// Copyright 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "cc/texture_draw_quad.h" #include "base/logging.h" #include "ui/gfx/vector2d_f.h" namespace cc { TextureDrawQuad::TextureDrawQuad() : resource_id(0), premultiplied_alpha(false), flipped(false) { this->vertex_opacity[0] = 0.f; this->vertex_opacity[1] = 0.f; this->vertex_opacity[2] = 0.f; this->vertex_opacity[3] = 0.f; } scoped_ptr TextureDrawQuad::Create() { return make_scoped_ptr(new TextureDrawQuad); } void TextureDrawQuad::SetNew(const SharedQuadState* shared_quad_state, gfx::Rect rect, gfx::Rect opaque_rect, unsigned resource_id, bool premultiplied_alpha, gfx::PointF uv_top_left, gfx::PointF uv_bottom_right, const float vertex_opacity[4], bool flipped) { gfx::Rect visible_rect = rect; bool needs_blending = vertex_opacity[0] != 1.0f || vertex_opacity[1] != 1.0f || vertex_opacity[2] != 1.0f || vertex_opacity[3] != 1.0f; DrawQuad::SetAll(shared_quad_state, DrawQuad::TEXTURE_CONTENT, rect, opaque_rect, visible_rect, needs_blending); this->resource_id = resource_id; this->premultiplied_alpha = premultiplied_alpha; this->uv_top_left = uv_top_left; this->uv_bottom_right = uv_bottom_right; this->vertex_opacity[0] = vertex_opacity[0]; this->vertex_opacity[1] = vertex_opacity[1]; this->vertex_opacity[2] = vertex_opacity[2]; this->vertex_opacity[3] = vertex_opacity[3]; this->flipped = flipped; } void TextureDrawQuad::SetAll(const SharedQuadState* shared_quad_state, gfx::Rect rect, gfx::Rect opaque_rect, gfx::Rect visible_rect, bool needs_blending, unsigned resource_id, bool premultiplied_alpha, gfx::PointF uv_top_left, gfx::PointF uv_bottom_right, const float vertex_opacity[4], bool flipped) { DrawQuad::SetAll(shared_quad_state, DrawQuad::TEXTURE_CONTENT, rect, opaque_rect, visible_rect, needs_blending); this->resource_id = resource_id; this->premultiplied_alpha = premultiplied_alpha; this->uv_top_left = uv_top_left; this->uv_bottom_right = uv_bottom_right; this->vertex_opacity[0] = vertex_opacity[0]; this->vertex_opacity[1] = vertex_opacity[1]; this->vertex_opacity[2] = vertex_opacity[2]; this->vertex_opacity[3] = vertex_opacity[3]; this->flipped = flipped; } void TextureDrawQuad::AppendResources( ResourceProvider::ResourceIdArray* resources) { resources->push_back(resource_id); } const TextureDrawQuad* TextureDrawQuad::MaterialCast(const DrawQuad* quad) { DCHECK(quad->material == DrawQuad::TEXTURE_CONTENT); return static_cast(quad); } bool TextureDrawQuad::PerformClipping() { // This only occurs if the rect is only scaled and translated (and thus still // axis aligned). if (!quadTransform().IsPositiveScaleOrTranslation()) return false; // Grab our scale and make sure it's positive. float x_scale = static_cast(quadTransform().matrix().getDouble(0, 0)); float y_scale = static_cast(quadTransform().matrix().getDouble(1, 1)); // Grab our offset. gfx::Vector2dF offset( static_cast(quadTransform().matrix().getDouble(0, 3)), static_cast(quadTransform().matrix().getDouble(1, 3))); // Transform the rect by the scale and offset. gfx::RectF rectF = rect; rectF.Scale(x_scale, y_scale); rectF += offset; // Perform clipping and check to see if the result is empty. gfx::RectF clippedRect = IntersectRects(rectF, clipRect()); if (clippedRect.IsEmpty()) { rect = gfx::Rect(); uv_top_left = gfx::PointF(); uv_bottom_right = gfx::PointF(); return true; } // Create a new uv-rect by clipping the old one to the new bounds. gfx::Vector2dF uv_scale(uv_bottom_right - uv_top_left); uv_scale.Scale(1.f / rectF.width(), 1.f / rectF.height()); uv_bottom_right = uv_top_left + gfx::ScaleVector2d( clippedRect.bottom_right() - rectF.origin(), uv_scale.x(), uv_scale.y()); uv_top_left = uv_top_left + gfx::ScaleVector2d( clippedRect.origin() - rectF.origin(), uv_scale.x(), uv_scale.y()); // Indexing according to the quad vertex generation: // 1--2 // | | // 0--3 if (vertex_opacity[0] != vertex_opacity[1] || vertex_opacity[0] != vertex_opacity[2] || vertex_opacity[0] != vertex_opacity[3]) { const float x1 = (clippedRect.x() - rectF.x()) / rectF.width(); const float y1 = (clippedRect.y() - rectF.y()) / rectF.height(); const float x3 = (clippedRect.right() - rectF.x()) / rectF.width(); const float y3 = (clippedRect.bottom() - rectF.y()) / rectF.height(); const float x1y1 = x1 * vertex_opacity[2] + (1.0f - x1) * vertex_opacity[1]; const float x1y3 = x1 * vertex_opacity[3] + (1.0f - x1) * vertex_opacity[0]; const float x3y1 = x3 * vertex_opacity[2] + (1.0f - x3) * vertex_opacity[1]; const float x3y3 = x3 * vertex_opacity[3] + (1.0f - x3) * vertex_opacity[0]; vertex_opacity[0] = y3 * x1y3 + (1.0f - y3) * x1y1; vertex_opacity[1] = y1 * x1y3 + (1.0f - y1) * x1y1; vertex_opacity[2] = y1 * x3y3 + (1.0f - y1) * x3y1; vertex_opacity[3] = y3 * x3y3 + (1.0f - y3) * x3y1; } // Move the clipped rectangle back into its space. clippedRect -= offset; clippedRect.Scale(1.0f / x_scale, 1.0f / y_scale); rect = gfx::Rect(static_cast(clippedRect.x() + 0.5f), static_cast(clippedRect.y() + 0.5f), static_cast(clippedRect.width() + 0.5f), static_cast(clippedRect.height() + 0.5f)); return true; } } // namespace cc