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