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| 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 | 
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| 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         } | 
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| 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 /////////////////////////////////////////////////////////////////////////////// | 
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