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color_matrix_filter_contents.cc
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1// Copyright 2013 The Flutter Authors. All rights reserved.
2// Use of this source code is governed by a BSD-style license that can be
3// found in the LICENSE file.
4
6
7#include <optional>
8
17
18namespace impeller {
19
21
23
25 matrix_ = matrix;
26}
27
29 const FilterInput::Vector& inputs,
30 const ContentContext& renderer,
31 const Entity& entity,
32 const Matrix& effect_transform,
33 const Rect& coverage,
34 const std::optional<Rect>& coverage_hint) const {
37
38 //----------------------------------------------------------------------------
39 /// Handle inputs.
40 ///
41
42 if (inputs.empty()) {
43 return std::nullopt;
44 }
45
46 auto input_snapshot = inputs[0]->GetSnapshot("ColorMatrix", renderer, entity);
47 if (!input_snapshot.has_value()) {
48 return std::nullopt;
49 }
50
51 //----------------------------------------------------------------------------
52 /// Create AnonymousContents for rendering.
53 ///
54 RenderProc render_proc = [input_snapshot, color_matrix = matrix_,
55 absorb_opacity = GetAbsorbOpacity()](
56 const ContentContext& renderer,
57 const Entity& entity, RenderPass& pass) -> bool {
58 pass.SetCommandLabel("Color Matrix Filter");
59
60 auto options = OptionsFromPassAndEntity(pass, entity);
62 pass.SetPipeline(renderer.GetColorMatrixColorFilterPipeline(options));
63
64 auto size = input_snapshot->texture->GetSize();
65
67 vtx_builder.AddVertices({
68 {Point(0, 0)},
69 {Point(1, 0)},
70 {Point(0, 1)},
71 {Point(1, 1)},
72 });
73 auto& host_buffer = renderer.GetTransientsBuffer();
74 pass.SetVertexBuffer(vtx_builder.CreateVertexBuffer(host_buffer));
75
76 VS::FrameInfo frame_info;
77 frame_info.mvp = Entity::GetShaderTransform(
78 entity.GetShaderClipDepth(), pass,
79 entity.GetTransform() * input_snapshot->transform *
81 frame_info.texture_sampler_y_coord_scale =
82 input_snapshot->texture->GetYCoordScale();
83
84 FS::FragInfo frag_info;
85 const float* matrix = color_matrix.array;
86 frag_info.color_v = Vector4(matrix[4], matrix[9], matrix[14], matrix[19]);
87 // clang-format off
88 frag_info.color_m = Matrix(
89 matrix[0], matrix[5], matrix[10], matrix[15],
90 matrix[1], matrix[6], matrix[11], matrix[16],
91 matrix[2], matrix[7], matrix[12], matrix[17],
92 matrix[3], matrix[8], matrix[13], matrix[18]
93 );
94 // clang-format on
95 frag_info.input_alpha =
97 ? input_snapshot->opacity
98 : 1.0f;
99 const std::unique_ptr<const Sampler>& sampler =
100 renderer.GetContext()->GetSamplerLibrary()->GetSampler({});
101 FS::BindInputTexture(pass, input_snapshot->texture, sampler);
102 FS::BindFragInfo(pass, host_buffer.EmplaceUniform(frag_info));
103
104 VS::BindFrameInfo(pass, host_buffer.EmplaceUniform(frame_info));
105
106 return pass.Draw().ok();
107 };
108
109 CoverageProc coverage_proc =
110 [coverage](const Entity& entity) -> std::optional<Rect> {
111 return coverage.TransformBounds(entity.GetTransform());
112 };
113
114 auto contents = AnonymousContents::Make(render_proc, coverage_proc);
115
116 Entity sub_entity;
117 sub_entity.SetContents(std::move(contents));
118 sub_entity.SetBlendMode(entity.GetBlendMode());
119 return sub_entity;
120}
121
122} // namespace impeller
const char * options
static std::shared_ptr< Contents > Make(RenderProc render_proc, CoverageProc coverage_proc)
std::optional< Entity > RenderFilter(const FilterInput::Vector &input_textures, const ContentContext &renderer, const Entity &entity, const Matrix &effect_transform, const Rect &coverage, const std::optional< Rect > &coverage_hint) const override
Converts zero or more filter inputs into a render instruction.
std::function< std::optional< Rect >(const Entity &entity)> CoverageProc
Definition contents.h:50
std::function< bool(const ContentContext &renderer, const Entity &entity, RenderPass &pass)> RenderProc
Definition contents.h:49
Matrix GetShaderTransform(const RenderPass &pass) const
Get the vertex shader transform used for drawing this Entity.
Definition entity.cc:50
BlendMode GetBlendMode() const
Definition entity.cc:119
void SetContents(std::shared_ptr< Contents > contents)
Definition entity.cc:90
void SetBlendMode(BlendMode blend_mode)
Definition entity.cc:115
const Matrix & GetTransform() const
Get the global transform matrix for this Entity.
Definition entity.cc:46
float GetShaderClipDepth() const
Definition entity.cc:106
std::vector< FilterInput::Ref > Vector
Render passes encode render commands directed as one specific render target into an underlying comman...
Definition render_pass.h:33
FragmentShader_ FragmentShader
Definition pipeline.h:106
VertexBuffer CreateVertexBuffer(HostBuffer &host_buffer) const
VertexBufferBuilder & AddVertices(std::initializer_list< VertexType_ > vertices)
SolidFillVertexShader VS
TPoint< Scalar > Point
Definition point.h:316
ContentContextOptions OptionsFromPassAndEntity(const RenderPass &pass, const Entity &entity)
Definition contents.cc:35
A 4x4 matrix using column-major storage.
Definition matrix.h:37
static constexpr Matrix MakeScale(const Vector3 &s)
Definition matrix.h:104