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>
282 lines
10 KiB
C++
282 lines
10 KiB
C++
/*
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* Copyright 2017 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 SkVertices_DEFINED
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#define SkVertices_DEFINED
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#include "include/core/SkColor.h"
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#include "include/core/SkData.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkRefCnt.h"
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/**
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* An immutable set of vertex data that can be used with SkCanvas::drawVertices.
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*/
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class SK_API SkVertices : public SkNVRefCnt<SkVertices> {
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public:
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// BoneIndices indicates which (of a maximum of 4 bones) a given vertex will interpolate
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// between. To indicate that a slot is not used, the convention is to assign the bone index
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// to 0.
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struct BoneIndices {
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uint32_t indices[4];
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uint32_t& operator[] (int i) {
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SkASSERT(i >= 0);
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SkASSERT(i < 4);
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return indices[i];
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}
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const uint32_t& operator[] (int i) const {
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SkASSERT(i >= 0);
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SkASSERT(i < 4);
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return indices[i];
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}
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};
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// BoneWeights stores the interpolation weight for each of the (maximum of 4) bones a given
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// vertex interpolates between. To indicate that a slot is not used, the weight for that
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// slot should be 0.
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struct BoneWeights {
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float weights[4];
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float& operator[] (int i) {
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SkASSERT(i >= 0);
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SkASSERT(i < 4);
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return weights[i];
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}
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const float& operator[] (int i) const {
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SkASSERT(i >= 0);
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SkASSERT(i < 4);
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return weights[i];
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}
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};
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// Bone stores a 3x2 transformation matrix in column major order:
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// | scaleX skewX transX |
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// | skewY scaleY transY |
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// SkRSXform is insufficient because bones can have non uniform scale.
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struct Bone {
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float values[6];
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float& operator[] (int i) {
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SkASSERT(i >= 0);
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SkASSERT(i < 6);
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return values[i];
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}
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const float& operator[] (int i) const {
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SkASSERT(i >= 0);
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SkASSERT(i < 6);
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return values[i];
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}
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SkPoint mapPoint(const SkPoint& point) const {
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float x = values[0] * point.x() + values[2] * point.y() + values[4];
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float y = values[1] * point.x() + values[3] * point.y() + values[5];
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return SkPoint::Make(x, y);
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}
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SkRect mapRect(const SkRect& rect) const {
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SkRect dst = SkRect::MakeEmpty();
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SkPoint quad[4];
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rect.toQuad(quad);
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for (int i = 0; i < 4; i ++) {
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quad[i] = mapPoint(quad[i]);
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}
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dst.setBoundsNoCheck(quad, 4);
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return dst;
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}
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};
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enum VertexMode {
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kTriangles_VertexMode,
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kTriangleStrip_VertexMode,
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kTriangleFan_VertexMode,
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kLast_VertexMode = kTriangleFan_VertexMode,
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};
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/**
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* Create a vertices by copying the specified arrays. texs, colors, boneIndices, and
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* boneWeights may be nullptr, and indices is ignored if indexCount == 0.
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*
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* boneIndices and boneWeights must either both be nullptr or both point to valid data.
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* If specified, they must both contain 'vertexCount' entries.
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*/
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static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
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const SkPoint positions[],
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const SkPoint texs[],
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const SkColor colors[],
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const BoneIndices boneIndices[],
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const BoneWeights boneWeights[],
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int indexCount,
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const uint16_t indices[],
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bool isVolatile = true);
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static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
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const SkPoint positions[],
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const SkPoint texs[],
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const SkColor colors[],
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const BoneIndices boneIndices[],
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const BoneWeights boneWeights[],
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bool isVolatile = true) {
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return MakeCopy(mode,
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vertexCount,
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positions,
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texs,
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colors,
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boneIndices,
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boneWeights,
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0,
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nullptr,
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isVolatile);
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}
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static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
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const SkPoint positions[],
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const SkPoint texs[],
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const SkColor colors[],
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int indexCount,
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const uint16_t indices[],
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bool isVolatile = true) {
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return MakeCopy(mode,
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vertexCount,
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positions,
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texs,
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colors,
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nullptr,
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nullptr,
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indexCount,
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indices,
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isVolatile);
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}
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static sk_sp<SkVertices> MakeCopy(VertexMode mode, int vertexCount,
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const SkPoint positions[],
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const SkPoint texs[],
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const SkColor colors[],
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bool isVolatile = true) {
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return MakeCopy(mode, vertexCount, positions, texs, colors, nullptr, nullptr, isVolatile);
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}
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struct Sizes;
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enum BuilderFlags {
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kHasTexCoords_BuilderFlag = 1 << 0,
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kHasColors_BuilderFlag = 1 << 1,
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kHasBones_BuilderFlag = 1 << 2,
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kIsNonVolatile_BuilderFlag = 1 << 3,
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};
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class Builder {
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public:
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Builder(VertexMode mode, int vertexCount, int indexCount, uint32_t flags);
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bool isValid() const { return fVertices != nullptr; }
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// if the builder is invalid, these will return 0
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int vertexCount() const;
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int indexCount() const;
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bool isVolatile() const;
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SkPoint* positions();
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SkPoint* texCoords(); // returns null if there are no texCoords
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SkColor* colors(); // returns null if there are no colors
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BoneIndices* boneIndices(); // returns null if there are no bone indices
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BoneWeights* boneWeights(); // returns null if there are no bone weights
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uint16_t* indices(); // returns null if there are no indices
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// Detach the built vertices object. After the first call, this will always return null.
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sk_sp<SkVertices> detach();
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private:
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Builder(VertexMode mode, int vertexCount, int indexCount, bool isVolatile, const Sizes&);
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void init(VertexMode mode, int vertexCount, int indexCount, bool isVolatile, const Sizes&);
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// holds a partially complete object. only completed in detach()
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sk_sp<SkVertices> fVertices;
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// Extra storage for intermediate vertices in the case where the client specifies indexed
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// triangle fans. These get converted to indexed triangles when the Builder is finalized.
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std::unique_ptr<uint8_t[]> fIntermediateFanIndices;
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friend class SkVertices;
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};
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uint32_t uniqueID() const { return fUniqueID; }
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VertexMode mode() const { return fMode; }
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const SkRect& bounds() const { return fBounds; }
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bool hasColors() const { return SkToBool(this->colors()); }
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bool hasTexCoords() const { return SkToBool(this->texCoords()); }
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bool hasBones() const { return SkToBool(this->boneIndices()); }
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bool hasIndices() const { return SkToBool(this->indices()); }
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int vertexCount() const { return fVertexCnt; }
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const SkPoint* positions() const { return fPositions; }
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const SkPoint* texCoords() const { return fTexs; }
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const SkColor* colors() const { return fColors; }
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const BoneIndices* boneIndices() const { return fBoneIndices; }
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const BoneWeights* boneWeights() const { return fBoneWeights; }
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int indexCount() const { return fIndexCnt; }
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const uint16_t* indices() const { return fIndices; }
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bool isVolatile() const { return fIsVolatile; }
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sk_sp<SkVertices> applyBones(const Bone bones[], int boneCount) const;
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// returns approximate byte size of the vertices object
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size_t approximateSize() const;
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/**
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* Recreate a vertices from a buffer previously created by calling encode().
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* Returns null if the data is corrupt or the length is incorrect for the contents.
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*/
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static sk_sp<SkVertices> Decode(const void* buffer, size_t length);
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/**
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* Pack the vertices object into a byte buffer. This can be used to recreate the vertices
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* by calling Decode() with the buffer.
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*/
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sk_sp<SkData> encode() const;
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private:
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SkVertices() {}
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// these are needed since we've manually sized our allocation (see Builder::init)
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friend class SkNVRefCnt<SkVertices>;
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void operator delete(void* p);
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static sk_sp<SkVertices> Alloc(int vCount, int iCount, uint32_t builderFlags,
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size_t* arraySize);
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// we store this first, to pair with the refcnt in our base-class, so we don't have an
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// unnecessary pad between it and the (possibly 8-byte aligned) ptrs.
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uint32_t fUniqueID;
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// these point inside our allocation, so none of these can be "freed"
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SkPoint* fPositions;
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SkPoint* fTexs;
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SkColor* fColors;
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BoneIndices* fBoneIndices;
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BoneWeights* fBoneWeights;
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uint16_t* fIndices;
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SkRect fBounds; // computed to be the union of the fPositions[]
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int fVertexCnt;
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int fIndexCnt;
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bool fIsVolatile;
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VertexMode fMode;
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// below here is where the actual array data is stored.
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};
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#endif
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