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1 #include "SkMeshUtils.h"
2 #include "SkCanvas.h"
3 #include "SkPaint.h"
4 
SkMeshIndices()5 SkMeshIndices::SkMeshIndices() {
6     sk_bzero(this, sizeof(*this));
7 }
8 
~SkMeshIndices()9 SkMeshIndices::~SkMeshIndices() {
10     sk_free(fStorage);
11 }
12 
init(SkPoint tex[],uint16_t indices[],int texW,int texH,int rows,int cols)13 bool SkMeshIndices::init(SkPoint tex[], uint16_t indices[],
14                          int texW, int texH, int rows, int cols) {
15     if (rows < 2 || cols < 2) {
16         sk_free(fStorage);
17         fStorage = NULL;
18         fTex = NULL;
19         fIndices = NULL;
20         fTexCount = fIndexCount = 0;
21         return false;
22     }
23 
24     sk_free(fStorage);
25     fStorage = NULL;
26 
27     fTexCount = rows * cols;
28     rows -= 1;
29     cols -= 1;
30     fIndexCount = rows * cols * 6;
31 
32     if (tex) {
33         fTex = tex;
34         fIndices = indices;
35     } else {
36         fStorage = sk_malloc_throw(fTexCount * sizeof(SkPoint) +
37                                    fIndexCount * sizeof(uint16_t));
38         fTex = (SkPoint*)fStorage;
39         fIndices = (uint16_t*)(fTex + fTexCount);
40     }
41 
42     // compute the indices
43     {
44         uint16_t* idx = fIndices;
45         int index = 0;
46         for (int y = 0; y < cols; y++) {
47             for (int x = 0; x < rows; x++) {
48                 *idx++ = index;
49                 *idx++ = index + rows + 1;
50                 *idx++ = index + 1;
51 
52                 *idx++ = index + 1;
53                 *idx++ = index + rows + 1;
54                 *idx++ = index + rows + 2;
55 
56                 index += 1;
57             }
58             index += 1;
59         }
60     }
61 
62     // compute texture coordinates
63     {
64         SkPoint* tex = fTex;
65         const SkScalar dx = SkIntToScalar(texW) / rows;
66         const SkScalar dy = SkIntToScalar(texH) / cols;
67         for (int y = 0; y <= cols; y++) {
68             for (int x = 0; x <= rows; x++) {
69                 tex->set(x*dx, y*dy);
70                 tex += 1;
71             }
72         }
73     }
74     return true;
75 }
76 
77 ///////////////////////////////////////////////////////////////////////////////
78 
79 #include "SkShader.h"
80 
Draw(SkCanvas * canvas,const SkBitmap & bitmap,int rows,int cols,const SkPoint verts[],const SkColor colors[],const SkPaint & paint)81 void SkMeshUtils::Draw(SkCanvas* canvas, const SkBitmap& bitmap,
82                        int rows, int cols, const SkPoint verts[],
83                        const SkColor colors[], const SkPaint& paint) {
84     SkMeshIndices idx;
85 
86     if (idx.init(bitmap.width(), bitmap.height(), rows, cols)) {
87         SkPaint p(paint);
88         p.setShader(SkShader::CreateBitmapShader(bitmap,
89                                          SkShader::kClamp_TileMode,
90                                          SkShader::kClamp_TileMode))->unref();
91         canvas->drawVertices(SkCanvas::kTriangles_VertexMode,
92                              rows * cols, verts, idx.tex(), colors, NULL,
93                              idx.indices(), idx.indexCount(), p);
94     }
95 }
96 
97