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#if ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) 33#include "CustomFilterMeshGenerator.h" 34 35namespace WebCore { 36 37#ifndef NDEBUG 38// Use "call 'WebCore::s_dumpCustomFilterMeshBuffers' = 1" in GDB to activate printing of the mesh buffers. 39static bool s_dumpCustomFilterMeshBuffers = false; 40#endif 41 42CustomFilterMeshGenerator::CustomFilterMeshGenerator(unsigned columns, unsigned rows, const FloatRect& meshBox, CustomFilterMeshType meshType) 43 : m_meshType(meshType) 44 , m_points(columns + 1, rows + 1) 45 , m_tiles(columns, rows) 46 , m_tileSizeInPixels(meshBox.width() / m_tiles.width(), meshBox.height() / m_tiles.height()) 47 , m_tileSizeInDeviceSpace(1.0f / m_tiles.width(), 1.0f / m_tiles.height()) 48 , m_meshBox(meshBox) 49{ 50 // Build the two buffers needed to draw triangles: 51 // * m_vertices has a number of float attributes that will be passed to the vertex shader 52 // for each computed vertex. This number is calculated in floatsPerVertex() based on the meshType. 53 // * m_indices is a buffer that will have 3 indices per triangle. Each index will point inside 54 // the m_vertices buffer. 55 m_vertices.reserveCapacity(verticesCount() * floatsPerVertex()); 56 m_indices.reserveCapacity(indicesCount()); 57 58 // Based on the meshType there can be two types of meshes. 59 // * attached: each triangle uses vertices from the neighbor triangles. This is useful to save some GPU memory 60 // when there's no need to explode the tiles. 61 // * detached: each triangle has its own vertices. This means each triangle can be moved independently and a vec3 62 // attribute is passed, so that each vertex can be uniquely identified. 63 if (m_meshType == MeshTypeAttached) 64 generateAttachedMesh(); 65 else 66 generateDetachedMesh(); 67 68#ifndef NDEBUG 69 if (s_dumpCustomFilterMeshBuffers) 70 dumpBuffers(); 71#endif 72} 73 74void CustomFilterMeshGenerator::addAttachedMeshIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle) 75{ 76 UNUSED_PARAM(triangle); 77 m_indices.append((quadY + triangleY) * m_points.width() + (quadX + triangleX)); 78} 79 80void CustomFilterMeshGenerator::generateAttachedMesh() 81{ 82 for (int j = 0; j < m_points.height(); ++j) { 83 for (int i = 0; i < m_points.width(); ++i) 84 addAttachedMeshVertexAttributes(i, j); 85 } 86 87 for (int j = 0; j < m_tiles.height(); ++j) { 88 for (int i = 0; i < m_tiles.width(); ++i) 89 addTile<&CustomFilterMeshGenerator::addAttachedMeshIndex>(i, j); 90 } 91} 92 93void CustomFilterMeshGenerator::addDetachedMeshVertexAndIndex(int quadX, int quadY, int triangleX, int triangleY, int triangle) 94{ 95 addDetachedMeshVertexAttributes(quadX, quadY, triangleX, triangleY, triangle); 96 m_indices.append(m_indices.size()); 97} 98 99void CustomFilterMeshGenerator::generateDetachedMesh() 100{ 101 for (int j = 0; j < m_tiles.height(); ++j) { 102 for (int i = 0; i < m_tiles.width(); ++i) 103 addTile<&CustomFilterMeshGenerator::addDetachedMeshVertexAndIndex>(i, j); 104 } 105} 106 107void CustomFilterMeshGenerator::addPositionAttribute(int quadX, int quadY) 108{ 109 // vec4 a_position 110 m_vertices.append(m_tileSizeInPixels.width() * quadX - 0.5f + m_meshBox.x()); 111 m_vertices.append(m_tileSizeInPixels.height() * quadY - 0.5f + m_meshBox.y()); 112 m_vertices.append(0.0f); // z 113 m_vertices.append(1.0f); 114} 115 116void CustomFilterMeshGenerator::addTexCoordAttribute(int quadX, int quadY) 117{ 118 // vec2 a_texCoord 119 m_vertices.append(m_tileSizeInPixels.width() * quadX + m_meshBox.x()); 120 m_vertices.append(m_tileSizeInPixels.height() * quadY + m_meshBox.y()); 121} 122 123void CustomFilterMeshGenerator::addMeshCoordAttribute(int quadX, int quadY) 124{ 125 // vec2 a_meshCoord 126 m_vertices.append(m_tileSizeInDeviceSpace.width() * quadX); 127 m_vertices.append(m_tileSizeInDeviceSpace.height() * quadY); 128} 129 130void CustomFilterMeshGenerator::addTriangleCoordAttribute(int quadX, int quadY, int triangle) 131{ 132 // vec3 a_triangleCoord 133 m_vertices.append(quadX); 134 m_vertices.append(quadY); 135 m_vertices.append(triangle); 136} 137 138void CustomFilterMeshGenerator::addAttachedMeshVertexAttributes(int quadX, int quadY) 139{ 140 addPositionAttribute(quadX, quadY); 141 addTexCoordAttribute(quadX, quadY); 142 addMeshCoordAttribute(quadX, quadY); 143} 144 145void CustomFilterMeshGenerator::addDetachedMeshVertexAttributes(int quadX, int quadY, int triangleX, int triangleY, int triangle) 146{ 147 addAttachedMeshVertexAttributes(quadX + triangleX, quadY + triangleY); 148 addTriangleCoordAttribute(quadX, quadY, triangle); 149} 150 151#ifndef NDEBUG 152void CustomFilterMeshGenerator::dumpBuffers() const 153{ 154 printf("Mesh buffers: Points.width(): %d, Points.height(): %d meshBox: %f, %f, %f, %f, type: %s\n", 155 m_points.width(), m_points.height(), m_meshBox.x(), m_meshBox.y(), m_meshBox.width(), m_meshBox.height(), 156 (m_meshType == MeshTypeAttached) ? "Attached" : "Detached"); 157 printf("---Vertex:\n\t"); 158 for (unsigned i = 0; i < m_vertices.size(); ++i) { 159 printf("%f ", m_vertices.at(i)); 160 if (!((i + 1) % floatsPerVertex())) 161 printf("\n\t"); 162 } 163 printf("\n---Indices: "); 164 for (unsigned i = 0; i < m_indices.size(); ++i) 165 printf("%d ", m_indices.at(i)); 166 printf("\n"); 167} 168#endif 169 170} // namespace WebCore 171 172#endif // ENABLE(CSS_SHADERS) && USE(3D_GRAPHICS) 173 174