28 std::optional<Entity> ColorMatrixFilterContents::RenderFilter(
32 const Matrix& effect_transform,
34 const std::optional<Rect>& coverage_hint)
const {
46 auto input_snapshot = inputs[0]->GetSnapshot(
"ColorMatrix", renderer, entity);
47 if (!input_snapshot.has_value()) {
54 RenderProc render_proc = [input_snapshot, color_matrix = matrix_,
56 const ContentContext& renderer,
57 const Entity& entity, RenderPass& pass) ->
bool {
58 pass.SetCommandLabel(
"Color Matrix Filter");
62 pass.SetPipeline(renderer.GetColorMatrixColorFilterPipeline(options));
64 auto size = input_snapshot->texture->GetSize();
66 std::array<VS::PerVertexData, 4> vertices = {
72 auto& host_buffer = renderer.GetTransientsBuffer();
76 VS::FrameInfo frame_info;
78 entity.GetShaderClipDepth(), pass,
79 entity.GetTransform() * input_snapshot->transform *
81 frame_info.texture_sampler_y_coord_scale =
82 input_snapshot->texture->GetYCoordScale();
84 FS::FragInfo frag_info;
85 const float* matrix = color_matrix.array;
86 frag_info.color_v = Vector4(matrix[4], matrix[9], matrix[14], matrix[19]);
87 frag_info.color_m = Matrix(matrix[0], matrix[5], matrix[10], matrix[15],
88 matrix[1], matrix[6], matrix[11], matrix[16],
89 matrix[2], matrix[7], matrix[12], matrix[17],
90 matrix[3], matrix[8], matrix[13], matrix[18]
92 frag_info.input_alpha =
94 ? input_snapshot->opacity
96 frag_info.output_alpha = 1;
98 raw_ptr<const Sampler> sampler =
99 renderer.GetContext()->GetSamplerLibrary()->GetSampler({});
100 FS::BindInputTexture(pass, input_snapshot->texture, sampler);
101 FS::BindFragInfo(pass, host_buffer.EmplaceUniform(frag_info));
102 VS::BindFrameInfo(pass, host_buffer.EmplaceUniform(frame_info));
104 return pass.Draw().ok();
108 [coverage](
const Entity& entity) -> std::optional<Rect> {
115 sub_entity.SetContents(std::move(contents));
116 sub_entity.SetBlendMode(entity.GetBlendMode());
static std::shared_ptr< Contents > Make(RenderProc render_proc, CoverageProc coverage_proc)
AbsorbOpacity GetAbsorbOpacity() const
~ColorMatrixFilterContents() override
void SetMatrix(const ColorMatrix &matrix)
ColorMatrixFilterContents()
std::function< std::optional< Rect >(const Entity &entity)> CoverageProc
std::function< bool(const ContentContext &renderer, const Entity &entity, RenderPass &pass)> RenderProc
Matrix GetShaderTransform(const RenderPass &pass) const
VertexShader_ VertexShader
FragmentShader_ FragmentShader
LinePipeline::FragmentShader FS
VertexBuffer CreateVertexBuffer(std::array< VertexType, size > input, HostBuffer &host_buffer)
Create an index-less vertex buffer from a fixed size array.
LinePipeline::VertexShader VS
ContentContextOptions OptionsFromPassAndEntity(const RenderPass &pass, const Entity &entity)
A 4x4 matrix using column-major storage.
static constexpr Matrix MakeScale(const Vector3 &s)
constexpr TRect TransformBounds(const Matrix &transform) const
Creates a new bounding box that contains this transformed rectangle.