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/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrDefaultGeoProcFactory_DEFINED
#define GrDefaultGeoProcFactory_DEFINED
#include "GrColorSpaceXform.h"
#include "GrGeometryProcessor.h"
#include "GrShaderCaps.h"
constexpr int kMaxBones = 80; // Supports up to 80 bones per mesh.
/*
* A factory for creating default Geometry Processors which simply multiply position by the uniform
* view matrix and wire through color, coverage, UV coords if requested.
*/
namespace GrDefaultGeoProcFactory {
// Structs for adding vertex attributes
struct PositionAttr {
SkPoint fPosition;
};
struct PositionCoverageAttr {
SkPoint fPosition;
float fCoverage;
};
struct PositionColorAttr {
SkPoint fPosition;
SkColor fColor;
};
struct PositionColorCoverageAttr {
SkPoint fPosition;
SkColor fColor;
float fCoverage;
};
struct PositionLocalCoordAttr {
SkPoint fPosition;
SkPoint fLocalCoord;
};
struct PositionLocalCoordCoverageAttr {
SkPoint fPosition;
SkPoint fLocalCoord;
float fCoverage;
};
struct PositionColorLocalCoordAttr {
SkPoint fPosition;
GrColor fColor;
SkPoint fLocalCoord;
};
struct PositionColorLocalCoordCoverageAttr {
SkPoint fPosition;
GrColor fColor;
SkPoint fLocalCoord;
float fCoverage;
};
struct Color {
enum Type {
kPremulGrColorUniform_Type,
kPremulGrColorAttribute_Type,
kUnpremulSkColorAttribute_Type,
};
explicit Color(GrColor color)
: fType(kPremulGrColorUniform_Type)
, fColor(color)
, fColorSpaceXform(nullptr) {}
Color(Type type)
: fType(type)
, fColor(GrColor_ILLEGAL)
, fColorSpaceXform(nullptr) {
SkASSERT(type != kPremulGrColorUniform_Type);
}
Type fType;
GrColor fColor;
// This only applies to SkColor. Any GrColors are assumed to have been color converted
// during paint conversion.
sk_sp<GrColorSpaceXform> fColorSpaceXform;
};
struct Coverage {
enum Type {
kSolid_Type,
kUniform_Type,
kAttribute_Type,
};
explicit Coverage(uint8_t coverage) : fType(kUniform_Type), fCoverage(coverage) {}
Coverage(Type type) : fType(type), fCoverage(0xff) {
SkASSERT(type != kUniform_Type);
}
Type fType;
uint8_t fCoverage;
};
struct LocalCoords {
enum Type {
kUnused_Type,
kUsePosition_Type,
kHasExplicit_Type,
kHasTransformed_Type,
};
LocalCoords(Type type) : fType(type), fMatrix(nullptr) {}
LocalCoords(Type type, const SkMatrix* matrix) : fType(type), fMatrix(matrix) {
SkASSERT(kUnused_Type != type);
}
bool hasLocalMatrix() const { return nullptr != fMatrix; }
Type fType;
const SkMatrix* fMatrix;
};
struct Bones {
Bones(const float bones[], int boneCount)
: fBones(bones)
, fBoneCount(boneCount) {}
const float* fBones;
int fBoneCount;
};
sk_sp<GrGeometryProcessor> Make(const GrShaderCaps*,
const Color&,
const Coverage&,
const LocalCoords&,
const SkMatrix& viewMatrix);
/*
* Use this factory to create a GrGeometryProcessor that expects a device space vertex position
* attribute. The view matrix must still be provided to compute correctly transformed
* coordinates for GrFragmentProcessors. It may fail if the view matrix is not invertible.
*/
sk_sp<GrGeometryProcessor> MakeForDeviceSpace(const GrShaderCaps*,
const Color&,
const Coverage&,
const LocalCoords&,
const SkMatrix& viewMatrix);
/*
* Use this factory to create a GrGeometryProcessor that supports skeletal animation through
* deformation of vertices using matrices that are passed in. This should only be called from
* GrDrawVerticesOp.
*/
sk_sp<GrGeometryProcessor> MakeWithBones(const GrShaderCaps*,
const Color&,
const Coverage&,
const LocalCoords&,
const Bones&,
const SkMatrix& viewMatrix);
};
#endif