CustomFilterMeshGenerator.h [plain text]
#ifndef CustomFilterMeshGenerator_h
#define CustomFilterMeshGenerator_h
#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#include "CustomFilterConstants.h"
#include "CustomFilterOperation.h"
#include "FloatRect.h"
#include <stdio.h>
namespace WebCore {
class CustomFilterMeshGenerator {
public:
CustomFilterMeshGenerator(unsigned columns, unsigned rows, const FloatRect& meshBox, CustomFilterMeshType);
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 == MeshTypeAttached ? AttachedMeshVertexSize : DetachedMeshVertexSize;
}
unsigned verticesCount() const
{
return m_meshType == MeshTypeAttached ? 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;
CustomFilterMeshType m_meshType;
IntSize m_points;
IntSize m_tiles;
FloatSize m_tileSizeInPixels;
FloatSize m_tileSizeInDeviceSpace;
FloatRect m_meshBox;
};
}
#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)
#endif // CustomFilterMeshGenerator_h