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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 "GrDitherEffect.h" | 8 #include "GrDitherEffect.h" |
9 #include "GrFragmentProcessor.h" | 9 #include "GrFragmentProcessor.h" |
10 #include "GrInvariantOutput.h" | 10 #include "GrInvariantOutput.h" |
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60 | 60 |
61 class GLDitherEffect : public GrGLSLFragmentProcessor { | 61 class GLDitherEffect : public GrGLSLFragmentProcessor { |
62 public: | 62 public: |
63 void emitCode(EmitArgs& args) override; | 63 void emitCode(EmitArgs& args) override; |
64 | 64 |
65 private: | 65 private: |
66 typedef GrGLSLFragmentProcessor INHERITED; | 66 typedef GrGLSLFragmentProcessor INHERITED; |
67 }; | 67 }; |
68 | 68 |
69 void GLDitherEffect::emitCode(EmitArgs& args) { | 69 void GLDitherEffect::emitCode(EmitArgs& args) { |
70 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 70 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
71 // Generate a random number based on the fragment position. For this | 71 // Generate a random number based on the fragment position. For this |
72 // random number generator, we use the "GLSL rand" function | 72 // random number generator, we use the "GLSL rand" function |
73 // that seems to be floating around on the internet. It works under | 73 // that seems to be floating around on the internet. It works under |
74 // the assumption that sin(<big number>) oscillates with high frequency | 74 // the assumption that sin(<big number>) oscillates with high frequency |
75 // and sampling it will generate "randomness". Since we're using this | 75 // and sampling it will generate "randomness". Since we're using this |
76 // for rendering and not cryptography it should be OK. | 76 // for rendering and not cryptography it should be OK. |
77 | 77 |
78 // For each channel c, add the random offset to the pixel to either bump | 78 // For each channel c, add the random offset to the pixel to either bump |
79 // it up or let it remain constant during quantization. | 79 // it up or let it remain constant during quantization. |
80 fragBuilder->codeAppendf("\t\tfloat r = " | 80 fragBuilder->codeAppendf("\t\tfloat r = " |
81 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 4375
8.5453);\n", | 81 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 4375
8.5453);\n", |
82 fragBuilder->fragmentPosition()); | 82 fragBuilder->fragmentPosition()); |
83 fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", | 83 fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", |
84 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_
str()); | 84 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_
str()); |
85 } | 85 } |
86 | 86 |
87 ////////////////////////////////////////////////////////////////////////////// | 87 ////////////////////////////////////////////////////////////////////////////// |
88 | 88 |
89 void DitherEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps, | 89 void DitherEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps, |
90 GrProcessorKeyBuilder* b) const { | 90 GrProcessorKeyBuilder* b) const { |
91 GLDitherEffect::GenKey(*this, caps, b); | 91 GLDitherEffect::GenKey(*this, caps, b); |
92 } | 92 } |
93 | 93 |
94 GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const { | 94 GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const { |
95 return new GLDitherEffect; | 95 return new GLDitherEffect; |
96 } | 96 } |
97 | 97 |
98 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } | 98 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } |
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