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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrQuad_DEFINED
#define GrQuad_DEFINED
#include "SkMatrix.h"
#include "SkNx.h"
#include "SkPoint.h"
#include "SkPoint3.h"
/**
* GrQuad is a collection of 4 points which can be used to represent an arbitrary quadrilateral. The
* points make a triangle strip with CCW triangles (top-left, bottom-left, top-right, bottom-right).
*/
class GrQuad {
public:
GrQuad() = default;
GrQuad(const GrQuad& that) = default;
explicit GrQuad(const SkRect& rect)
: fX{rect.fLeft, rect.fLeft, rect.fRight, rect.fRight}
, fY{rect.fTop, rect.fBottom, rect.fTop, rect.fBottom} {}
/** Sets the quad to the rect as transformed by the matrix. */
GrQuad(const SkRect&, const SkMatrix&);
explicit GrQuad(const SkPoint pts[4])
: fX{pts[0].fX, pts[1].fX, pts[2].fX, pts[3].fX}
, fY{pts[0].fY, pts[1].fY, pts[2].fY, pts[3].fY} {}
GrQuad& operator=(const GrQuad& that) = default;
SkPoint point(int i) const { return {fX[i], fY[i]}; }
SkRect bounds() const {
auto x = this->x4f(), y = this->y4f();
return {x.min(), y.min(), x.max(), y.max()};
}
float x(int i) const { return fX[i]; }
float y(int i) const { return fY[i]; }
Sk4f x4f() const { return Sk4f::Load(fX); }
Sk4f y4f() const { return Sk4f::Load(fY); }
private:
float fX[4];
float fY[4];
};
class GrPerspQuad {
public:
GrPerspQuad() = default;
GrPerspQuad(const SkRect&, const SkMatrix&);
GrPerspQuad& operator=(const GrPerspQuad&) = default;
SkPoint3 point(int i) const { return {fX[i], fY[i], fW[i]}; }
SkRect bounds() {
auto x = this->x4f() * this->iw4f();
auto y = this->y4f() * this->iw4f();
return {x.min(), y.min(), x.max(), y.max()};
}
float x(int i) const { return fX[i]; }
float y(int i) const { return fY[i]; }
float w(int i) const { return fW[i]; }
float iw(int i) const { return fIW[i]; }
Sk4f x4f() const { return Sk4f::Load(fX); }
Sk4f y4f() const { return Sk4f::Load(fY); }
Sk4f w4f() const { return Sk4f::Load(fW); }
Sk4f iw4f() const { return Sk4f::Load(fIW); }
private:
float fX[4];
float fY[4];
float fW[4];
float fIW[4]; // 1/w
};
#endif