fd03d4a829
And remove the typedef in GrRect.h. The same with GrIRect. R=robertphillips@google.com Author: tfarina@chromium.org Review URL: https://chromiumcodereview.appspot.com/19449002 git-svn-id: http://skia.googlecode.com/svn/trunk@10130 2bbb7eff-a529-9590-31e7-b0007b416f81
115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
/*
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* Copyright 2012 Google Inc.
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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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#ifndef GrAARectRenderer_DEFINED
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#define GrAARectRenderer_DEFINED
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#include "GrRefCnt.h"
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#include "SkMatrix.h"
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#include "SkRect.h"
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class GrGpu;
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class GrDrawTarget;
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class GrIndexBuffer;
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/*
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* This class wraps helper functions that draw AA rects (filled & stroked)
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*/
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class GrAARectRenderer : public GrRefCnt {
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public:
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SK_DECLARE_INST_COUNT(GrAARectRenderer)
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GrAARectRenderer()
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: fAAFillRectIndexBuffer(NULL)
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, fAAStrokeRectIndexBuffer(NULL) {
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}
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void reset();
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~GrAARectRenderer() {
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this->reset();
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}
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// TODO: potentialy fuse the fill & stroke methods and differentiate
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// between them by passing in strokeWidth (<0 means fill).
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void fillAARect(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect& rect,
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const SkMatrix& combinedMatrix,
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const SkRect& devRect,
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bool useVertexCoverage) {
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#ifdef SHADER_AA_FILL_RECT
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if (combinedMatrix.rectStaysRect()) {
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this->shaderFillAlignedAARect(gpu, target,
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rect, combinedMatrix);
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} else {
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this->shaderFillAARect(gpu, target,
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rect, combinedMatrix);
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}
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#else
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this->geometryFillAARect(gpu, target,
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rect, combinedMatrix,
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devRect, useVertexCoverage);
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#endif
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}
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void strokeAARect(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect& rect,
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const SkMatrix& combinedMatrix,
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const SkRect& devRect,
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SkScalar width,
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bool useVertexCoverage);
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// First rect is outer; second rect is inner
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void fillAANestedRects(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect rects[2],
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const SkMatrix& combinedMatrix,
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bool useVertexCoverage);
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private:
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GrIndexBuffer* fAAFillRectIndexBuffer;
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GrIndexBuffer* fAAStrokeRectIndexBuffer;
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GrIndexBuffer* aaFillRectIndexBuffer(GrGpu* gpu);
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static int aaStrokeRectIndexCount();
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GrIndexBuffer* aaStrokeRectIndexBuffer(GrGpu* gpu);
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// TODO: Remove the useVertexCoverage boolean. Just use it all the time
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// since we now have a coverage vertex attribute
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void geometryFillAARect(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect& rect,
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const SkMatrix& combinedMatrix,
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const SkRect& devRect,
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bool useVertexCoverage);
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void shaderFillAARect(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect& rect,
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const SkMatrix& combinedMatrix);
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void shaderFillAlignedAARect(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect& rect,
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const SkMatrix& combinedMatrix);
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void geometryStrokeAARect(GrGpu* gpu,
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GrDrawTarget* target,
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const SkRect& devOutside,
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const SkRect& devInside,
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bool useVertexCoverage);
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typedef GrRefCnt INHERITED;
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};
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#endif // GrAARectRenderer_DEFINED
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