| /* |
| * Copyright 2015 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrQuad_DEFINED |
| #define GrQuad_DEFINED |
| |
| #include "SkMatrix.h" |
| #include "SkNx.h" |
| #include "SkPoint.h" |
| #include "SkPoint3.h" |
| |
| /** |
| * GrQuad is a collection of 4 points which can be used to represent an arbitrary quadrilateral. The |
| * points make a triangle strip with CCW triangles (top-left, bottom-left, top-right, bottom-right). |
| */ |
| class GrQuad { |
| public: |
| GrQuad() = default; |
| |
| GrQuad(const GrQuad& that) = default; |
| |
| explicit GrQuad(const SkRect& rect) |
| : fX{rect.fLeft, rect.fLeft, rect.fRight, rect.fRight} |
| , fY{rect.fTop, rect.fBottom, rect.fTop, rect.fBottom} {} |
| |
| /** Sets the quad to the rect as transformed by the matrix. */ |
| GrQuad(const SkRect&, const SkMatrix&); |
| |
| explicit GrQuad(const SkPoint pts[4]) |
| : fX{pts[0].fX, pts[1].fX, pts[2].fX, pts[3].fX} |
| , fY{pts[0].fY, pts[1].fY, pts[2].fY, pts[3].fY} {} |
| |
| GrQuad& operator=(const GrQuad& that) = default; |
| |
| SkPoint point(int i) const { return {fX[i], fY[i]}; } |
| |
| SkRect bounds() const { |
| auto x = this->x4f(), y = this->y4f(); |
| return {x.min(), y.min(), x.max(), y.max()}; |
| } |
| |
| float x(int i) const { return fX[i]; } |
| float y(int i) const { return fY[i]; } |
| |
| Sk4f x4f() const { return Sk4f::Load(fX); } |
| Sk4f y4f() const { return Sk4f::Load(fY); } |
| |
| private: |
| float fX[4]; |
| float fY[4]; |
| }; |
| |
| class GrPerspQuad { |
| public: |
| GrPerspQuad() = default; |
| |
| GrPerspQuad(const SkRect&, const SkMatrix&); |
| |
| GrPerspQuad& operator=(const GrPerspQuad&) = default; |
| |
| SkPoint3 point(int i) const { return {fX[i], fY[i], fW[i]}; } |
| |
| SkRect bounds() { |
| auto x = this->x4f() * this->iw4f(); |
| auto y = this->y4f() * this->iw4f(); |
| return {x.min(), y.min(), x.max(), y.max()}; |
| } |
| |
| float x(int i) const { return fX[i]; } |
| float y(int i) const { return fY[i]; } |
| float w(int i) const { return fW[i]; } |
| float iw(int i) const { return fIW[i]; } |
| |
| Sk4f x4f() const { return Sk4f::Load(fX); } |
| Sk4f y4f() const { return Sk4f::Load(fY); } |
| Sk4f w4f() const { return Sk4f::Load(fW); } |
| Sk4f iw4f() const { return Sk4f::Load(fIW); } |
| |
| private: |
| float fX[4]; |
| float fY[4]; |
| float fW[4]; |
| float fIW[4]; // 1/w |
| }; |
| |
| #endif |