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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.
*/
#include "config.h"
#include "platform/graphics/filters/custom/CustomFilterMeshGenerator.h"
#ifndef NDEBUG
#include <stdio.h> // Needed for printf used in dumpBuffers.
#endif
namespace WebCore {
#ifndef NDEBUG
// Use "call 'WebCore::s_dumpCustomFilterMeshBuffers' = 1" in GDB to activate printing of the mesh buffers.
static bool s_dumpCustomFilterMeshBuffers = false;
#endif
CustomFilterMeshGenerator::CustomFilterMeshGenerator(unsigned columns, unsigned rows, const FloatRect& meshBox, CustomFilterMeshType meshType)
: m_meshType(meshType)
, m_points(columns + 1, rows + 1)
, m_tiles(columns, rows)
, m_tileSizeInPixels(meshBox.width() / m_tiles.width(), meshBox.height() / m_tiles.height())
, m_tileSizeInDeviceSpace(1.0f / m_tiles.width(), 1.0f / m_tiles.height())
, m_meshBox(meshBox)
{
// Build the two buffers needed to draw triangles:
// * m_vertices has a number of float attributes that will be passed to the vertex shader
// for each computed vertex. This number is calculated in floatsPerVertex() based on the meshType.
// * m_indices is a buffer that will have 3 indices per triangle. Each index will point inside
// the m_vertices buffer.
m_vertices.reserveCapacity(verticesCount() * floatsPerVertex());
m_indices.reserveCapacity(indicesCount());
// Based on the meshType there can be two types of meshes.
// * attached: each triangle uses vertices from the neighbor triangles. This is useful to save some GPU memory
// when there's no need to explode the tiles.
// * detached: each triangle has its own vertices. This means each triangle can be moved independently and a vec3
// attribute is passed, so that each vertex can be uniquely identified.
if (m_meshType == MeshTypeAttached)
generateAttachedMesh();
else
generateDetachedMesh();
#ifndef NDEBUG
if (s_dumpCustomFilterMeshBuffers)
dumpBuffers();
#endif
}
void CustomFilterMeshGenerator::addAttachedMeshIndex(int quadX, int quadY, int triangleX, int triangleY, int)
{
m_indices.append((quadY + triangleY) * m_points.width() + (quadX + triangleX));
}
void CustomFilterMeshGenerator::generateAttachedMesh()
{
for (int j = 0; j < m_points.height(); ++j) {
for (int i = 0; i < m_points.width(); ++i)
addAttachedMeshVertexAttributes(i, j);
}
for (int j = 0; j < m_tiles.height(); ++j) {
for (int i = 0; i < m_tiles.width(); ++i)
addTile<&CustomFilterMeshGenerator::addAttachedMeshIndex>(i, j);
}
}
void CustomFilterMeshGenerator::addDetachedMeshVertexAndIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle)
{
addDetachedMeshVertexAttributes(quadX, quadY, triangleX, triangleY, triangle);
m_indices.append(m_indices.size());
}
void CustomFilterMeshGenerator::generateDetachedMesh()
{
for (int j = 0; j < m_tiles.height(); ++j) {
for (int i = 0; i < m_tiles.width(); ++i)
addTile<&CustomFilterMeshGenerator::addDetachedMeshVertexAndIndex>(i, j);
}
}
void CustomFilterMeshGenerator::addPositionAttribute(int quadX, int quadY)
{
// vec4 a_position
m_vertices.append(m_tileSizeInPixels.width() * quadX - 0.5f + m_meshBox.x());
m_vertices.append(m_tileSizeInPixels.height() * quadY - 0.5f + m_meshBox.y());
m_vertices.append(0.0f); // z
m_vertices.append(1.0f);
}
void CustomFilterMeshGenerator::addTexCoordAttribute(int quadX, int quadY)
{
// vec2 a_texCoord
m_vertices.append(m_tileSizeInPixels.width() * quadX + m_meshBox.x());
m_vertices.append(m_tileSizeInPixels.height() * quadY + m_meshBox.y());
}
void CustomFilterMeshGenerator::addMeshCoordAttribute(int quadX, int quadY)
{
// vec2 a_meshCoord
m_vertices.append(m_tileSizeInDeviceSpace.width() * quadX);
m_vertices.append(m_tileSizeInDeviceSpace.height() * quadY);
}
void CustomFilterMeshGenerator::addTriangleCoordAttribute(int quadX, int quadY, int triangle)
{
// vec3 a_triangleCoord
m_vertices.append(quadX);
m_vertices.append(quadY);
m_vertices.append(triangle);
}
void CustomFilterMeshGenerator::addAttachedMeshVertexAttributes(int quadX, int quadY)
{
addPositionAttribute(quadX, quadY);
addTexCoordAttribute(quadX, quadY);
addMeshCoordAttribute(quadX, quadY);
}
void CustomFilterMeshGenerator::addDetachedMeshVertexAttributes(int quadX, int quadY, int triangleX, int triangleY, int triangle)
{
addAttachedMeshVertexAttributes(quadX + triangleX, quadY + triangleY);
addTriangleCoordAttribute(quadX, quadY, triangle);
}
#ifndef NDEBUG
void CustomFilterMeshGenerator::dumpBuffers() const
{
printf("Mesh buffers: Points.width(): %d, Points.height(): %d meshBox: %f, %f, %f, %f, type: %s\n",
m_points.width(), m_points.height(), m_meshBox.x(), m_meshBox.y(), m_meshBox.width(), m_meshBox.height(),
(m_meshType == MeshTypeAttached) ? "Attached" : "Detached");
printf("---Vertex:\n\t");
for (unsigned i = 0; i < m_vertices.size(); ++i) {
printf("%f ", m_vertices.at(i));
if (!((i + 1) % floatsPerVertex()))
printf("\n\t");
}
printf("\n---Indices: ");
for (unsigned i = 0; i < m_indices.size(); ++i)
printf("%d ", m_indices.at(i));
printf("\n");
}
#endif
} // namespace WebCore