| // Copyright 2013 The Flutter 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 "impeller/entity/contents/filters/color_matrix_filter_contents.h" |
| |
| #include <optional> |
| |
| #include "impeller/entity/contents/content_context.h" |
| #include "impeller/entity/contents/contents.h" |
| #include "impeller/geometry/point.h" |
| #include "impeller/geometry/vector.h" |
| #include "impeller/renderer/render_pass.h" |
| #include "impeller/renderer/sampler_library.h" |
| |
| namespace impeller { |
| |
| ColorMatrixFilterContents::ColorMatrixFilterContents() = default; |
| |
| ColorMatrixFilterContents::~ColorMatrixFilterContents() = default; |
| |
| void ColorMatrixFilterContents::SetMatrix(const ColorMatrix& matrix) { |
| matrix_ = matrix; |
| } |
| |
| std::optional<Snapshot> ColorMatrixFilterContents::RenderFilter( |
| const FilterInput::Vector& inputs, |
| const ContentContext& renderer, |
| const Entity& entity, |
| const Matrix& effect_transform, |
| const Rect& coverage) const { |
| using VS = ColorMatrixColorFilterPipeline::VertexShader; |
| using FS = ColorMatrixColorFilterPipeline::FragmentShader; |
| |
| //---------------------------------------------------------------------------- |
| /// Handle inputs. |
| /// |
| |
| if (inputs.empty()) { |
| return std::nullopt; |
| } |
| |
| auto input_snapshot = inputs[0]->GetSnapshot(renderer, entity); |
| if (!input_snapshot.has_value()) { |
| return std::nullopt; |
| } |
| |
| //---------------------------------------------------------------------------- |
| /// Render to texture. |
| /// |
| |
| ContentContext::SubpassCallback callback = [&](const ContentContext& renderer, |
| RenderPass& pass) { |
| Command cmd; |
| cmd.label = "Color Matrix Filter"; |
| |
| auto options = OptionsFromPass(pass); |
| options.blend_mode = BlendMode::kSource; |
| cmd.pipeline = renderer.GetColorMatrixColorFilterPipeline(options); |
| |
| VertexBufferBuilder<VS::PerVertexData> vtx_builder; |
| vtx_builder.AddVertices({ |
| {Point(0, 0)}, |
| {Point(1, 0)}, |
| {Point(1, 1)}, |
| {Point(0, 0)}, |
| {Point(1, 1)}, |
| {Point(0, 1)}, |
| }); |
| auto& host_buffer = pass.GetTransientsBuffer(); |
| auto vtx_buffer = vtx_builder.CreateVertexBuffer(host_buffer); |
| cmd.BindVertices(vtx_buffer); |
| |
| VS::FrameInfo frame_info; |
| frame_info.mvp = Matrix::MakeOrthographic(ISize(1, 1)); |
| |
| FS::FragInfo frag_info; |
| const float* matrix = matrix_.array; |
| frag_info.color_v = Vector4(matrix[4], matrix[9], matrix[14], matrix[19]); |
| frag_info.texture_sampler_y_coord_scale = |
| input_snapshot->texture->GetYCoordScale(); |
| // clang-format off |
| frag_info.color_m = Matrix( |
| matrix[0], matrix[5], matrix[10], matrix[15], |
| matrix[1], matrix[6], matrix[11], matrix[16], |
| matrix[2], matrix[7], matrix[12], matrix[17], |
| matrix[3], matrix[8], matrix[13], matrix[18] |
| ); |
| // clang-format on |
| frag_info.input_alpha = GetAbsorbOpacity() ? input_snapshot->opacity : 1.0f; |
| auto sampler = renderer.GetContext()->GetSamplerLibrary()->GetSampler({}); |
| FS::BindInputTexture(cmd, input_snapshot->texture, sampler); |
| FS::BindFragInfo(cmd, host_buffer.EmplaceUniform(frag_info)); |
| |
| VS::BindFrameInfo(cmd, host_buffer.EmplaceUniform(frame_info)); |
| |
| return pass.AddCommand(std::move(cmd)); |
| }; |
| |
| auto out_texture = |
| renderer.MakeSubpass(input_snapshot->texture->GetSize(), callback); |
| if (!out_texture) { |
| return std::nullopt; |
| } |
| out_texture->SetLabel("ColorMatrixFilter Texture"); |
| |
| return Snapshot{ |
| .texture = out_texture, |
| .transform = input_snapshot->transform, |
| .sampler_descriptor = input_snapshot->sampler_descriptor, |
| .opacity = GetAbsorbOpacity() ? 1.0f : input_snapshot->opacity}; |
| } |
| |
| } // namespace impeller |