1 /* 2 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. 3 * 4 * Redistribution and use in source and binary forms, with or without 5 * modification, are permitted provided that the following conditions 6 * are met: 7 * 8 * 1. Redistributions of source code must retain the above 9 * copyright notice, this list of conditions and the following 10 * disclaimer. 11 * 2. Redistributions in binary form must reproduce the above 12 * copyright notice, this list of conditions and the following 13 * disclaimer in the documentation and/or other materials 14 * provided with the distribution. 15 * 16 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER AS IS AND ANY 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 19 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE 20 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, 21 * OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 22 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 24 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR 25 * TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 26 * THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 27 * SUCH DAMAGE. 28 */ 29 30 #include "config.h" 31 32 #include "core/platform/graphics/filters/custom/CustomFilterMeshGenerator.h" 33 34 #ifndef NDEBUG 35 #include <stdio.h> // Needed for printf used in dumpBuffers. 36 #endif 37 38 namespace WebCore { 39 40 #ifndef NDEBUG 41 // Use "call 'WebCore::s_dumpCustomFilterMeshBuffers' = 1" in GDB to activate printing of the mesh buffers. 42 static bool s_dumpCustomFilterMeshBuffers = false; 43 #endif 44 45 CustomFilterMeshGenerator::CustomFilterMeshGenerator(unsigned columns, unsigned rows, const FloatRect& meshBox, CustomFilterMeshType meshType) 46 : m_meshType(meshType) 47 , m_points(columns + 1, rows + 1) 48 , m_tiles(columns, rows) 49 , m_tileSizeInPixels(meshBox.width() / m_tiles.width(), meshBox.height() / m_tiles.height()) 50 , m_tileSizeInDeviceSpace(1.0f / m_tiles.width(), 1.0f / m_tiles.height()) 51 , m_meshBox(meshBox) 52 { 53 // Build the two buffers needed to draw triangles: 54 // * m_vertices has a number of float attributes that will be passed to the vertex shader 55 // for each computed vertex. This number is calculated in floatsPerVertex() based on the meshType. 56 // * m_indices is a buffer that will have 3 indices per triangle. Each index will point inside 57 // the m_vertices buffer. 58 m_vertices.reserveCapacity(verticesCount() * floatsPerVertex()); 59 m_indices.reserveCapacity(indicesCount()); 60 61 // Based on the meshType there can be two types of meshes. 62 // * attached: each triangle uses vertices from the neighbor triangles. This is useful to save some GPU memory 63 // when there's no need to explode the tiles. 64 // * detached: each triangle has its own vertices. This means each triangle can be moved independently and a vec3 65 // attribute is passed, so that each vertex can be uniquely identified. 66 if (m_meshType == MeshTypeAttached) 67 generateAttachedMesh(); 68 else 69 generateDetachedMesh(); 70 71 #ifndef NDEBUG 72 if (s_dumpCustomFilterMeshBuffers) 73 dumpBuffers(); 74 #endif 75 } 76 77 void CustomFilterMeshGenerator::addAttachedMeshIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle) 78 { 79 UNUSED_PARAM(triangle); 80 m_indices.append((quadY + triangleY) * m_points.width() + (quadX + triangleX)); 81 } 82 83 void CustomFilterMeshGenerator::generateAttachedMesh() 84 { 85 for (int j = 0; j < m_points.height(); ++j) { 86 for (int i = 0; i < m_points.width(); ++i) 87 addAttachedMeshVertexAttributes(i, j); 88 } 89 90 for (int j = 0; j < m_tiles.height(); ++j) { 91 for (int i = 0; i < m_tiles.width(); ++i) 92 addTile<&CustomFilterMeshGenerator::addAttachedMeshIndex>(i, j); 93 } 94 } 95 96 void CustomFilterMeshGenerator::addDetachedMeshVertexAndIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle) 97 { 98 addDetachedMeshVertexAttributes(quadX, quadY, triangleX, triangleY, triangle); 99 m_indices.append(m_indices.size()); 100 } 101 102 void CustomFilterMeshGenerator::generateDetachedMesh() 103 { 104 for (int j = 0; j < m_tiles.height(); ++j) { 105 for (int i = 0; i < m_tiles.width(); ++i) 106 addTile<&CustomFilterMeshGenerator::addDetachedMeshVertexAndIndex>(i, j); 107 } 108 } 109 110 void CustomFilterMeshGenerator::addPositionAttribute(int quadX, int quadY) 111 { 112 // vec4 a_position 113 m_vertices.append(m_tileSizeInPixels.width() * quadX - 0.5f + m_meshBox.x()); 114 m_vertices.append(m_tileSizeInPixels.height() * quadY - 0.5f + m_meshBox.y()); 115 m_vertices.append(0.0f); // z 116 m_vertices.append(1.0f); 117 } 118 119 void CustomFilterMeshGenerator::addTexCoordAttribute(int quadX, int quadY) 120 { 121 // vec2 a_texCoord 122 m_vertices.append(m_tileSizeInPixels.width() * quadX + m_meshBox.x()); 123 m_vertices.append(m_tileSizeInPixels.height() * quadY + m_meshBox.y()); 124 } 125 126 void CustomFilterMeshGenerator::addMeshCoordAttribute(int quadX, int quadY) 127 { 128 // vec2 a_meshCoord 129 m_vertices.append(m_tileSizeInDeviceSpace.width() * quadX); 130 m_vertices.append(m_tileSizeInDeviceSpace.height() * quadY); 131 } 132 133 void CustomFilterMeshGenerator::addTriangleCoordAttribute(int quadX, int quadY, int triangle) 134 { 135 // vec3 a_triangleCoord 136 m_vertices.append(quadX); 137 m_vertices.append(quadY); 138 m_vertices.append(triangle); 139 } 140 141 void CustomFilterMeshGenerator::addAttachedMeshVertexAttributes(int quadX, int quadY) 142 { 143 addPositionAttribute(quadX, quadY); 144 addTexCoordAttribute(quadX, quadY); 145 addMeshCoordAttribute(quadX, quadY); 146 } 147 148 void CustomFilterMeshGenerator::addDetachedMeshVertexAttributes(int quadX, int quadY, int triangleX, int triangleY, int triangle) 149 { 150 addAttachedMeshVertexAttributes(quadX + triangleX, quadY + triangleY); 151 addTriangleCoordAttribute(quadX, quadY, triangle); 152 } 153 154 #ifndef NDEBUG 155 void CustomFilterMeshGenerator::dumpBuffers() const 156 { 157 printf("Mesh buffers: Points.width(): %d, Points.height(): %d meshBox: %f, %f, %f, %f, type: %s\n", 158 m_points.width(), m_points.height(), m_meshBox.x(), m_meshBox.y(), m_meshBox.width(), m_meshBox.height(), 159 (m_meshType == MeshTypeAttached) ? "Attached" : "Detached"); 160 printf("---Vertex:\n\t"); 161 for (unsigned i = 0; i < m_vertices.size(); ++i) { 162 printf("%f ", m_vertices.at(i)); 163 if (!((i + 1) % floatsPerVertex())) 164 printf("\n\t"); 165 } 166 printf("\n---Indices: "); 167 for (unsigned i = 0; i < m_indices.size(); ++i) 168 printf("%d ", m_indices.at(i)); 169 printf("\n"); 170 } 171 #endif 172 173 } // namespace WebCore 174