49f085dddf
R=reed@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/544233002
129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/*
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* Copyright 2013 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 GrCoordTransform_DEFINED
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#define GrCoordTransform_DEFINED
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#include "GrEffect.h"
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#include "SkMatrix.h"
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#include "GrTexture.h"
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#include "GrTypes.h"
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/**
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* Coordinates available to GrEffect subclasses for requesting transformations. Transformed
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* coordinates are made available in the the portion of fragment shader emitted by the effect.
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*/
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enum GrCoordSet {
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/**
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* The user-space coordinates that map to the fragment being rendered. These coords account for
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* any change of coordinate system done on the CPU by GrContext before rendering, and also are
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* correct for draws that take explicit local coords rather than inferring them from the
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* primitive's positions (e.g. drawVertices). These are usually the coords a GrEffect wants.
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*/
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kLocal_GrCoordSet,
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/**
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* The actual vertex position. Note that GrContext may not draw using the original view matrix
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* specified by the caller, as it may have transformed vertices into another space. These are
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* usually not the coordinates a GrEffect wants.
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*/
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kPosition_GrCoordSet
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};
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/**
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* A class representing a linear transformation from one of the built-in coordinate sets (local or
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* position). GrEffects just define these transformations, and the framework does the rest of the
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* work to make the transformed coordinates available in their fragment shader.
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*/
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class GrCoordTransform : SkNoncopyable {
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public:
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GrCoordTransform() { SkDEBUGCODE(fInEffect = false); }
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/**
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* Create a transformation that maps [0, 1] to a texture's boundaries.
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*/
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GrCoordTransform(GrCoordSet sourceCoords, const GrTexture* texture) {
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SkDEBUGCODE(fInEffect = false);
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this->reset(sourceCoords, texture);
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}
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/**
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* Create a transformation from a matrix. The optional texture parameter is used to infer if the
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* framework should internally do a y reversal to account for it being upside down by Skia's
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* coord convention.
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*/
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GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture = NULL) {
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SkDEBUGCODE(fInEffect = false);
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this->reset(sourceCoords, m, texture);
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}
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void reset(GrCoordSet sourceCoords, const GrTexture* texture) {
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SkASSERT(!fInEffect);
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SkASSERT(texture);
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this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture);
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}
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void reset(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture = NULL) {
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SkASSERT(!fInEffect);
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fSourceCoords = sourceCoords;
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fMatrix = m;
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fReverseY = texture && kBottomLeft_GrSurfaceOrigin == texture->origin();
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}
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GrCoordTransform& operator= (const GrCoordTransform& other) {
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SkASSERT(!fInEffect);
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fSourceCoords = other.fSourceCoords;
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fMatrix = other.fMatrix;
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fReverseY = other.fReverseY;
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return *this;
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}
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/**
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* Access the matrix for editing. Note, this must be done before adding the transform to an
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* effect, since effects are immutable.
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*/
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SkMatrix* accessMatrix() {
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SkASSERT(!fInEffect);
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return &fMatrix;
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}
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bool operator== (const GrCoordTransform& other) const {
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return fSourceCoords == other.fSourceCoords &&
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fMatrix.cheapEqualTo(other.fMatrix) &&
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fReverseY == other.fReverseY;
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}
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GrCoordSet sourceCoords() const { return fSourceCoords; }
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const SkMatrix& getMatrix() const { return fMatrix; }
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bool reverseY() const { return fReverseY; }
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/** Useful for effects that want to insert a texture matrix that is implied by the texture
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dimensions */
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static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) {
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SkASSERT(texture);
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SkMatrix mat;
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mat.setIDiv(texture->width(), texture->height());
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return mat;
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}
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private:
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GrCoordSet fSourceCoords;
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SkMatrix fMatrix;
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bool fReverseY;
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typedef SkNoncopyable INHERITED;
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#ifdef SK_DEBUG
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public:
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void setInEffect() const { fInEffect = true; }
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private:
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mutable bool fInEffect;
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#endif
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};
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#endif
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