/* * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * 1. Redistributions of source code must retain the above * copyright notice, this list of conditions and the following * disclaimer. * 2. Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following * disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER “AS IS” AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #ifndef CustomFilterMeshGenerator_h #define CustomFilterMeshGenerator_h #if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) #include "CustomFilterConstants.h" #include "CustomFilterOperation.h" #include "FloatRect.h" namespace WebCore { class CustomFilterMeshGenerator { public: // Lines and columns are the values passed in CSS. The result is vertex mesh that has 'rows' numbers of rows // and 'columns' number of columns with a total of 'rows + 1' * 'columns + 1' vertices. // MeshBox is the filtered area calculated defined using the border-box, padding-box, content-box or filter-box // attributes. A value of (0, 0, 1, 1) will cover the entire output surface. CustomFilterMeshGenerator(unsigned columns, unsigned rows, const FloatRect& meshBox, CustomFilterOperation::MeshType); const Vector& vertices() const { return m_vertices; } const Vector& indices() const { return m_indices; } const IntSize& points() const { return m_points; } unsigned pointsCount() const { return m_points.width() * m_points.height(); } const IntSize& tiles() const { return m_tiles; } unsigned tilesCount() const { return m_tiles.width() * m_tiles.height(); } unsigned indicesCount() const { const unsigned trianglesPerTile = 2; const unsigned indicesPerTriangle = 3; return tilesCount() * trianglesPerTile * indicesPerTriangle; } unsigned floatsPerVertex() const { static const unsigned AttachedMeshVertexSize = PositionAttribSize + TexAttribSize + MeshAttribSize; static const unsigned DetachedMeshVertexSize = AttachedMeshVertexSize + TriangleAttribSize; return m_meshType == CustomFilterOperation::ATTACHED ? AttachedMeshVertexSize : DetachedMeshVertexSize; } unsigned verticesCount() const { return m_meshType == CustomFilterOperation::ATTACHED ? pointsCount() : indicesCount(); } private: typedef void (CustomFilterMeshGenerator::*AddTriangleVertexFunction)(int quadX, int quadY, int triangleX, int triangleY, int triangle); template void addTile(int quadX, int quadY) { ((*this).*(addTriangleVertex))(quadX, quadY, 0, 0, 1); ((*this).*(addTriangleVertex))(quadX, quadY, 1, 0, 2); ((*this).*(addTriangleVertex))(quadX, quadY, 1, 1, 3); ((*this).*(addTriangleVertex))(quadX, quadY, 0, 0, 4); ((*this).*(addTriangleVertex))(quadX, quadY, 1, 1, 5); ((*this).*(addTriangleVertex))(quadX, quadY, 0, 1, 6); } void addAttachedMeshIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle); void generateAttachedMesh(); void addDetachedMeshVertexAndIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle); void generateDetachedMesh(); void addPositionAttribute(int quadX, int quadY); void addTexCoordAttribute(int quadX, int quadY); void addMeshCoordAttribute(int quadX, int quadY); void addTriangleCoordAttribute(int quadX, int quadY, int triangle); void addAttachedMeshVertexAttributes(int quadX, int quadY); void addDetachedMeshVertexAttributes(int quadX, int quadY, int triangleX, int triangleY, int triangle); #ifndef NDEBUG void dumpBuffers() const; #endif private: Vector m_vertices; Vector m_indices; CustomFilterOperation::MeshType m_meshType; IntSize m_points; IntSize m_tiles; FloatSize m_tileSizeInPixels; FloatSize m_tileSizeInDeviceSpace; FloatRect m_meshBox; }; } // namespace WebCore #endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) #endif // CustomFilterMeshGenerator_h