OLD | NEW |
1 /* | 1 /* |
2 * Copyright 2016 Google Inc. | 2 * Copyright 2016 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkGaussianEdgeShader.h" | 8 #include "SkGaussianEdgeShader.h" |
9 #include "SkReadBuffer.h" | 9 #include "SkReadBuffer.h" |
10 #include "SkWriteBuffer.h" | 10 #include "SkWriteBuffer.h" |
11 | 11 |
12 /** \class SkGaussianEdgeShaderImpl | 12 /** \class SkGaussianEdgeShaderImpl |
13 This subclass of shader applies a Gaussian to shadow edge | 13 This subclass of shader applies a Gaussian to shadow edge |
| 14 |
| 15 The radius of the Gaussian blur is specified by the g and b values of the color
, |
| 16 where g is the integer component and b is the fractional component. The r value |
| 17 represents the max final alpha. |
14 */ | 18 */ |
15 class SkGaussianEdgeShaderImpl : public SkShader { | 19 class SkGaussianEdgeShaderImpl : public SkShader { |
16 public: | 20 public: |
17 SkGaussianEdgeShaderImpl() {} | 21 SkGaussianEdgeShaderImpl() {} |
18 | 22 |
19 bool isOpaque() const override; | 23 bool isOpaque() const override; |
20 | 24 |
21 #if SK_SUPPORT_GPU | 25 #if SK_SUPPORT_GPU |
22 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri
de; | 26 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri
de; |
23 #endif | 27 #endif |
(...skipping 34 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
58 } | 62 } |
59 | 63 |
60 class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor { | 64 class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor { |
61 public: | 65 public: |
62 GLSLGaussianEdgeFP() {} | 66 GLSLGaussianEdgeFP() {} |
63 | 67 |
64 void emitCode(EmitArgs& args) override { | 68 void emitCode(EmitArgs& args) override { |
65 | 69 |
66 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; | 70 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
67 | 71 |
68 fragBuilder->codeAppendf("vec4 output = %s;", args.fInputColor); | 72 fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor); |
69 // outside the outer edge | 73 fragBuilder->codeAppend("float radius = color.g*255.0 + color.b;"); |
70 fragBuilder->codeAppendf("if (%s.z <= 0) {", fragBuilder->distanceVe
ctorName()); | 74 |
71 fragBuilder->codeAppend("output *= 0.0;"); | 75 fragBuilder->codeAppendf("float factor = 1.0 - clamp(%s.z/radius, 0.
0, 1.0);", |
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()); | 76 fragBuilder->distanceVectorName()); |
78 fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.01
8;"); | 77 fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.01
8;"); |
79 fragBuilder->codeAppend("output *= factor;"); | 78 fragBuilder->codeAppendf("%s = factor*vec4(0.0, 0.0, 0.0, color.r);"
, args.fOutputColor); |
80 fragBuilder->codeAppend("}"); | |
81 fragBuilder->codeAppendf("%s = output;", args.fOutputColor); | |
82 } | 79 } |
83 | 80 |
84 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 81 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
85 GrProcessorKeyBuilder* b) { | 82 GrProcessorKeyBuilder* b) { |
86 // only one shader generated currently | 83 // only one shader generated currently |
87 b->add32(0x0); | 84 b->add32(0x0); |
88 } | 85 } |
89 | 86 |
90 protected: | 87 protected: |
91 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override {} | 88 void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor&
proc) override {} |
(...skipping 51 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
143 return sk_make_sp<SkGaussianEdgeShaderImpl>(); | 140 return sk_make_sp<SkGaussianEdgeShaderImpl>(); |
144 } | 141 } |
145 | 142 |
146 /////////////////////////////////////////////////////////////////////////////// | 143 /////////////////////////////////////////////////////////////////////////////// |
147 | 144 |
148 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader) | 145 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader) |
149 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl) | 146 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl) |
150 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 147 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
151 | 148 |
152 /////////////////////////////////////////////////////////////////////////////// | 149 /////////////////////////////////////////////////////////////////////////////// |
OLD | NEW |