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1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 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 "SkNormalBevelSource.h" | 8 #include "SkNormalBevelSource.h" |
9 | 9 |
10 #include "SkNormalSource.h" | 10 #include "SkNormalSource.h" |
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79 "NormalizedWidt
h", | 79 "NormalizedWidt
h", |
80 &normalizedWidt
hUniName); | 80 &normalizedWidt
hUniName); |
81 fNormalizedHeightUni = uniformHandler->addUniform(kFragment_GrSh
aderFlag, | 81 fNormalizedHeightUni = uniformHandler->addUniform(kFragment_GrSh
aderFlag, |
82 kFloat_GrSLTyp
e, | 82 kFloat_GrSLTyp
e, |
83 kDefault_GrSLP
recision, | 83 kDefault_GrSLP
recision, |
84 "NormalizedHei
ght", | 84 "NormalizedHei
ght", |
85 &normalizedHei
ghtUniName); | 85 &normalizedHei
ghtUniName); |
86 } | 86 } |
87 | 87 |
88 // Here we are splitting the distance vector into length and normali
zed direction | 88 // Here we are splitting the distance vector into length and normali
zed direction |
89 // TODO: Output these values from the geometry processor frag code i
nstead of the vector | 89 fragBuilder->codeAppendf("float dv_length = %s.z;", |
90 fragBuilder->codeAppendf("float dv_length = length(%s);", | |
91 fragBuilder->distanceVectorName()); | 90 fragBuilder->distanceVectorName()); |
92 fragBuilder->codeAppendf("vec2 dv_norm = normalize(%s);", | 91 fragBuilder->codeAppendf("vec2 dv_norm = %s.xy;", |
93 fragBuilder->distanceVectorName()); | 92 fragBuilder->distanceVectorName()); |
94 | 93 |
95 // Asserting presence of necessary uniforms | 94 // Asserting presence of necessary uniforms |
96 SkASSERT(widthUniName); | 95 SkASSERT(widthUniName); |
97 | 96 |
98 fragBuilder->codeAppend( "vec3 normal;"); | 97 fragBuilder->codeAppend( "vec3 normal;"); |
99 fragBuilder->codeAppendf("if (dv_length >= %s) {", widthUniName); | 98 fragBuilder->codeAppendf("if (dv_length >= %s) {", widthUniName); |
100 fragBuilder->codeAppend( " normal = vec3(0.0, 0.0, 1.0);"); | 99 fragBuilder->codeAppend( " normal = vec3(0.0, 0.0, 1.0);"); |
101 fragBuilder->codeAppend( "} else {"); | 100 fragBuilder->codeAppend( "} else {"); |
102 this->emitMath(fragBuilder, fp.fBevelType, widthUniName, heightUniNa
me, | 101 this->emitMath(fragBuilder, fp.fBevelType, widthUniName, heightUniNa
me, |
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300 sk_sp<SkNormalSource> SkNormalSource::MakeBevel(BevelType type, SkScalar width,
SkScalar height) { | 299 sk_sp<SkNormalSource> SkNormalSource::MakeBevel(BevelType type, SkScalar width,
SkScalar height) { |
301 /* TODO make sure this checks are tolerant enough to account for loss of con
version when GPUs | 300 /* TODO make sure this checks are tolerant enough to account for loss of con
version when GPUs |
302 use 16-bit float types. We don't want to assume stuff is non-zero on the
GPU and be wrong.*/ | 301 use 16-bit float types. We don't want to assume stuff is non-zero on the
GPU and be wrong.*/ |
303 SkASSERT(width > 0.0f && !SkScalarNearlyZero(width)); | 302 SkASSERT(width > 0.0f && !SkScalarNearlyZero(width)); |
304 if (SkScalarNearlyZero(height)) { | 303 if (SkScalarNearlyZero(height)) { |
305 return SkNormalSource::MakeFlat(); | 304 return SkNormalSource::MakeFlat(); |
306 } | 305 } |
307 | 306 |
308 return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height); | 307 return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height); |
309 } | 308 } |
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