(SkCanvas*) const;
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SkScalar dotWithNormal(SkScalar dx, SkScalar dy, SkScalar dz) const;
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private:
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struct Rec {
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Rec* fNext;
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SkMatrix3D fMatrix;
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};
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Rec* fRec;
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Rec fInitialRec;
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SkCamera3D fCamera;
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};
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#endif
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