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/*
* 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<float>& vertices() const { return m_vertices; }
const Vector<uint16_t>& 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 <AddTriangleVertexFunction addTriangleVertex>
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<float> m_vertices;
Vector<uint16_t> 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
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