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Side by Side Diff: src/effects/SkGaussianEdgeShader.cpp

Issue 2249973003: Add alternative ambient shadow method to Android shadow sample (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Nits (again) Created 4 years, 4 months ago
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1 /*
2 * Copyright 2016 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "SkGaussianEdgeShader.h"
9 #include "SkReadBuffer.h"
10 #include "SkWriteBuffer.h"
11
12 /** \class SkGaussianEdgeShaderImpl
13 This subclass of shader applies a Gaussian to shadow edge
14 */
15 class SkGaussianEdgeShaderImpl : public SkShader {
16 public:
17 SkGaussianEdgeShaderImpl() {}
18
19 bool isOpaque() const override;
20
21 #if SK_SUPPORT_GPU
22 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de;
23 #endif
24
25 SK_TO_STRING_OVERRIDE()
26 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkGaussianEdgeShaderImpl )
27
28 protected:
29 void flatten(SkWriteBuffer&) const override;
30
31 private:
32 friend class SkGaussianEdgeShader;
33
34 typedef SkShader INHERITED;
35 };
36
37 ////////////////////////////////////////////////////////////////////////////
38
39 #if SK_SUPPORT_GPU
40
41 #include "GrCoordTransform.h"
42 #include "GrFragmentProcessor.h"
43 #include "GrInvariantOutput.h"
44 #include "glsl/GrGLSLFragmentProcessor.h"
45 #include "glsl/GrGLSLFragmentShaderBuilder.h"
46 #include "glsl/GrGLSLProgramDataManager.h"
47 #include "glsl/GrGLSLUniformHandler.h"
48 #include "SkGr.h"
49 #include "SkGrPriv.h"
50
51 class GaussianEdgeFP : public GrFragmentProcessor {
52 public:
53 GaussianEdgeFP() {
54 this->initClassID<GaussianEdgeFP>();
55
56 // enable output of distance information for shape
57 fUsesDistanceVectorField = true;
58 }
59
60 class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor {
61 public:
62 GLSLGaussianEdgeFP() {}
63
64 void emitCode(EmitArgs& args) override {
65
66 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
67
68 fragBuilder->codeAppendf("vec4 output = %s;", args.fInputColor);
69 // outside the outer edge
70 fragBuilder->codeAppendf("if (%s.z <= 0) {", fragBuilder->distanceVe ctorName());
71 fragBuilder->codeAppend("output *= 0.0;");
72 // inside the stroke
73 fragBuilder->codeAppendf("} else if (%s.w > 0) {", fragBuilder->dist anceVectorName());
74 fragBuilder->codeAppendf("float factor = %s.w/(%s.z + %s.w);",
75 fragBuilder->distanceVectorName(),
76 fragBuilder->distanceVectorName(),
77 fragBuilder->distanceVectorName());
78 fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.01 8;");
79 fragBuilder->codeAppend("output *= factor;");
80 fragBuilder->codeAppend("}");
81 fragBuilder->codeAppendf("%s = output;", args.fOutputColor);
82 }
83
84 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
85 GrProcessorKeyBuilder* b) {
86 // only one shader generated currently
87 b->add32(0x0);
88 }
89
90 protected:
91 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {}
92 };
93
94 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
95 GLSLGaussianEdgeFP::GenKey(*this, caps, b);
96 }
97
98 const char* name() const override { return "GaussianEdgeFP"; }
99
100 void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
101 inout->mulByUnknownFourComponents();
102 }
103
104 private:
105 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLGaussianEdgeFP; }
106
107 bool onIsEqual(const GrFragmentProcessor& proc) const override { return true ; }
108 };
109
110 ////////////////////////////////////////////////////////////////////////////
111
112 sk_sp<GrFragmentProcessor> SkGaussianEdgeShaderImpl::asFragmentProcessor(const A sFPArgs& args) const {
113 return sk_make_sp<GaussianEdgeFP>();
114 }
115
116 #endif
117
118 ////////////////////////////////////////////////////////////////////////////
119
120 bool SkGaussianEdgeShaderImpl::isOpaque() const {
121 return false;
122 }
123
124 ////////////////////////////////////////////////////////////////////////////
125
126 #ifndef SK_IGNORE_TO_STRING
127 void SkGaussianEdgeShaderImpl::toString(SkString* str) const {
128 str->appendf("GaussianEdgeShader: ()");
129 }
130 #endif
131
132 sk_sp<SkFlattenable> SkGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) {
133 return sk_make_sp<SkGaussianEdgeShaderImpl>();
134 }
135
136 void SkGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const {
137 this->INHERITED::flatten(buf);
138 }
139
140 ///////////////////////////////////////////////////////////////////////////////
141
142 sk_sp<SkShader> SkGaussianEdgeShader::Make() {
143 return sk_make_sp<SkGaussianEdgeShaderImpl>();
144 }
145
146 ///////////////////////////////////////////////////////////////////////////////
147
148 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader)
149 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl)
150 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
151
152 ///////////////////////////////////////////////////////////////////////////////
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