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| 1 /* | 1 /* |
| 2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "GrOvalEffect.h" | 8 #include "GrOvalEffect.h" |
| 9 | 9 |
| 10 #include "GrFragmentProcessor.h" | 10 #include "GrFragmentProcessor.h" |
| (...skipping 117 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 128 const TextureSamplerArray& samplers) { | 128 const TextureSamplerArray& samplers) { |
| 129 const CircleEffect& ce = fp.cast<CircleEffect>(); | 129 const CircleEffect& ce = fp.cast<CircleEffect>(); |
| 130 const char *circleName; | 130 const char *circleName; |
| 131 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.
5)) for regular | 131 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.
5)) for regular |
| 132 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills. | 132 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills. |
| 133 fCircleUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibilit
y, | 133 fCircleUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibilit
y, |
| 134 kVec4f_GrSLType, kDefault_GrSLPrecision
, | 134 kVec4f_GrSLType, kDefault_GrSLPrecision
, |
| 135 "circle", | 135 "circle", |
| 136 &circleName); | 136 &circleName); |
| 137 | 137 |
| 138 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); | 138 GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
| 139 const char* fragmentPos = fsBuilder->fragmentPosition(); | 139 const char* fragmentPos = fsBuilder->fragmentPosition(); |
| 140 | 140 |
| 141 SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType()); | 141 SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType()); |
| 142 // TODO: Right now the distance to circle caclulation is performed in a spac
e normalized to the | 142 // TODO: Right now the distance to circle caclulation is performed in a spac
e normalized to the |
| 143 // radius and then denormalized. This is to prevent overflow on devices that
have a "real" | 143 // radius and then denormalized. This is to prevent overflow on devices that
have a "real" |
| 144 // mediump. It'd be nice to only to this on mediump devices but we currently
don't have the | 144 // mediump. It'd be nice to only to this on mediump devices but we currently
don't have the |
| 145 // caps here. | 145 // caps here. |
| 146 if (GrProcessorEdgeTypeIsInverseFill(ce.getEdgeType())) { | 146 if (GrProcessorEdgeTypeIsInverseFill(ce.getEdgeType())) { |
| 147 fsBuilder->codeAppendf("\t\tfloat d = (length((%s.xy - %s.xy) * %s.w) -
1.0) * %s.z;\n", | 147 fsBuilder->codeAppendf("\t\tfloat d = (length((%s.xy - %s.xy) * %s.w) -
1.0) * %s.z;\n", |
| 148 circleName, fragmentPos, circleName, circleName)
; | 148 circleName, fragmentPos, circleName, circleName)
; |
| (...skipping 161 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 310 const TransformedCoordsArray&, | 310 const TransformedCoordsArray&, |
| 311 const TextureSamplerArray& samplers) { | 311 const TextureSamplerArray& samplers) { |
| 312 const EllipseEffect& ee = fp.cast<EllipseEffect>(); | 312 const EllipseEffect& ee = fp.cast<EllipseEffect>(); |
| 313 const char *ellipseName; | 313 const char *ellipseName; |
| 314 // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2) | 314 // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2) |
| 315 fEllipseUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibili
ty, | 315 fEllipseUniform = builder->addUniform(GrGLProgramBuilder::kFragment_Visibili
ty, |
| 316 kVec4f_GrSLType, kDefault_GrSLPrecision
, | 316 kVec4f_GrSLType, kDefault_GrSLPrecision
, |
| 317 "ellipse", | 317 "ellipse", |
| 318 &ellipseName); | 318 &ellipseName); |
| 319 | 319 |
| 320 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); | 320 GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
| 321 const char* fragmentPos = fsBuilder->fragmentPosition(); | 321 const char* fragmentPos = fsBuilder->fragmentPosition(); |
| 322 | 322 |
| 323 // d is the offset to the ellipse center | 323 // d is the offset to the ellipse center |
| 324 fsBuilder->codeAppendf("\t\tvec2 d = %s.xy - %s.xy;\n", fragmentPos, ellipse
Name); | 324 fsBuilder->codeAppendf("\t\tvec2 d = %s.xy - %s.xy;\n", fragmentPos, ellipse
Name); |
| 325 fsBuilder->codeAppendf("\t\tvec2 Z = d * %s.zw;\n", ellipseName); | 325 fsBuilder->codeAppendf("\t\tvec2 Z = d * %s.zw;\n", ellipseName); |
| 326 // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1. | 326 // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1. |
| 327 fsBuilder->codeAppend("\t\tfloat implicit = dot(Z, d) - 1.0;\n"); | 327 fsBuilder->codeAppend("\t\tfloat implicit = dot(Z, d) - 1.0;\n"); |
| 328 // grad_dot is the squared length of the gradient of the implicit. | 328 // grad_dot is the squared length of the gradient of the implicit. |
| 329 fsBuilder->codeAppendf("\t\tfloat grad_dot = 4.0 * dot(Z, Z);\n"); | 329 fsBuilder->codeAppendf("\t\tfloat grad_dot = 4.0 * dot(Z, Z);\n"); |
| 330 // avoid calling inversesqrt on zero. | 330 // avoid calling inversesqrt on zero. |
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| 392 w /= 2; | 392 w /= 2; |
| 393 return CircleEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, oval
.fTop + w), w); | 393 return CircleEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, oval
.fTop + w), w); |
| 394 } else { | 394 } else { |
| 395 w /= 2; | 395 w /= 2; |
| 396 h /= 2; | 396 h /= 2; |
| 397 return EllipseEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, ova
l.fTop + h), w, h); | 397 return EllipseEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, ova
l.fTop + h), w, h); |
| 398 } | 398 } |
| 399 | 399 |
| 400 return NULL; | 400 return NULL; |
| 401 } | 401 } |
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