Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
index 8c38f9bebf919071af1c7a079deef5adbca983d2..8512cca78b0d89f45cdadb2332a5709123b43b32 100755 |
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
@@ -13,13 +13,15 @@ |
#include "GrTBackendEffectFactory.h" |
#include "GrTexture.h" |
-// The distance field is constructed as unsigned char values, so that the zero value is at 128. |
-// Hence our zero threshold is 128/255. |
+// The distance field is constructed as unsigned char values, so that the zero value is at 128, |
+// and the range is [-4, 4 - 1/255). Hence our multiplier is 8 - 1/32 and zero threshold is 128/255. |
+#define MULTIPLIER "7.96875" |
#define THRESHOLD "0.50196078431" |
class GrGLDistanceFieldTextureEffect : public GrGLVertexEffect { |
public: |
- GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect) |
+ GrGLDistanceFieldTextureEffect(const GrBackendEffectFactory& factory, |
+ const GrDrawEffect& drawEffect) |
: INHERITED (factory) {} |
virtual void emitCode(GrGLFullShaderBuilder* builder, |
@@ -29,28 +31,45 @@ public: |
const char* inputColor, |
const TransformedCoordsArray&, |
const TextureSamplerArray& samplers) SK_OVERRIDE { |
- SkASSERT(1 == drawEffect.castEffect<GrDistanceFieldTextureEffect>().numVertexAttribs()); |
+ SkASSERT(2 == drawEffect.castEffect<GrDistanceFieldTextureEffect>().numVertexAttribs()); |
SkString fsCoordName; |
- const char* vsVaryingName; |
- const char* fsVaryingNamePtr; |
- builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsVaryingName, &fsVaryingNamePtr); |
- fsCoordName = fsVaryingNamePtr; |
- |
- const char* attrName = |
+ const char* vsCoordName; |
+ const char* fsCoordNamePtr; |
+ builder->addVarying(kVec2f_GrSLType, "textureCoords", &vsCoordName, &fsCoordNamePtr); |
+ fsCoordName = fsCoordNamePtr; |
+ |
+ SkString fsSizeName; |
+ const char* vsSizeName; |
+ const char* fsSizeNamePtr; |
+ builder->addVarying(kVec2f_GrSLType, "size", &vsSizeName, &fsSizeNamePtr); |
+ fsSizeName = fsSizeNamePtr; |
+ |
+ const char* attrName0 = |
builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0])->c_str(); |
- builder->vsCodeAppendf("\t%s = %s;\n", vsVaryingName, attrName); |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsCoordName, attrName0); |
+ const char* attrName1 = |
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[1])->c_str(); |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsSizeName, attrName1); |
builder->fsCodeAppend("\tvec4 texColor = "); |
builder->fsAppendTextureLookup(samplers[0], |
fsCoordName.c_str(), |
kVec2f_GrSLType); |
builder->fsCodeAppend(";\n"); |
- builder->fsCodeAppend("\tfloat distance = texColor.r;\n"); |
+ builder->fsCodeAppend("\tfloat distance = "MULTIPLIER"*(texColor.r - "THRESHOLD");\n"); |
+ |
+ builder->fsCodeAppendf("\tvec2 st = %s*%s;\n", fsCoordName.c_str(), fsSizeName.c_str()); |
+ builder->fsCodeAppend("\tvec2 Jdx = dFdx(st);\n"); |
+ builder->fsCodeAppend("\tvec2 Jdy = dFdy(st);\n"); |
+ builder->fsCodeAppend("\tvec2 st_grad = normalize(st);\n"); |
+ builder->fsCodeAppend("\tvec2 grad = vec2(st_grad.x*Jdx.x + st_grad.y*Jdy.x,\n"); |
+ builder->fsCodeAppend("\t st_grad.x*Jdx.y + st_grad.y*Jdy.y);\n"); |
+ |
// this gives us a smooth step across approximately one fragment |
// (assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2) |
- builder->fsCodeAppend("\tfloat afwidth = 0.7071*length(vec2(dFdx(distance), dFdy(distance)));\n"); |
- builder->fsCodeAppend("\tfloat val = smoothstep("THRESHOLD"-afwidth, "THRESHOLD"+afwidth, distance);\n"); |
+ builder->fsCodeAppend("\tfloat afwidth = 0.7071*length(grad);\n"); |
+ builder->fsCodeAppend("\tfloat val = smoothstep(-afwidth, afwidth, distance);\n"); |
builder->fsCodeAppendf("\t%s = %s;\n", outputColor, |
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("val")).c_str()); |
@@ -70,6 +89,7 @@ GrDistanceFieldTextureEffect::GrDistanceFieldTextureEffect(GrTexture* texture, |
: fTextureAccess(texture, params) { |
this->addTextureAccess(&fTextureAccess); |
this->addVertexAttrib(kVec2f_GrSLType); |
+ this->addVertexAttrib(kVec2f_GrSLType); |
} |
bool GrDistanceFieldTextureEffect::onIsEqual(const GrEffect& other) const { |