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 | 14 |
15 The radius of the Gaussian blur is specified by the g and b values of the color
, | 15 The radius of the Gaussian blur is specified by the g value of the color, in 6.
2 fixed point. |
16 where g is the integer component and b is the fractional component. The r value | 16 For spot shadows, we increase the stroke width to set the shadow against the sh
ape. This pad |
17 represents the max final alpha. | 17 is specified by b, also in 6.2 fixed point. The r value represents the max fina
l alpha. |
| 18 The incoming alpha should be 1. |
18 */ | 19 */ |
19 class SkGaussianEdgeShaderImpl : public SkShader { | 20 class SkGaussianEdgeShaderImpl : public SkShader { |
20 public: | 21 public: |
21 SkGaussianEdgeShaderImpl() {} | 22 SkGaussianEdgeShaderImpl() {} |
22 | 23 |
23 bool isOpaque() const override; | 24 bool isOpaque() const override; |
24 | 25 |
25 #if SK_SUPPORT_GPU | 26 #if SK_SUPPORT_GPU |
26 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri
de; | 27 sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const overri
de; |
27 #endif | 28 #endif |
(...skipping 35 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
63 | 64 |
64 class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor { | 65 class GLSLGaussianEdgeFP : public GrGLSLFragmentProcessor { |
65 public: | 66 public: |
66 GLSLGaussianEdgeFP() {} | 67 GLSLGaussianEdgeFP() {} |
67 | 68 |
68 void emitCode(EmitArgs& args) override { | 69 void emitCode(EmitArgs& args) override { |
69 | 70 |
70 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; | 71 GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; |
71 | 72 |
72 fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor); | 73 fragBuilder->codeAppendf("vec4 color = %s;", args.fInputColor); |
73 fragBuilder->codeAppend("float radius = color.g*255.0 + color.b;"); | 74 fragBuilder->codeAppend("float radius = color.g*64.0;"); |
| 75 fragBuilder->codeAppend("float pad = color.b*64.0;"); |
74 | 76 |
75 fragBuilder->codeAppendf("float factor = 1.0 - clamp(%s.z/radius, 0.
0, 1.0);", | 77 fragBuilder->codeAppendf("float factor = 1.0 - clamp((%s.z - pad)/ra
dius, 0.0, 1.0);", |
76 fragBuilder->distanceVectorName()); | 78 fragBuilder->distanceVectorName()); |
77 fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.01
8;"); | 79 fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.01
8;"); |
78 fragBuilder->codeAppendf("%s = factor*vec4(0.0, 0.0, 0.0, color.r);"
, args.fOutputColor); | 80 fragBuilder->codeAppendf("%s = factor*vec4(0.0, 0.0, 0.0, color.r);"
, args.fOutputColor); |
79 } | 81 } |
80 | 82 |
81 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, | 83 static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, |
82 GrProcessorKeyBuilder* b) { | 84 GrProcessorKeyBuilder* b) { |
83 // only one shader generated currently | 85 // only one shader generated currently |
84 b->add32(0x0); | 86 b->add32(0x0); |
85 } | 87 } |
(...skipping 54 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
140 return sk_make_sp<SkGaussianEdgeShaderImpl>(); | 142 return sk_make_sp<SkGaussianEdgeShaderImpl>(); |
141 } | 143 } |
142 | 144 |
143 /////////////////////////////////////////////////////////////////////////////// | 145 /////////////////////////////////////////////////////////////////////////////// |
144 | 146 |
145 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader) | 147 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkGaussianEdgeShader) |
146 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl) | 148 SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkGaussianEdgeShaderImpl) |
147 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END | 149 SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END |
148 | 150 |
149 /////////////////////////////////////////////////////////////////////////////// | 151 /////////////////////////////////////////////////////////////////////////////// |
OLD | NEW |