blob: 24d0389bb09477c8d79e5aaff3245736a57bc49c [file] [log] [blame]
// 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/anonymous_contents.h"
#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<Entity> ColorMatrixFilterContents::RenderFilter(
const FilterInput::Vector& inputs,
const ContentContext& renderer,
const Entity& entity,
const Matrix& effect_transform,
const Rect& coverage,
const std::optional<Rect>& coverage_hint) const {
using VS = ColorMatrixColorFilterPipeline::VertexShader;
using FS = ColorMatrixColorFilterPipeline::FragmentShader;
//----------------------------------------------------------------------------
/// Handle inputs.
///
if (inputs.empty()) {
return std::nullopt;
}
auto input_snapshot = inputs[0]->GetSnapshot("ColorMatrix", renderer, entity);
if (!input_snapshot.has_value()) {
return std::nullopt;
}
//----------------------------------------------------------------------------
/// Create AnonymousContents for rendering.
///
RenderProc render_proc = [input_snapshot, color_matrix = matrix_,
absorb_opacity = GetAbsorbOpacity()](
const ContentContext& renderer,
const Entity& entity, RenderPass& pass) -> bool {
Command cmd;
DEBUG_COMMAND_INFO(cmd, "Color Matrix Filter");
cmd.stencil_reference = entity.GetStencilDepth();
auto options = OptionsFromPassAndEntity(pass, entity);
cmd.pipeline = renderer.GetColorMatrixColorFilterPipeline(options);
auto size = input_snapshot->texture->GetSize();
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(pass.GetRenderTargetSize()) *
entity.GetTransformation() * input_snapshot->transform *
Matrix::MakeScale(Vector2(size));
frame_info.texture_sampler_y_coord_scale =
input_snapshot->texture->GetYCoordScale();
FS::FragInfo frag_info;
const float* matrix = color_matrix.array;
frag_info.color_v = Vector4(matrix[4], matrix[9], matrix[14], matrix[19]);
// 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 = absorb_opacity ? 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));
};
CoverageProc coverage_proc =
[coverage](const Entity& entity) -> std::optional<Rect> {
return coverage.TransformBounds(entity.GetTransformation());
};
auto contents = AnonymousContents::Make(render_proc, coverage_proc);
Entity sub_entity;
sub_entity.SetContents(std::move(contents));
sub_entity.SetStencilDepth(entity.GetStencilDepth());
sub_entity.SetBlendMode(entity.GetBlendMode());
return sub_entity;
}
} // namespace impeller