/* * 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" #if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) #include "CustomFilterMeshGenerator.h" 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 triangle) { UNUSED_PARAM(triangle); 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 #endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS)