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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" |
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113 void GLCircleEffect::emitCode(EmitArgs& args) { | 113 void GLCircleEffect::emitCode(EmitArgs& args) { |
114 const CircleEffect& ce = args.fFp.cast<CircleEffect>(); | 114 const CircleEffect& ce = args.fFp.cast<CircleEffect>(); |
115 const char *circleName; | 115 const char *circleName; |
116 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.
5)) for regular | 116 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.
5)) for regular |
117 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills. | 117 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills. |
118 fCircleUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, | 118 fCircleUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, |
119 kVec4f_GrSLType, kDefault_
GrSLPrecision, | 119 kVec4f_GrSLType, kDefault_
GrSLPrecision, |
120 "circle", | 120 "circle", |
121 &circleName); | 121 &circleName); |
122 | 122 |
123 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 123 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
124 const char* fragmentPos = fragBuilder->fragmentPosition(); | 124 const char* fragmentPos = fragBuilder->fragmentPosition(); |
125 | 125 |
126 SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType()); | 126 SkASSERT(kHairlineAA_GrProcessorEdgeType != ce.getEdgeType()); |
127 // TODO: Right now the distance to circle caclulation is performed in a spac
e normalized to the | 127 // TODO: Right now the distance to circle caclulation is performed in a spac
e normalized to the |
128 // radius and then denormalized. This is to prevent overflow on devices that
have a "real" | 128 // radius and then denormalized. This is to prevent overflow on devices that
have a "real" |
129 // mediump. It'd be nice to only to this on mediump devices but we currently
don't have the | 129 // mediump. It'd be nice to only to this on mediump devices but we currently
don't have the |
130 // caps here. | 130 // caps here. |
131 if (GrProcessorEdgeTypeIsInverseFill(ce.getEdgeType())) { | 131 if (GrProcessorEdgeTypeIsInverseFill(ce.getEdgeType())) { |
132 fragBuilder->codeAppendf("float d = (length((%s.xy - %s.xy) * %s.w) - 1.
0) * %s.z;", | 132 fragBuilder->codeAppendf("float d = (length((%s.xy - %s.xy) * %s.w) - 1.
0) * %s.z;", |
133 circleName, fragmentPos, circleName, circleName
); | 133 circleName, fragmentPos, circleName, circleName
); |
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294 // that is normalized by the larger radius. The scale uniform will be scale,
1/scale. The | 294 // that is normalized by the larger radius. The scale uniform will be scale,
1/scale. The |
295 // inverse squared radii uniform values are already in this normalized space
. The center is | 295 // inverse squared radii uniform values are already in this normalized space
. The center is |
296 // not. | 296 // not. |
297 const char* scaleName = nullptr; | 297 const char* scaleName = nullptr; |
298 if (args.fGLSLCaps->floatPrecisionVaries()) { | 298 if (args.fGLSLCaps->floatPrecisionVaries()) { |
299 fScaleUniform = args.fUniformHandler->addUniform( | 299 fScaleUniform = args.fUniformHandler->addUniform( |
300 kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, | 300 kFragment_GrShaderFlag, kVec2f_GrSLType, kDefault_GrSLPrecision, |
301 "scale", &scaleName); | 301 "scale", &scaleName); |
302 } | 302 } |
303 | 303 |
304 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder; | 304 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
305 const char* fragmentPos = fragBuilder->fragmentPosition(); | 305 const char* fragmentPos = fragBuilder->fragmentPosition(); |
306 | 306 |
307 // d is the offset to the ellipse center | 307 // d is the offset to the ellipse center |
308 fragBuilder->codeAppendf("vec2 d = %s.xy - %s.xy;", fragmentPos, ellipseName
); | 308 fragBuilder->codeAppendf("vec2 d = %s.xy - %s.xy;", fragmentPos, ellipseName
); |
309 if (scaleName) { | 309 if (scaleName) { |
310 fragBuilder->codeAppendf("d *= %s.y;", scaleName); | 310 fragBuilder->codeAppendf("d *= %s.y;", scaleName); |
311 } | 311 } |
312 fragBuilder->codeAppendf("vec2 Z = d * %s.zw;", ellipseName); | 312 fragBuilder->codeAppendf("vec2 Z = d * %s.zw;", ellipseName); |
313 // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1. | 313 // implicit is the evaluation of (x/rx)^2 + (y/ry)^2 - 1. |
314 fragBuilder->codeAppend("float implicit = dot(Z, d) - 1.0;"); | 314 fragBuilder->codeAppend("float implicit = dot(Z, d) - 1.0;"); |
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401 w /= 2; | 401 w /= 2; |
402 return CircleEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, oval
.fTop + w), w); | 402 return CircleEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, oval
.fTop + w), w); |
403 } else { | 403 } else { |
404 w /= 2; | 404 w /= 2; |
405 h /= 2; | 405 h /= 2; |
406 return EllipseEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, ova
l.fTop + h), w, h); | 406 return EllipseEffect::Create(edgeType, SkPoint::Make(oval.fLeft + w, ova
l.fTop + h), w, h); |
407 } | 407 } |
408 | 408 |
409 return nullptr; | 409 return nullptr; |
410 } | 410 } |
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