| /* |
| * Copyright 2013 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrCoordTransform_DEFINED |
| #define GrCoordTransform_DEFINED |
| |
| #include "GrProcessor.h" |
| #include "SkMatrix.h" |
| #include "GrTexture.h" |
| #include "GrTypes.h" |
| #include "GrShaderVar.h" |
| |
| /** |
| * Coordinates available to GrProcessor subclasses for requesting transformations. Transformed |
| * coordinates are made available in the the portion of fragment shader emitted by the effect. |
| * |
| * The precision of the shader var that interpolates the transformed coordinates can be specified. |
| */ |
| enum GrCoordSet { |
| /** |
| * The user-space coordinates that map to the fragment being rendered. These coords account for |
| * any change of coordinate system done on the CPU by GrContext before rendering, and also are |
| * correct for draws that take explicit local coords rather than inferring them from the |
| * primitive's positions (e.g. drawVertices). These are usually the coords a GrProcessor wants. |
| */ |
| kLocal_GrCoordSet, |
| |
| /** |
| * The actual vertex position. Note that GrContext may not draw using the original view matrix |
| * specified by the caller, as it may have transformed vertices into another space. These are |
| * usually not the coordinates a GrProcessor wants. |
| */ |
| kPosition_GrCoordSet |
| }; |
| |
| /** |
| * A class representing a linear transformation from one of the built-in coordinate sets (local or |
| * position). GrProcessors just define these transformations, and the framework does the rest of the |
| * work to make the transformed coordinates available in their fragment shader. |
| */ |
| class GrCoordTransform : SkNoncopyable { |
| public: |
| GrCoordTransform() { SkDEBUGCODE(fInProcessor = false); } |
| |
| /** |
| * Create a transformation that maps [0, 1] to a texture's boundaries. The precision is inferred |
| * from the texture size and filter. The texture origin also implies whether a y-reversal should |
| * be performed. |
| */ |
| GrCoordTransform(GrCoordSet sourceCoords, |
| const GrTexture* texture, |
| GrTextureParams::FilterMode filter) { |
| SkASSERT(texture); |
| SkDEBUGCODE(fInProcessor = false); |
| this->reset(sourceCoords, texture, filter); |
| } |
| |
| /** |
| * Create a transformation from a matrix. The precision is inferred from the texture size and |
| * filter. The texture origin also implies whether a y-reversal should be performed. |
| */ |
| GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, |
| const GrTexture* texture, GrTextureParams::FilterMode filter) { |
| SkDEBUGCODE(fInProcessor = false); |
| SkASSERT(texture); |
| this->reset(sourceCoords, m, texture, filter); |
| } |
| |
| /** |
| * Create a transformation that applies the matrix to a coord set. |
| */ |
| GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, |
| GrSLPrecision precision = kDefault_GrSLPrecision) { |
| SkDEBUGCODE(fInProcessor = false); |
| this->reset(sourceCoords, m, precision); |
| } |
| |
| void reset(GrCoordSet sourceCoords, const GrTexture* texture, |
| GrTextureParams::FilterMode filter) { |
| SkASSERT(!fInProcessor); |
| SkASSERT(texture); |
| this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture, filter); |
| } |
| |
| void reset(GrCoordSet, const SkMatrix&, const GrTexture*, GrTextureParams::FilterMode filter); |
| void reset(GrCoordSet sourceCoords, const SkMatrix& m, |
| GrSLPrecision precision = kDefault_GrSLPrecision); |
| |
| GrCoordTransform& operator= (const GrCoordTransform& that) { |
| SkASSERT(!fInProcessor); |
| fSourceCoords = that.fSourceCoords; |
| fMatrix = that.fMatrix; |
| fReverseY = that.fReverseY; |
| fPrecision = that.fPrecision; |
| return *this; |
| } |
| |
| /** |
| * Access the matrix for editing. Note, this must be done before adding the transform to an |
| * effect, since effects are immutable. |
| */ |
| SkMatrix* accessMatrix() { |
| SkASSERT(!fInProcessor); |
| return &fMatrix; |
| } |
| |
| bool operator==(const GrCoordTransform& that) const { |
| return fSourceCoords == that.fSourceCoords && |
| fMatrix.cheapEqualTo(that.fMatrix) && |
| fReverseY == that.fReverseY && |
| fPrecision == that.fPrecision; |
| } |
| |
| bool operator!=(const GrCoordTransform& that) const { return !(*this == that); } |
| |
| GrCoordSet sourceCoords() const { return fSourceCoords; } |
| const SkMatrix& getMatrix() const { return fMatrix; } |
| bool reverseY() const { return fReverseY; } |
| GrSLPrecision precision() const { return fPrecision; } |
| |
| /** Useful for effects that want to insert a texture matrix that is implied by the texture |
| dimensions */ |
| static inline SkMatrix MakeDivByTextureWHMatrix(const GrTexture* texture) { |
| SkASSERT(texture); |
| SkMatrix mat; |
| mat.setIDiv(texture->width(), texture->height()); |
| return mat; |
| } |
| |
| private: |
| GrCoordSet fSourceCoords; |
| SkMatrix fMatrix; |
| bool fReverseY; |
| GrSLPrecision fPrecision; |
| typedef SkNoncopyable INHERITED; |
| |
| #ifdef SK_DEBUG |
| public: |
| void setInProcessor() const { fInProcessor = true; } |
| private: |
| mutable bool fInProcessor; |
| #endif |
| }; |
| |
| #endif |