/* * 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" /** * A class representing a linear transformation of local coordinates. GrFragnentProcessors * these transformations, and the GrGeometryProcessor implements the transformation. */ 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(const GrTexture* texture, GrTextureParams::FilterMode filter) { SkASSERT(texture); SkDEBUGCODE(fInProcessor = false); this->reset(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(const SkMatrix& m, const GrTexture* texture, GrTextureParams::FilterMode filter) { SkDEBUGCODE(fInProcessor = false); SkASSERT(texture); this->reset(m, texture, filter); } /** * Create a transformation that applies the matrix to a coord set. */ GrCoordTransform(const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision) { SkDEBUGCODE(fInProcessor = false); this->reset(m, precision); } void reset(const GrTexture* texture, GrTextureParams::FilterMode filter) { SkASSERT(!fInProcessor); SkASSERT(texture); this->reset(MakeDivByTextureWHMatrix(texture), texture, filter); } void reset(const SkMatrix&, const GrTexture*, GrTextureParams::FilterMode filter); void reset(const SkMatrix& m, GrSLPrecision precision = kDefault_GrSLPrecision); GrCoordTransform& operator= (const GrCoordTransform& that) { SkASSERT(!fInProcessor); 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 fMatrix.cheapEqualTo(that.fMatrix) && fReverseY == that.fReverseY && fPrecision == that.fPrecision; } bool operator!=(const GrCoordTransform& that) const { return !(*this == that); } 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; (void)mat.setIDiv(texture->width(), texture->height()); return mat; } private: SkMatrix fMatrix; bool fReverseY; GrSLPrecision fPrecision; typedef SkNoncopyable INHERITED; #ifdef SK_DEBUG public: void setInProcessor() const { fInProcessor = true; } private: mutable bool fInProcessor; #endif }; #endif