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// Copyright 2017 The Cobalt Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_RENDERER_RASTERIZER_EGL_DRAW_RECT_TEXTURE_H_
#define COBALT_RENDERER_RASTERIZER_EGL_DRAW_RECT_TEXTURE_H_
#include "cobalt/math/matrix3_f.h"
#include "cobalt/math/rect_f.h"
#include "cobalt/render_tree/image.h"
#include "cobalt/renderer/backend/egl/texture.h"
#include "cobalt/renderer/rasterizer/egl/draw_object.h"
#include "egl/generated_shader_impl.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
// Handles drawing a textured rectangle.
class DrawRectTexture : public DrawObject {
public:
DrawRectTexture(GraphicsState* graphics_state, const BaseState& base_state,
const math::RectF& rect, const backend::TextureEGL* texture,
const math::Matrix3F& texcoord_transform);
DrawRectTexture(GraphicsState* graphics_state, const BaseState& base_state,
const math::RectF& rect, const backend::TextureEGL* y_texture,
const backend::TextureEGL* u_texture,
const backend::TextureEGL* v_texture,
const float (&color_transform_in_column_major)[16],
const math::Matrix3F& texcoord_transform);
void ExecuteUpdateVertexBuffer(
GraphicsState* graphics_state,
ShaderProgramManager* program_manager) override;
void ExecuteRasterize(GraphicsState* graphics_state,
ShaderProgramManager* program_manager) override;
base::TypeId GetTypeId() const override;
private:
static const int kMaxNumOfTextures =
render_tree::MultiPlaneImageDataDescriptor::kMaxPlanes;
void SetupVertexShader(GraphicsState* graphics_state,
const ShaderVertexTexcoord& vertex_shader);
template <typename FragmentShader>
void SetupFragmentShaderAndDraw(GraphicsState* graphics_state,
const FragmentShader& fragment_shader);
const math::Matrix3F texcoord_transform_;
float color_transform_[16];
const math::RectF rect_;
const backend::TextureEGL* textures_[kMaxNumOfTextures];
uint8_t* vertex_buffer_;
bool tile_texture_;
};
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_RASTERIZER_EGL_DRAW_RECT_TEXTURE_H_