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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrBezierEffect.h"
#include "gl/GrGLEffect.h"
#include "gl/GrGLSL.h"
#include "gl/GrGLVertexEffect.h"
#include "GrTBackendEffectFactory.h"
class GrGLConicEffect : public GrGLVertexEffect {
public:
GrGLConicEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
virtual void emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray&) SK_OVERRIDE;
static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {}
private:
GrBezierEdgeType fEdgeType;
typedef GrGLVertexEffect INHERITED;
};
GrGLConicEffect::GrGLConicEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect)
: INHERITED (factory) {
const GrConicEffect& ce = drawEffect.castEffect<GrConicEffect>();
fEdgeType = ce.getEdgeType();
}
void GrGLConicEffect::emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray& samplers) {
const char *vsName, *fsName;
builder->addVarying(kVec4f_GrSLType, "ConicCoeffs",
&vsName, &fsName);
const SkString* attr0Name =
builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
builder->vsCodeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
builder->fsCodeAppend("\t\tfloat edgeAlpha;\n");
switch (fEdgeType) {
case kHairAA_GrBezierEdgeType: {
SkAssertResult(builder->enableFeature(
GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tfloat dfdx =\n"
"\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
fsName, fsName, fsName);
builder->fsCodeAppendf("\t\tfloat dfdy =\n"
"\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
fsName, fsName, fsName);
builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
fsName, fsName);
builder->fsCodeAppend("\t\tfunc = abs(func);\n");
builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n");
builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
// Add line below for smooth cubic ramp
// builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
break;
}
case kFillAA_GrBezierEdgeType: {
SkAssertResult(builder->enableFeature(
GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tfloat dfdx =\n"
"\t\t\t2.0*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
fsName, fsName, fsName);
builder->fsCodeAppendf("\t\tfloat dfdy =\n"
"\t\t\t2.0*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
fsName, fsName, fsName);
builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
fsName, fsName);
builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n");
builder->fsCodeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
// Add line below for smooth cubic ramp
// builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
break;
}
case kFillNoAA_GrBezierEdgeType: {
builder->fsCodeAppendf("\t\tedgeAlpha = %s.x*%s.x - %s.y*%s.z;\n", fsName, fsName,
fsName, fsName);
builder->fsCodeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
break;
}
}
builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
}
GrGLEffect::EffectKey GrGLConicEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
const GrConicEffect& ce = drawEffect.castEffect<GrConicEffect>();
return ce.isAntiAliased() ? (ce.isFilled() ? 0x0 : 0x1) : 0x2;
}
//////////////////////////////////////////////////////////////////////////////
GrConicEffect::~GrConicEffect() {}
const GrBackendEffectFactory& GrConicEffect::getFactory() const {
return GrTBackendEffectFactory<GrConicEffect>::getInstance();
}
GrConicEffect::GrConicEffect(GrBezierEdgeType edgeType) : GrVertexEffect() {
this->addVertexAttrib(kVec4f_GrSLType);
fEdgeType = edgeType;
}
bool GrConicEffect::onIsEqual(const GrEffect& other) const {
const GrConicEffect& ce = CastEffect<GrConicEffect>(other);
return (ce.fEdgeType == fEdgeType);
}
//////////////////////////////////////////////////////////////////////////////
GR_DEFINE_EFFECT_TEST(GrConicEffect);
GrEffectRef* GrConicEffect::TestCreate(SkRandom* random,
GrContext*,
const GrDrawTargetCaps& caps,
GrTexture*[]) {
const GrBezierEdgeType edgeType = static_cast<GrBezierEdgeType>(random->nextULessThan(3));
return GrConicEffect::Create(edgeType, caps);
}
//////////////////////////////////////////////////////////////////////////////
// Quad
//////////////////////////////////////////////////////////////////////////////
class GrGLQuadEffect : public GrGLVertexEffect {
public:
GrGLQuadEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
virtual void emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray&) SK_OVERRIDE;
static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {}
private:
GrBezierEdgeType fEdgeType;
typedef GrGLVertexEffect INHERITED;
};
GrGLQuadEffect::GrGLQuadEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect)
: INHERITED (factory) {
const GrQuadEffect& ce = drawEffect.castEffect<GrQuadEffect>();
fEdgeType = ce.getEdgeType();
}
void GrGLQuadEffect::emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray& samplers) {
const char *vsName, *fsName;
const SkString* attrName =
builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
builder->fsCodeAppendf("\t\tfloat edgeAlpha;\n");
builder->addVarying(kVec4f_GrSLType, "HairQuadEdge", &vsName, &fsName);
switch (fEdgeType) {
case kHairAA_GrBezierEdgeType: {
SkAssertResult(builder->enableFeature(
GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
builder->fsCodeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
builder->fsCodeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
builder->fsCodeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
"\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n",
fsName, fsName);
builder->fsCodeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
fsName);
builder->fsCodeAppend("\t\tedgeAlpha = sqrt(edgeAlpha*edgeAlpha / dot(gF, gF));\n");
builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
// Add line below for smooth cubic ramp
// builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
break;
}
case kFillAA_GrBezierEdgeType: {
SkAssertResult(builder->enableFeature(
GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
builder->fsCodeAppendf("\t\tvec2 duvdx = dFdx(%s.xy);\n", fsName);
builder->fsCodeAppendf("\t\tvec2 duvdy = dFdy(%s.xy);\n", fsName);
builder->fsCodeAppendf("\t\tvec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,\n"
"\t\t 2.0*%s.x*duvdy.x - duvdy.y);\n",
fsName, fsName);
builder->fsCodeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
fsName);
builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha / sqrt(dot(gF, gF));\n");
builder->fsCodeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
// Add line below for smooth cubic ramp
// builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
break;
}
case kFillNoAA_GrBezierEdgeType: {
builder->fsCodeAppendf("\t\tedgeAlpha = (%s.x*%s.x - %s.y);\n", fsName, fsName,
fsName);
builder->fsCodeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
break;
}
}
builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
builder->vsCodeAppendf("\t%s = %s;\n", vsName, attrName->c_str());
}
GrGLEffect::EffectKey GrGLQuadEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
const GrQuadEffect& ce = drawEffect.castEffect<GrQuadEffect>();
return ce.isAntiAliased() ? (ce.isFilled() ? 0x0 : 0x1) : 0x2;
}
//////////////////////////////////////////////////////////////////////////////
GrQuadEffect::~GrQuadEffect() {}
const GrBackendEffectFactory& GrQuadEffect::getFactory() const {
return GrTBackendEffectFactory<GrQuadEffect>::getInstance();
}
GrQuadEffect::GrQuadEffect(GrBezierEdgeType edgeType) : GrVertexEffect() {
this->addVertexAttrib(kVec4f_GrSLType);
fEdgeType = edgeType;
}
bool GrQuadEffect::onIsEqual(const GrEffect& other) const {
const GrQuadEffect& ce = CastEffect<GrQuadEffect>(other);
return (ce.fEdgeType == fEdgeType);
}
//////////////////////////////////////////////////////////////////////////////
GR_DEFINE_EFFECT_TEST(GrQuadEffect);
GrEffectRef* GrQuadEffect::TestCreate(SkRandom* random,
GrContext*,
const GrDrawTargetCaps& caps,
GrTexture*[]) {
const GrBezierEdgeType edgeType = static_cast<GrBezierEdgeType>(random->nextULessThan(3));
return GrQuadEffect::Create(edgeType, caps);
}
//////////////////////////////////////////////////////////////////////////////
// Cubic
//////////////////////////////////////////////////////////////////////////////
class GrGLCubicEffect : public GrGLVertexEffect {
public:
GrGLCubicEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
virtual void emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray&) SK_OVERRIDE;
static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {}
private:
GrBezierEdgeType fEdgeType;
typedef GrGLVertexEffect INHERITED;
};
GrGLCubicEffect::GrGLCubicEffect(const GrBackendEffectFactory& factory,
const GrDrawEffect& drawEffect)
: INHERITED (factory) {
const GrCubicEffect& ce = drawEffect.castEffect<GrCubicEffect>();
fEdgeType = ce.getEdgeType();
}
void GrGLCubicEffect::emitCode(GrGLFullShaderBuilder* builder,
const GrDrawEffect& drawEffect,
EffectKey key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray& samplers) {
const char *vsName, *fsName;
builder->addVarying(kVec4f_GrSLType, "CubicCoeffs",
&vsName, &fsName);
const SkString* attr0Name =
builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
builder->vsCodeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str());
builder->fsCodeAppend("\t\tfloat edgeAlpha;\n");
switch (fEdgeType) {
case kHairAA_GrBezierEdgeType: {
SkAssertResult(builder->enableFeature(
GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tfloat dfdx =\n"
"\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
fsName, fsName, fsName, fsName);
builder->fsCodeAppendf("\t\tfloat dfdy =\n"
"\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
fsName, fsName, fsName, fsName);
builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
fsName, fsName, fsName, fsName, fsName);
builder->fsCodeAppend("\t\tfunc = abs(func);\n");
builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n");
builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n");
// Add line below for smooth cubic ramp
// builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
break;
}
case kFillAA_GrBezierEdgeType: {
SkAssertResult(builder->enableFeature(
GrGLShaderBuilder::kStandardDerivatives_GLSLFeature));
builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName);
builder->fsCodeAppendf("\t\tfloat dfdx =\n"
"\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n",
fsName, fsName, fsName, fsName);
builder->fsCodeAppendf("\t\tfloat dfdy =\n"
"\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n",
fsName, fsName, fsName, fsName);
builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n");
builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n");
builder->fsCodeAppendf("\t\tfloat func = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
fsName, fsName, fsName, fsName, fsName);
builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n");
builder->fsCodeAppend("\t\tedgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);\n");
// Add line below for smooth cubic ramp
// builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n");
break;
}
case kFillNoAA_GrBezierEdgeType: {
builder->fsCodeAppendf("\t\tedgeAlpha = %s.x*%s.x*%s.x - %s.y*%s.z;\n",
fsName, fsName, fsName, fsName, fsName);
builder->fsCodeAppend("\t\tedgeAlpha = float(edgeAlpha < 0.0);\n");
break;
}
}
builder->fsCodeAppendf("\t%s = %s;\n", outputColor,
(GrGLSLExpr4(inputColor) * GrGLSLExpr1("edgeAlpha")).c_str());
}
GrGLEffect::EffectKey GrGLCubicEffect::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
const GrCubicEffect& ce = drawEffect.castEffect<GrCubicEffect>();
return ce.isAntiAliased() ? (ce.isFilled() ? 0x0 : 0x1) : 0x2;
}
//////////////////////////////////////////////////////////////////////////////
GrCubicEffect::~GrCubicEffect() {}
const GrBackendEffectFactory& GrCubicEffect::getFactory() const {
return GrTBackendEffectFactory<GrCubicEffect>::getInstance();
}
GrCubicEffect::GrCubicEffect(GrBezierEdgeType edgeType) : GrVertexEffect() {
this->addVertexAttrib(kVec4f_GrSLType);
fEdgeType = edgeType;
}
bool GrCubicEffect::onIsEqual(const GrEffect& other) const {
const GrCubicEffect& ce = CastEffect<GrCubicEffect>(other);
return (ce.fEdgeType == fEdgeType);
}
//////////////////////////////////////////////////////////////////////////////
GR_DEFINE_EFFECT_TEST(GrCubicEffect);
GrEffectRef* GrCubicEffect::TestCreate(SkRandom* random,
GrContext*,
const GrDrawTargetCaps& caps,
GrTexture*[]) {
const GrBezierEdgeType edgeType = static_cast<GrBezierEdgeType>(random->nextULessThan(3));
return GrCubicEffect::Create(edgeType, caps);
}