/* * Copyright 2021 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkMesh_DEFINED #define SkMesh_DEFINED #include "include/core/SkData.h" #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkSpan.h" #include "include/core/SkString.h" #include "include/effects/SkRuntimeEffect.h" #include "include/private/base/SkAPI.h" #include "include/private/base/SkTArray.h" #include <cstddef> #include <cstdint> #include <memory> #include <string_view> #include <tuple> #include <vector> class GrDirectContext; class SkColorSpace; enum SkAlphaType : int; namespace SkSL { struct Program; } /** * A specification for custom meshes. Specifies the vertex buffer attributes and stride, the * vertex program that produces a user-defined set of varyings, and a fragment program that ingests * the interpolated varyings and produces local coordinates for shading and optionally a color. * * The varyings must include a float2 named "position". If the passed varyings does not * contain such a varying then one is implicitly added to the final specification and the SkSL * Varyings struct described below. It is an error to have a varying named "position" that has a * type other than float2. * * The provided attributes and varyings are used to create Attributes and Varyings structs in SkSL * that are used by the shaders. Each attribute from the Attribute span becomes a member of the * SkSL Attributes struct and likewise for the varyings. * * The signature of the vertex program must be: * Varyings main(const Attributes). * * The signature of the fragment program must be either: * float2 main(const Varyings) * or * float2 main(const Varyings, out (half4|float4) color) * * where the return value is the local coordinates that will be used to access SkShader. If the * color variant is used, the returned color will be blended with SkPaint's SkShader (or SkPaint * color in absence of a SkShader) using the SkBlender passed to SkCanvas drawMesh(). To use * interpolated local space positions as the shader coordinates, equivalent to how SkPaths are * shaded, return the position field from the Varying struct as the coordinates. * * The vertex and fragment programs may both contain uniforms. Uniforms with the same name are * assumed to be shared between stages. It is an error to specify uniforms in the vertex and * fragment program with the same name but different types, dimensionality, or layouts. */ class SK_API SkMeshSpecification : public SkNVRefCnt<SkMeshSpecification> { … }; /** * A vertex buffer, a topology, optionally an index buffer, and a compatible SkMeshSpecification. * * The data in the vertex buffer is expected to contain the attributes described by the spec * for vertexCount vertices, beginning at vertexOffset. vertexOffset must be aligned to the * SkMeshSpecification's vertex stride. The size of the buffer must be at least vertexOffset + * spec->stride()*vertexCount (even if vertex attributes contains pad at the end of the stride). If * the specified bounds do not contain all the points output by the spec's vertex program when * applied to the vertices in the custom mesh, then the result is undefined. * * MakeIndexed may be used to create an indexed mesh. indexCount indices are read from the index * buffer at the specified offset, which must be aligned to 2. The indices are always unsigned * 16-bit integers. The index count must be at least 3. * * If Make() is used, the implicit index sequence is 0, 1, 2, 3, ... and vertexCount must be at * least 3. * * Both Make() and MakeIndexed() take a SkData with the uniform values. See * SkMeshSpecification::uniformSize() and SkMeshSpecification::uniforms() for sizing and packing * uniforms into the SkData. */ class SK_API SkMesh { … }; struct SkMesh::Result { … }; namespace SkMeshes { /** * Makes a CPU-backed index buffer to be used with SkMeshes. * * @param data The data used to populate the buffer, or nullptr to create a zero- * initialized buffer. * @param size Both the size of the data in 'data' and the size of the resulting * buffer, in bytes. */ SK_API sk_sp<SkMesh::IndexBuffer> MakeIndexBuffer(const void* data, size_t size); /** * Makes a copy of an index buffer. The copy will be CPU-backed. */ SK_API sk_sp<SkMesh::IndexBuffer> CopyIndexBuffer(const sk_sp<SkMesh::IndexBuffer>&); /** * Makes a CPU-backed vertex buffer to be used with SkMeshes. * * @param data The data used to populate the buffer, or nullptr to create a zero- * initialized buffer. * @param size Both the size of the data in 'data' and the size of the resulting * buffer, in bytes. */ SK_API sk_sp<SkMesh::VertexBuffer> MakeVertexBuffer(const void*, size_t size); /** * Makes a copy of a vertex buffer. The copy will be CPU-backed. */ SK_API sk_sp<SkMesh::VertexBuffer> CopyVertexBuffer(const sk_sp<SkMesh::VertexBuffer>&); } // namespace SkMeshes #endif