| Index: src/effects/SkGaussianEdgeShader.cpp
|
| diff --git a/src/effects/SkGaussianEdgeShader.cpp b/src/effects/SkGaussianEdgeShader.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..e519598f1bba8ca5088f8001ec4aa90d72820482
|
| --- /dev/null
|
| +++ b/src/effects/SkGaussianEdgeShader.cpp
|
| @@ -0,0 +1,152 @@
|
| +/*
|
| + * Copyright 2016 Google Inc.
|
| + *
|
| + * Use of this source code is governed by a BSD-style license that can be
|
| + * found in the LICENSE file.
|
| + */
|
| +
|
| +#include "SkGaussianEdgeShader.h"
|
| +#include "SkReadBuffer.h"
|
| +#include "SkWriteBuffer.h"
|
| +
|
| + /** \class SkGaussianEdgeShaderImpl
|
| + This subclass of shader applies a Gaussian to shadow edge
|
| + */
|
| +class SkGaussianEdgeShaderImpl : public SkShader {
|
| +public:
|
| + SkGaussianEdgeShaderImpl() {}
|
| +
|
| + bool isOpaque() const override;
|
| +
|
| +#if SK_SUPPORT_GPU
|
| + sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
|
| +#endif
|
| +
|
| + SK_TO_STRING_OVERRIDE()
|
| + SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkGaussianEdgeShaderImpl)
|
| +
|
| +protected:
|
| + void flatten(SkWriteBuffer&) const override;
|
| +
|
| +private:
|
| + friend class SkGaussianEdgeShader;
|
| +
|
| + typedef SkShader INHERITED;
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#if SK_SUPPORT_GPU
|
| +
|
| +#include "GrCoordTransform.h"
|
| +#include "GrFragmentProcessor.h"
|
| +#include "GrInvariantOutput.h"
|
| +#include "glsl/GrGLSLFragmentProcessor.h"
|
| +#include "glsl/GrGLSLFragmentShaderBuilder.h"
|
| +#include "glsl/GrGLSLProgramDataManager.h"
|
| +#include "glsl/GrGLSLUniformHandler.h"
|
| +#include "SkGr.h"
|
| +#include "SkGrPriv.h"
|
| +
|
| +class GaussianEdgeFP : public GrFragmentProcessor {
|
| +public:
|
| + GaussianEdgeFP() {
|
| + this->initClassID<GaussianEdgeFP>();
|
| +
|
| + // enable output of distance information for shape
|
| + fUsesDistanceVectorField = true;
|
| + }
|
| +
|
| + class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor {
|
| + public:
|
| + GLSLGaussianEdgeFP() {}
|
| +
|
| + void emitCode(EmitArgs& args) override {
|
| +
|
| + GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
|
| +
|
| + fragBuilder->codeAppendf("vec4 output = %s;", args.fInputColor);
|
| + // outside the outer edge
|
| + fragBuilder->codeAppendf("if (%s.z <= 0) {", fragBuilder->distanceVectorName());
|
| + fragBuilder->codeAppend("output *= 0.0;");
|
| + // inside the stroke
|
| + fragBuilder->codeAppendf("} else if (%s.w > 0) {", fragBuilder->distanceVectorName());
|
| + fragBuilder->codeAppendf("float factor = %s.w/(%s.z + %s.w);",
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| + fragBuilder->distanceVectorName(),
|
| + fragBuilder->distanceVectorName(),
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| + fragBuilder->distanceVectorName());
|
| + fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
|
| + fragBuilder->codeAppend("output *= factor;");
|
| + fragBuilder->codeAppend("}");
|
| + fragBuilder->codeAppendf("%s = output;", args.fOutputColor);
|
| + }
|
| +
|
| + static void GenKey(const GrProcessor& proc, const GrGLSLCaps&,
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| + GrProcessorKeyBuilder* b) {
|
| + // only one shader generated currently
|
| + b->add32(0x0);
|
| + }
|
| +
|
| + protected:
|
| + void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override {}
|
| + };
|
| +
|
| + void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {
|
| + GLSLGaussianEdgeFP::GenKey(*this, caps, b);
|
| + }
|
| +
|
| + const char* name() const override { return "GaussianEdgeFP"; }
|
| +
|
| + void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
|
| + inout->mulByUnknownFourComponents();
|
| + }
|
| +
|
| +private:
|
| + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLGaussianEdgeFP; }
|
| +
|
| + bool onIsEqual(const GrFragmentProcessor& proc) const override { return true; }
|
| +};
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +sk_sp<GrFragmentProcessor> SkGaussianEdgeShaderImpl::asFragmentProcessor(const AsFPArgs& args) const {
|
| + return sk_make_sp<GaussianEdgeFP>();
|
| +}
|
| +
|
| +#endif
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +bool SkGaussianEdgeShaderImpl::isOpaque() const {
|
| + return false;
|
| +}
|
| +
|
| +////////////////////////////////////////////////////////////////////////////
|
| +
|
| +#ifndef SK_IGNORE_TO_STRING
|
| +void SkGaussianEdgeShaderImpl::toString(SkString* str) const {
|
| + str->appendf("GaussianEdgeShader: ()");
|
| +}
|
| +#endif
|
| +
|
| +sk_sp<SkFlattenable> SkGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) {
|
| + return sk_make_sp<SkGaussianEdgeShaderImpl>();
|
| +}
|
| +
|
| +void SkGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const {
|
| + this->INHERITED::flatten(buf);
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +sk_sp<SkShader> SkGaussianEdgeShader::Make() {
|
| + return sk_make_sp<SkGaussianEdgeShaderImpl>();
|
| +}
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
| +
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader)
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl)
|
| +SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END
|
| +
|
| +///////////////////////////////////////////////////////////////////////////////
|
|
|