/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_VERTEX_H
#define ANDROID_HWUI_VERTEX_H
#include "Vector.h"
#include "utils/Macros.h"
namespace android {
namespace uirenderer {
/**
* Simple structure to describe a vertex with a position and a texture.
*/
struct Vertex {
/**
* Fudge-factor used to disambiguate geometry pixel positioning.
*
* Used to offset lines and points to avoid ambiguous intersection with pixel centers (see
* Program::set()), and used to make geometry damage rect calculation conservative (see
* Rect::snapGeometryToPixelBoundaries())
*/
static float GeometryFudgeFactor() { return 0.0656f; }
float x, y;
static inline void set(Vertex* vertex, float x, float y) {
vertex->x = x;
vertex->y = y;
}
static inline void set(Vertex* vertex, Vector2 val) { set(vertex, val.x, val.y); }
static inline void copyWithOffset(Vertex* vertex, const Vertex& src, float x, float y) {
set(vertex, src.x + x, src.y + y);
}
}; // struct Vertex
REQUIRE_COMPATIBLE_LAYOUT(Vertex);
/**
* Simple structure to describe a vertex with a position and texture UV.
*/
struct TextureVertex {
float x, y;
float u, v;
static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
*vertex = {x, y, u, v};
}
static inline void setUV(TextureVertex* vertex, float u, float v) {
vertex[0].u = u;
vertex[0].v = v;
}
}; // struct TextureVertex
REQUIRE_COMPATIBLE_LAYOUT(TextureVertex);
} // namespace uirenderer
} // namespace android
#endif // ANDROID_HWUI_VERTEX_H