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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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