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Unified 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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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);",
+ fragBuilder->distanceVectorName(),
+ fragBuilder->distanceVectorName(),
+ 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&,
+ 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
+
+///////////////////////////////////////////////////////////////////////////////
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