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// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_QUADS_DRAW_QUAD_H_
#define CC_QUADS_DRAW_QUAD_H_
#include "base/callback.h"
#include "cc/base/cc_export.h"
#include "cc/quads/shared_quad_state.h"
#include "cc/resources/resource_provider.h"
namespace base {
class Value;
class DictionaryValue;
}
namespace cc {
// DrawQuad is a bag of data used for drawing a quad. Because different
// materials need different bits of per-quad data to render, classes that derive
// from DrawQuad store additional data in their derived instance. The Material
// enum is used to "safely" downcast to the derived class.
// Note: quads contain rects and sizes, which live in different spaces. There is
// the "content space", which is the arbitrary space in which the quad's
// geometry is defined (generally related to the layer that produced the quad,
// e.g. the content space for TiledLayerImpls, or the geometry space for
// PictureLayerImpls). There is also the "target space", which is the space, in
// "physical" pixels, of the render target where the quads is drawn. The quad's
// transform maps the content space to the target space.
class CC_EXPORT DrawQuad {
public:
enum Material {
INVALID,
CHECKERBOARD,
DEBUG_BORDER,
IO_SURFACE_CONTENT,
PICTURE_CONTENT,
RENDER_PASS,
SOLID_COLOR,
STREAM_VIDEO_CONTENT,
SURFACE_CONTENT,
TEXTURE_CONTENT,
TILED_CONTENT,
YUV_VIDEO_CONTENT,
MATERIAL_LAST = YUV_VIDEO_CONTENT
};
virtual ~DrawQuad();
scoped_ptr<DrawQuad> Copy(
const SharedQuadState* copied_shared_quad_state) const;
// TODO(danakj): Chromify or remove these SharedQuadState helpers.
const gfx::Transform& quadTransform() const {
return shared_quad_state->content_to_target_transform;
}
gfx::Rect visibleContentRect() const {
return shared_quad_state->visible_content_rect;
}
gfx::Rect clipRect() const { return shared_quad_state->clip_rect; }
bool isClipped() const { return shared_quad_state->is_clipped; }
float opacity() const { return shared_quad_state->opacity; }
Material material;
// This rect, after applying the quad_transform(), gives the geometry that
// this quad should draw to. This rect lives in content space.
gfx::Rect rect;
// This specifies the region of the quad that is opaque. This rect lives in
// content space.
gfx::Rect opaque_rect;
// Allows changing the rect that gets drawn to make it smaller. This value
// should be clipped to |rect|. This rect lives in content space.
gfx::Rect visible_rect;
// By default blending is used when some part of the quad is not opaque.
// With this setting, it is possible to force blending on regardless of the
// opaque area.
bool needs_blending;
// Stores state common to a large bundle of quads; kept separate for memory
// efficiency. There is special treatment to reconstruct these pointers
// during serialization.
const SharedQuadState* shared_quad_state;
bool IsDebugQuad() const { return material == DEBUG_BORDER; }
bool ShouldDrawWithBlending() const {
if (needs_blending || shared_quad_state->opacity < 1.0f)
return true;
if (visible_rect.IsEmpty())
return false;
return !opaque_rect.Contains(visible_rect);
}
typedef ResourceProvider::ResourceId ResourceId;
typedef base::Callback<ResourceId(ResourceId)> ResourceIteratorCallback;
virtual void IterateResources(const ResourceIteratorCallback& callback) = 0;
// Is the left edge of this tile aligned with the originating layer's
// left edge?
bool IsLeftEdge() const { return !rect.x(); }
// Is the top edge of this tile aligned with the originating layer's
// top edge?
bool IsTopEdge() const { return !rect.y(); }
// Is the right edge of this tile aligned with the originating layer's
// right edge?
bool IsRightEdge() const {
return rect.right() == shared_quad_state->content_bounds.width();
}
// Is the bottom edge of this tile aligned with the originating layer's
// bottom edge?
bool IsBottomEdge() const {
return rect.bottom() == shared_quad_state->content_bounds.height();
}
// Is any edge of this tile aligned with the originating layer's
// corresponding edge?
bool IsEdge() const {
return IsLeftEdge() || IsTopEdge() || IsRightEdge() || IsBottomEdge();
}
scoped_ptr<base::Value> AsValue() const;
protected:
DrawQuad();
void SetAll(const SharedQuadState* shared_quad_state,
Material material,
const gfx::Rect& rect,
const gfx::Rect& opaque_rect,
const gfx::Rect& visible_rect,
bool needs_blending);
virtual void ExtendValue(base::DictionaryValue* value) const = 0;
};
} // namespace cc
#endif // CC_QUADS_DRAW_QUAD_H_