blob: faaf7e20be805032f9a0d16ed9e1f3883c23a5bd [file] [log] [blame]
/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrAARectRenderer_DEFINED
#define GrAARectRenderer_DEFINED
#include "SkMatrix.h"
#include "SkRect.h"
#include "SkRefCnt.h"
#include "SkStrokeRec.h"
class GrGpu;
class GrDrawTarget;
class GrIndexBuffer;
/*
* This class wraps helper functions that draw AA rects (filled & stroked)
*/
class GrAARectRenderer : public SkRefCnt {
public:
SK_DECLARE_INST_COUNT(GrAARectRenderer)
GrAARectRenderer()
: fAAFillRectIndexBuffer(NULL)
, fAAMiterStrokeRectIndexBuffer(NULL)
, fAABevelStrokeRectIndexBuffer(NULL) {
}
void reset();
~GrAARectRenderer() {
this->reset();
}
// TODO: potentialy fuse the fill & stroke methods and differentiate
// between them by passing in stroke (==NULL means fill).
void fillAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix,
const SkRect& devRect,
bool useVertexCoverage) {
#ifdef SHADER_AA_FILL_RECT
if (combinedMatrix.rectStaysRect()) {
this->shaderFillAlignedAARect(gpu, target,
rect, combinedMatrix);
} else {
this->shaderFillAARect(gpu, target,
rect, combinedMatrix);
}
#else
this->geometryFillAARect(gpu, target,
rect, combinedMatrix,
devRect, useVertexCoverage);
#endif
}
void strokeAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix,
const SkRect& devRect,
const SkStrokeRec& stroke,
bool useVertexCoverage);
// First rect is outer; second rect is inner
void fillAANestedRects(GrGpu* gpu,
GrDrawTarget* target,
const SkRect rects[2],
const SkMatrix& combinedMatrix,
bool useVertexCoverage);
private:
GrIndexBuffer* fAAFillRectIndexBuffer;
GrIndexBuffer* fAAMiterStrokeRectIndexBuffer;
GrIndexBuffer* fAABevelStrokeRectIndexBuffer;
GrIndexBuffer* aaFillRectIndexBuffer(GrGpu* gpu);
static int aaStrokeRectIndexCount(bool miterStroke);
GrIndexBuffer* aaStrokeRectIndexBuffer(GrGpu* gpu, bool miterStroke);
// TODO: Remove the useVertexCoverage boolean. Just use it all the time
// since we now have a coverage vertex attribute
void geometryFillAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix,
const SkRect& devRect,
bool useVertexCoverage);
void shaderFillAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix);
void shaderFillAlignedAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& rect,
const SkMatrix& combinedMatrix);
void geometryStrokeAARect(GrGpu* gpu,
GrDrawTarget* target,
const SkRect& devOutside,
const SkRect& devOutsideAssist,
const SkRect& devInside,
bool useVertexCoverage,
bool miterStroke);
typedef SkRefCnt INHERITED;
};
#endif // GrAARectRenderer_DEFINED