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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_VERTEX_H
#define ANDROID_HWUI_VERTEX_H
#include "Vector.h"
#include "FloatColor.h"
#include "utils/Macros.h"
namespace android {
namespace uirenderer {
/**
* Simple structure to describe a vertex with a position and a texture.
*/
struct Vertex {
/**
* Fudge-factor used to disambiguate geometry pixel positioning.
*
* Used to offset lines and points to avoid ambiguous intersection with pixel centers (see
* Program::set()), and used to make geometry damage rect calculation conservative (see
* Rect::snapGeometryToPixelBoundaries())
*/
static float GeometryFudgeFactor() { return 0.0656f; }
float x, y;
static inline void set(Vertex* vertex, float x, float y) {
vertex->x = x;
vertex->y = y;
}
static inline void set(Vertex* vertex, Vector2 val) {
set(vertex, val.x, val.y);
}
static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) {
set(vertex, src.x + x, src.y + y);
}
}; // struct Vertex
REQUIRE_COMPATIBLE_LAYOUT(Vertex);
/**
* Simple structure to describe a vertex with a position and texture UV.
*/
struct TextureVertex {
float x, y;
float u, v;
static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
*vertex = { x, y, u, v };
}
static inline void setUV(TextureVertex* vertex, float u, float v) {
vertex[0].u = u;
vertex[0].v = v;
}
}; // struct TextureVertex
REQUIRE_COMPATIBLE_LAYOUT(TextureVertex);
/**
* Simple structure to describe a vertex with a position, texture UV and an
* sRGB color with alpha. The color is stored pre-multiplied in linear space.
*/
struct ColorTextureVertex {
float x, y;
float u, v;
float r, g, b, a; // pre-multiplied linear
static inline void set(ColorTextureVertex* vertex, float x, float y,
float u, float v, uint32_t color) {
FloatColor c;
c.set(color);
*vertex = { x, y, u, v, c.r, c.g, c.b, c.a };
}
}; // struct ColorTextureVertex
REQUIRE_COMPATIBLE_LAYOUT(ColorTextureVertex);
/**
* Simple structure to describe a vertex with a position and an alpha value.
*/
struct AlphaVertex {
float x, y;
float alpha;
static inline void set(AlphaVertex* vertex, float x, float y, float alpha) {
*vertex = { x, y, alpha };
}
static inline void copyWithOffset(AlphaVertex* vertex, const AlphaVertex& src,
float x, float y) {
AlphaVertex::set(vertex, src.x + x, src.y + y, src.alpha);
}
static inline void setColor(AlphaVertex* vertex, float alpha) {
vertex[0].alpha = alpha;
}
}; // struct AlphaVertex
REQUIRE_COMPATIBLE_LAYOUT(AlphaVertex);
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_VERTEX_H