35 const Entity& entity)
const {
41 if (geometry ==
nullptr) {
54 VS::FrameInfo frame_info;
55 FS::FragInfo frag_info;
63 return ColorSourceContents::DrawGeometry<VS>(
64 renderer, entity, pass, pipeline_callback, frame_info,
66 FS::BindFragInfo(pass, host_buffer.EmplaceUniform(frag_info));
74 ISize target_size)
const {
78 : std::optional<Color>();
83 color_ = color_filter_proc(color_);
const Geometry * GetGeometry() const
Get the geometry that this contents will use to render.
Scalar GetOpacityFactor() const
Get the opacity factor for this color source.
bool AppliesAlphaForStrokeCoverage(const Matrix &transform) const
Whether the entity should be treated as non-opaque due to stroke geometry requiring alpha for coverag...
std::function< PipelineRef(ContentContextOptions)> PipelineBuilderCallback
HostBuffer & GetTransientsBuffer() const
Retrieve the currnent host buffer for transient storage.
PipelineRef GetSolidFillPipeline(ContentContextOptions opts) const
std::function< Color(Color)> ColorFilterProc
const Matrix & GetTransform() const
Get the global transform matrix for this Entity.
virtual Scalar ComputeAlphaCoverage(const Matrix &transform) const
virtual std::optional< Rect > GetCoverage(const Matrix &transform) const =0
virtual bool CoversArea(const Matrix &transform, const Rect &rect) const
Determines if this geometry, transformed by the given transform, will completely cover all surface ar...
Render passes encode render commands directed as one specific render target into an underlying comman...
virtual void SetCommandLabel(std::string_view label)
The debugging label to use for the command.
VertexShader_ VertexShader
FragmentShader_ FragmentShader
~SolidColorContents() override
bool IsOpaque(const Matrix &transform) const override
Whether this Contents only emits opaque source colors from the fragment stage. This value does not ac...
bool IsSolidColor() const override
void SetColor(Color color)
bool ApplyColorFilter(const ColorFilterProc &color_filter_proc) override
If possible, applies a color filter to this contents inputs on the CPU.
bool Render(const ContentContext &renderer, const Entity &entity, RenderPass &pass) const override
std::optional< Color > AsBackgroundColor(const Entity &entity, ISize target_size) const override
Returns a color if this Contents will flood the given target_size with a color. This output color is ...
std::optional< Rect > GetCoverage(const Entity &entity) const override
Get the area of the render pass that will be affected when this contents is rendered.
LinePipeline::FragmentShader FS
LinePipeline::VertexShader VS
constexpr bool IsOpaque() const
constexpr Color WithAlpha(Scalar new_alpha) const
constexpr Color Premultiply() const
A 4x4 matrix using column-major storage.
constexpr static TRect MakeSize(const TSize< U > &size)