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| 1 /* | 1 /* |
| 2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 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 "gl/builders/GrGLProgramBuilder.h" | 8 #include "gl/builders/GrGLProgramBuilder.h" |
| 9 #include "GrDitherEffect.h" | 9 #include "GrDitherEffect.h" |
| 10 #include "GrInvariantOutput.h" | 10 #include "GrInvariantOutput.h" |
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| 65 } | 65 } |
| 66 | 66 |
| 67 ////////////////////////////////////////////////////////////////////////////// | 67 ////////////////////////////////////////////////////////////////////////////// |
| 68 | 68 |
| 69 class GLDitherEffect : public GrGLFragmentProcessor { | 69 class GLDitherEffect : public GrGLFragmentProcessor { |
| 70 public: | 70 public: |
| 71 GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&); | 71 GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&); |
| 72 | 72 |
| 73 virtual void emitCode(GrGLFPBuilder* builder, | 73 virtual void emitCode(GrGLFPBuilder* builder, |
| 74 const GrFragmentProcessor& fp, | 74 const GrFragmentProcessor& fp, |
| 75 const GrProcessorKey& key, | |
| 76 const char* outputColor, | 75 const char* outputColor, |
| 77 const char* inputColor, | 76 const char* inputColor, |
| 78 const TransformedCoordsArray&, | 77 const TransformedCoordsArray&, |
| 79 const TextureSamplerArray&) SK_OVERRIDE; | 78 const TextureSamplerArray&) SK_OVERRIDE; |
| 80 | 79 |
| 81 private: | 80 private: |
| 82 typedef GrGLFragmentProcessor INHERITED; | 81 typedef GrGLFragmentProcessor INHERITED; |
| 83 }; | 82 }; |
| 84 | 83 |
| 85 GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory, | 84 GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory, |
| 86 const GrProcessor&) | 85 const GrProcessor&) |
| 87 : INHERITED (factory) { | 86 : INHERITED (factory) { |
| 88 } | 87 } |
| 89 | 88 |
| 90 void GLDitherEffect::emitCode(GrGLFPBuilder* builder, | 89 void GLDitherEffect::emitCode(GrGLFPBuilder* builder, |
| 91 const GrFragmentProcessor& fp, | 90 const GrFragmentProcessor& fp, |
| 92 const GrProcessorKey& key, | |
| 93 const char* outputColor, | 91 const char* outputColor, |
| 94 const char* inputColor, | 92 const char* inputColor, |
| 95 const TransformedCoordsArray&, | 93 const TransformedCoordsArray&, |
| 96 const TextureSamplerArray& samplers) { | 94 const TextureSamplerArray& samplers) { |
| 97 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); | 95 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
| 98 // Generate a random number based on the fragment position. For this | 96 // Generate a random number based on the fragment position. For this |
| 99 // random number generator, we use the "GLSL rand" function | 97 // random number generator, we use the "GLSL rand" function |
| 100 // that seems to be floating around on the internet. It works under | 98 // that seems to be floating around on the internet. It works under |
| 101 // the assumption that sin(<big number>) oscillates with high frequency | 99 // the assumption that sin(<big number>) oscillates with high frequency |
| 102 // and sampling it will generate "randomness". Since we're using this | 100 // and sampling it will generate "randomness". Since we're using this |
| 103 // for rendering and not cryptography it should be OK. | 101 // for rendering and not cryptography it should be OK. |
| 104 | 102 |
| 105 // For each channel c, add the random offset to the pixel to either bump | 103 // For each channel c, add the random offset to the pixel to either bump |
| 106 // it up or let it remain constant during quantization. | 104 // it up or let it remain constant during quantization. |
| 107 fsBuilder->codeAppendf("\t\tfloat r = " | 105 fsBuilder->codeAppendf("\t\tfloat r = " |
| 108 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.
5453);\n", | 106 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.
5453);\n", |
| 109 fsBuilder->fragmentPosition()); | 107 fsBuilder->fragmentPosition()); |
| 110 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", | 108 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", |
| 111 outputColor, GrGLSLExpr4(inputColor).c_str()); | 109 outputColor, GrGLSLExpr4(inputColor).c_str()); |
| 112 } | 110 } |
| 113 | 111 |
| 114 ////////////////////////////////////////////////////////////////////////////// | 112 ////////////////////////////////////////////////////////////////////////////// |
| 115 | 113 |
| 116 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } | 114 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } |
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