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// 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.
#pragma once
#include <functional>
#include <memory>
#include <vector>
#include "flutter/fml/macros.h"
#include "impeller/core/formats.h"
#include "impeller/core/sampler_descriptor.h"
#include "impeller/core/texture.h"
#include "impeller/geometry/matrix.h"
#include "impeller/geometry/rect.h"
namespace impeller {
class ContentContext;
class Entity;
/// Represents a texture and its intended draw transform/sampler configuration.
struct Snapshot {
std::shared_ptr<Texture> texture;
/// The transform that should be applied to this texture for rendering.
Matrix transform;
SamplerDescriptor sampler_descriptor =
SamplerDescriptor("Default Snapshot Sampler",
MinMagFilter::kLinear,
MinMagFilter::kLinear,
MipFilter::kNearest);
Scalar opacity = 1.0f;
std::optional<Rect> GetCoverage() const;
/// @brief Get the transform that converts screen space coordinates to the UV
/// space of this snapshot.
std::optional<Matrix> GetUVTransform() const;
/// @brief Map a coverage rect to this filter input's UV space.
/// Result order: Top left, top right, bottom left, bottom right.
std::optional<std::array<Point, 4>> GetCoverageUVs(
const Rect& coverage) const;
};
} // namespace impeller