/* * 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" /** * Coordinates available to GrProcessor subclasses for requesting transformations. Transformed * coordinates are made available in the the portion of fragment shader emitted by the effect. */ 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. */ GrCoordTransform(GrCoordSet sourceCoords, const GrTexture* texture) { SkDEBUGCODE(fInProcessor = false); this->reset(sourceCoords, texture); } /** * Create a transformation from a matrix. The optional texture parameter is used to infer if the * framework should internally do a y reversal to account for it being upside down by Skia's * coord convention. */ GrCoordTransform(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture = NULL) { SkDEBUGCODE(fInProcessor = false); this->reset(sourceCoords, m, texture); } void reset(GrCoordSet sourceCoords, const GrTexture* texture) { SkASSERT(!fInProcessor); SkASSERT(texture); this->reset(sourceCoords, MakeDivByTextureWHMatrix(texture), texture); } void reset(GrCoordSet sourceCoords, const SkMatrix& m, const GrTexture* texture = NULL) { SkASSERT(!fInProcessor); fSourceCoords = sourceCoords; fMatrix = m; fReverseY = texture && kBottomLeft_GrSurfaceOrigin == texture->origin(); } GrCoordTransform& operator= (const GrCoordTransform& other) { SkASSERT(!fInProcessor); fSourceCoords = other.fSourceCoords; fMatrix = other.fMatrix; fReverseY = other.fReverseY; 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; } 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; } /** 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; typedef SkNoncopyable INHERITED; #ifdef SK_DEBUG public: void setInProcessor() const { fInProcessor = true; } private: mutable bool fInProcessor; #endif }; #endif