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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: | |
|
robertphillips
2016/08/16 17:56:07
Ditch comment ?
jvanverth1
2016/08/16 19:14:11
Done.
| |
| 17 /** Create a new lighting shader that uses the provided normal map and | |
| 18 lights to light the diffuse bitmap. | |
| 19 @param diffuseShader the shader that provides the diffuse colors | |
| 20 */ | |
| 21 SkGaussianEdgeShaderImpl() {} | |
| 22 | |
| 23 bool isOpaque() const override; | |
| 24 | |
| 25 #if SK_SUPPORT_GPU | |
| 26 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri de; | |
| 27 #endif | |
| 28 | |
| 29 SK_TO_STRING_OVERRIDE() | |
| 30 SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkGaussianEdgeShader Impl) | |
| 31 | |
| 32 protected: | |
| 33 void flatten(SkWriteBuffer&) const override; | |
| 34 | |
| 35 private: | |
| 36 friend class SkGaussianEdgeShader; | |
| 37 | |
| 38 typedef SkShader INHERITED; | |
| 39 }; | |
| 40 | |
| 41 //////////////////////////////////////////////////////////////////////////// | |
| 42 | |
| 43 #if SK_SUPPORT_GPU | |
| 44 | |
| 45 #include "GrCoordTransform.h" | |
| 46 #include "GrFragmentProcessor.h" | |
| 47 #include "GrInvariantOutput.h" | |
| 48 #include "glsl/GrGLSLFragmentProcessor.h" | |
| 49 #include "glsl/GrGLSLFragmentShaderBuilder.h" | |
| 50 #include "glsl/GrGLSLProgramDataManager.h" | |
| 51 #include "glsl/GrGLSLUniformHandler.h" | |
| 52 #include "SkGr.h" | |
| 53 #include "SkGrPriv.h" | |
| 54 | |
| 55 class GaussianEdgeFP : public GrFragmentProcessor { | |
| 56 public: | |
| 57 GaussianEdgeFP() { | |
| 58 this->initClassID<GaussianEdgeFP>(); | |
| 59 | |
|
robertphillips
2016/08/16 17:56:07
delete ?
jvanverth1
2016/08/16 19:14:11
No, it's needed.
| |
| 60 fUsesDistanceVectorField = true; | |
| 61 } | |
| 62 | |
| 63 class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor { | |
| 64 public: | |
| 65 GLSLGaussianEdgeFP() {} | |
| 66 | |
| 67 void emitCode(EmitArgs& args) override { | |
| 68 | |
| 69 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; | |
| 70 | |
| 71 fragBuilder->codeAppendf("vec4 output = %s;", args.fInputColor); | |
| 72 // outside the outer edge | |
| 73 fragBuilder->codeAppendf("if (%s.z <= 0) {", fragBuilder->distanceVe ctorName()); | |
| 74 fragBuilder->codeAppend("output *= 0.0;"); | |
| 75 // inside the stroke | |
| 76 fragBuilder->codeAppendf("} else if (%s.w > 0) {", fragBuilder->dist anceVectorName()); | |
| 77 fragBuilder->codeAppendf("float factor = %s.w/(%s.z + %s.w);", | |
| 78 fragBuilder->distanceVectorName(), | |
| 79 fragBuilder->distanceVectorName(), | |
| 80 fragBuilder->distanceVectorName()); | |
| 81 fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.01 8;"); | |
| 82 fragBuilder->codeAppend("output *= factor;"); | |
| 83 fragBuilder->codeAppend("}"); | |
| 84 fragBuilder->codeAppendf("%s = output;", args.fOutputColor); | |
| 85 } | |
| 86 | |
| 87 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | |
| 88 GrProcessorKeyBuilder* b) { | |
|
robertphillips
2016/08/16 17:56:07
kill dead code ?
jvanverth1
2016/08/16 19:14:11
Done.
| |
| 89 // const GaussianEdgeFP& GaussianEdgeFP = proc.cast<Gauss ianEdgeFP>(); | |
| 90 // only one shader generated currently | |
| 91 b->add32(0x0); | |
| 92 } | |
| 93 | |
| 94 protected: | |
| 95 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {} | |
| 96 }; | |
| 97 | |
| 98 void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { | |
| 99 GLSLGaussianEdgeFP::GenKey(*this, caps, b); | |
| 100 } | |
| 101 | |
| 102 const char* name() const override { return "GaussianEdgeFP"; } | |
| 103 | |
| 104 void onComputeInvariantOutput(GrInvariantOutput* inout) const override { | |
| 105 inout->mulByUnknownFourComponents(); | |
| 106 } | |
| 107 | |
| 108 private: | |
| 109 GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLGaussianEdgeFP; } | |
| 110 | |
| 111 bool onIsEqual(const GrFragmentProcessor& proc) const override { return true ; } | |
| 112 }; | |
| 113 | |
| 114 //////////////////////////////////////////////////////////////////////////// | |
| 115 | |
| 116 sk_sp<GrFragmentProcessor> SkGaussianEdgeShaderImpl::asFragmentProcessor(const A sFPArgs& args) const { | |
| 117 return sk_make_sp<GaussianEdgeFP>(); | |
| 118 } | |
| 119 | |
| 120 #endif | |
| 121 | |
|
robertphillips
2016/08/16 17:56:07
Does raster crash ?
jvanverth1
2016/08/16 19:14:11
Nope, just draws nothing. Added to comment.
| |
| 122 //////////////////////////////////////////////////////////////////////////// | |
| 123 | |
| 124 bool SkGaussianEdgeShaderImpl::isOpaque() const { | |
| 125 return false; | |
| 126 } | |
| 127 | |
| 128 //////////////////////////////////////////////////////////////////////////// | |
| 129 | |
| 130 #ifndef SK_IGNORE_TO_STRING | |
| 131 void SkGaussianEdgeShaderImpl::toString(SkString* str) const { | |
| 132 str->appendf("GaussianEdgeShader: ()"); | |
| 133 } | |
| 134 #endif | |
| 135 | |
| 136 sk_sp<SkFlattenable> SkGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) { | |
| 137 return sk_make_sp<SkGaussianEdgeShaderImpl>(); | |
| 138 } | |
| 139 | |
| 140 void SkGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const { | |
| 141 this->INHERITED::flatten(buf); | |
| 142 } | |
| 143 | |
| 144 /////////////////////////////////////////////////////////////////////////////// | |
| 145 | |
| 146 sk_sp<SkShader> SkGaussianEdgeShader::Make() { | |
| 147 return sk_make_sp<SkGaussianEdgeShaderImpl>(); | |
| 148 } | |
| 149 | |
| 150 /////////////////////////////////////////////////////////////////////////////// | |
| 151 | |
| 152 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader) | |
| 153 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl) | |
| 154 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | |
| 155 | |
| 156 /////////////////////////////////////////////////////////////////////////////// | |
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