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authorGravatar Jim Van Verth <jvanverth@google.com>2017-01-25 11:05:01 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-01-25 16:37:59 +0000
commit58abc9e2c56464336472493745e91133819deb96 (patch)
treea9bc4cdab83eb6f265f40865f25173735a9f2287 /src/effects
parentde80f7f35d472c03ce882ec31434e59c002f58db (diff)
Move SkShadowTessellator to GrShadowTessellator
BUG=skia:6119 Change-Id: I9756b5aeaced1f21a65063470ccb013c7b856f28 Reviewed-on: https://skia-review.googlesource.com/7505 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
Diffstat (limited to 'src/effects')
-rwxr-xr-xsrc/effects/shadows/SkAmbientShadowMaskFilter.cpp4
-rwxr-xr-xsrc/effects/shadows/SkShadowTessellator.cpp314
-rwxr-xr-xsrc/effects/shadows/SkShadowTessellator.h75
3 files changed, 2 insertions, 391 deletions
diff --git a/src/effects/shadows/SkAmbientShadowMaskFilter.cpp b/src/effects/shadows/SkAmbientShadowMaskFilter.cpp
index e378c184b9..d92a7b548c 100755
--- a/src/effects/shadows/SkAmbientShadowMaskFilter.cpp
+++ b/src/effects/shadows/SkAmbientShadowMaskFilter.cpp
@@ -18,11 +18,11 @@
#include "GrStyle.h"
#include "GrTexture.h"
#include "GrTextureProxy.h"
+#include "effects/GrShadowTessellator.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLUniformHandler.h"
-#include "SkShadowTessellator.h"
#include "SkStrokeRec.h"
#endif
@@ -238,7 +238,7 @@ bool SkAmbientShadowMaskFilterImpl::directFilterMaskGPU(GrTextureProvider* texPr
GrColor umbraColor = GrColorPackRGBA(0, 0, fAmbientAlpha*255.9999f, umbraAlpha*255.9999f);
GrColor penumbraColor = GrColorPackRGBA(0, 0, fAmbientAlpha*255.9999f, 0);
- SkAmbientShadowTessellator tess(SkMatrix::I(), path, radius, umbraColor, penumbraColor,
+ GrAmbientShadowTessellator tess(SkMatrix::I(), path, radius, umbraColor, penumbraColor,
SkToBool(fFlags & SkShadowFlags::kTransparentOccluder_ShadowFlag));
sk_sp<ShadowEdgeFP> edgeFP(new ShadowEdgeFP);
diff --git a/src/effects/shadows/SkShadowTessellator.cpp b/src/effects/shadows/SkShadowTessellator.cpp
deleted file mode 100755
index 0a320ceba9..0000000000
--- a/src/effects/shadows/SkShadowTessellator.cpp
+++ /dev/null
@@ -1,314 +0,0 @@
-/*
- * Copyright 2017 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkShadowTessellator.h"
-#include "SkGeometry.h"
-
-#if SK_SUPPORT_GPU
-#include "GrPathUtils.h"
-
-static bool compute_normal(const SkPoint& p0, const SkPoint& p1, SkScalar radius, SkScalar dir,
- SkVector* newNormal) {
- SkVector normal;
- // compute perpendicular
- normal.fX = p0.fY - p1.fY;
- normal.fY = p1.fX - p0.fX;
- if (!normal.normalize()) {
- return false;
- }
- normal *= radius*dir;
- *newNormal = normal;
- return true;
-}
-
-static void compute_radial_steps(const SkVector& v1, const SkVector& v2, SkScalar r,
- SkScalar* rotSin, SkScalar* rotCos, int* n) {
- const SkScalar kRecipPixelsPerArcSegment = 0.25f;
-
- SkScalar rCos = v1.dot(v2);
- SkScalar rSin = v1.cross(v2);
- SkScalar theta = SkScalarATan2(rSin, rCos);
-
- SkScalar steps = r*theta*kRecipPixelsPerArcSegment;
-
- SkScalar dTheta = theta / steps;
- *rotSin = SkScalarSinCos(dTheta, rotCos);
- *n = SkScalarFloorToInt(steps);
-}
-
-SkAmbientShadowTessellator::SkAmbientShadowTessellator(const SkMatrix& viewMatrix,
- const SkPath& path,
- SkScalar radius,
- GrColor umbraColor,
- GrColor penumbraColor,
- bool transparent)
- : fRadius(radius)
- , fUmbraColor(umbraColor)
- , fPenumbraColor(penumbraColor)
- , fTransparent(transparent)
- , fPrevInnerIndex(-1) {
-
- // Outer ring: 3*numPts
- // Middle ring: numPts
- fPositions.setReserve(4 * path.countPoints());
- fColors.setReserve(4 * path.countPoints());
- // Outer ring: 12*numPts
- // Middle ring: 0
- fIndices.setReserve(12 * path.countPoints());
-
- fInitPoints.setReserve(3);
-
- // walk around the path, tessellate and generate outer ring
- // if original path is transparent, will accumulate sum of points for centroid
- SkPath::Iter iter(path, true);
- SkPoint pts[4];
- SkPath::Verb verb;
- if (fTransparent) {
- *fPositions.push() = SkPoint::Make(0, 0);
- *fColors.push() = umbraColor;
- fCentroidCount = 0;
- }
- while ((verb = iter.next(pts)) != SkPath::kDone_Verb) {
- switch (verb) {
- case SkPath::kLine_Verb:
- this->handleLine(viewMatrix, pts[1]);
- break;
- case SkPath::kQuad_Verb:
- this->handleQuad(viewMatrix, pts);
- break;
- case SkPath::kCubic_Verb:
- this->handleCubic(viewMatrix, pts);
- break;
- case SkPath::kConic_Verb:
- this->handleConic(viewMatrix, pts, iter.conicWeight());
- break;
- case SkPath::kMove_Verb:
- case SkPath::kClose_Verb:
- case SkPath::kDone_Verb:
- break;
- }
- }
-
- SkVector normal;
- if (compute_normal(fPositions[fPrevInnerIndex], fPositions[fFirstVertex], fRadius, fDirection,
- &normal)) {
- this->addArc(normal);
-
- // close out previous arc
- *fPositions.push() = fPositions[fPrevInnerIndex] + normal;
- *fColors.push() = fPenumbraColor;
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fPositions.count() - 2;
- *fIndices.push() = fPositions.count() - 1;
-
- // add final edge
- *fPositions.push() = fPositions[fFirstVertex] + normal;
- *fColors.push() = fPenumbraColor;
-
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fPositions.count() - 2;
- *fIndices.push() = fFirstVertex;
-
- *fIndices.push() = fPositions.count() - 2;
- *fIndices.push() = fPositions.count() - 1;
- *fIndices.push() = fFirstVertex;
- }
-
- // finalize centroid
- if (fTransparent) {
- fPositions[0] *= SkScalarFastInvert(fCentroidCount);
-
- *fIndices.push() = 0;
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fFirstVertex;
- }
-
- // final fan
- if (fPositions.count() >= 3) {
- fPrevInnerIndex = fFirstVertex;
- fPrevNormal = normal;
- this->addArc(fFirstNormal);
-
- *fIndices.push() = fFirstVertex;
- *fIndices.push() = fPositions.count() - 1;
- *fIndices.push() = fFirstVertex + 1;
- }
-}
-
-// tesselation tolerance values, in device space pixels
-static const SkScalar kQuadTolerance = 0.2f;
-static const SkScalar kCubicTolerance = 0.2f;
-static const SkScalar kConicTolerance = 0.5f;
-
-void SkAmbientShadowTessellator::handleLine(const SkPoint& p) {
- if (fInitPoints.count() < 2) {
- *fInitPoints.push() = p;
- return;
- }
-
- if (fInitPoints.count() == 2) {
- // determine if cw or ccw
- SkVector v0 = fInitPoints[1] - fInitPoints[0];
- SkVector v1 = p - fInitPoints[0];
- SkScalar perpDot = v0.fX*v1.fY - v0.fY*v1.fX;
- if (SkScalarNearlyZero(perpDot)) {
- // nearly parallel, just treat as straight line and continue
- fInitPoints[1] = p;
- return;
- }
-
- // if perpDot > 0, winding is ccw
- fDirection = (perpDot > 0) ? -1 : 1;
-
- // add first quad
- if (!compute_normal(fInitPoints[0], fInitPoints[1], fRadius, fDirection,
- &fFirstNormal)) {
- // first two points are incident, make the third point the second and continue
- fInitPoints[1] = p;
- return;
- }
-
- fFirstVertex = fPositions.count();
- fPrevNormal = fFirstNormal;
- fPrevInnerIndex = fFirstVertex;
-
- *fPositions.push() = fInitPoints[0];
- *fColors.push() = fUmbraColor;
- *fPositions.push() = fInitPoints[0] + fFirstNormal;
- *fColors.push() = fPenumbraColor;
- if (fTransparent) {
- fPositions[0] += fInitPoints[0];
- fCentroidCount = 1;
- }
- this->addEdge(fInitPoints[1], fFirstNormal);
-
- // to ensure we skip this block next time
- *fInitPoints.push() = p;
- }
-
- SkVector normal;
- if (compute_normal(fPositions[fPrevInnerIndex], p, fRadius, fDirection, &normal)) {
- this->addArc(normal);
- this->addEdge(p, normal);
- }
-}
-
-void SkAmbientShadowTessellator::handleLine(const SkMatrix& m, SkPoint p) {
- m.mapPoints(&p, 1);
- this->handleLine(p);
-}
-
-void SkAmbientShadowTessellator::handleQuad(const SkPoint pts[3]) {
- int maxCount = GrPathUtils::quadraticPointCount(pts, kQuadTolerance);
- fPointBuffer.setReserve(maxCount);
- SkPoint* target = fPointBuffer.begin();
- int count = GrPathUtils::generateQuadraticPoints(pts[0], pts[1], pts[2],
- kQuadTolerance, &target, maxCount);
- fPointBuffer.setCount(count);
- for (int i = 0; i < count; i++) {
- this->handleLine(fPointBuffer[i]);
- }
-}
-
-void SkAmbientShadowTessellator::handleQuad(const SkMatrix& m, SkPoint pts[3]) {
- m.mapPoints(pts, 3);
- this->handleQuad(pts);
-}
-
-void SkAmbientShadowTessellator::handleCubic(const SkMatrix& m, SkPoint pts[4]) {
- m.mapPoints(pts, 4);
- int maxCount = GrPathUtils::cubicPointCount(pts, kCubicTolerance);
- fPointBuffer.setReserve(maxCount);
- SkPoint* target = fPointBuffer.begin();
- int count = GrPathUtils::generateCubicPoints(pts[0], pts[1], pts[2], pts[3],
- kCubicTolerance, &target, maxCount);
- fPointBuffer.setCount(count);
- for (int i = 0; i < count; i++) {
- this->handleLine(fPointBuffer[i]);
- }
-}
-
-void SkAmbientShadowTessellator::handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w) {
- m.mapPoints(pts, 3);
- SkAutoConicToQuads quadder;
- const SkPoint* quads = quadder.computeQuads(pts, w, kConicTolerance);
- SkPoint lastPoint = *(quads++);
- int count = quadder.countQuads();
- for (int i = 0; i < count; ++i) {
- SkPoint quadPts[3];
- quadPts[0] = lastPoint;
- quadPts[1] = quads[0];
- quadPts[2] = i == count - 1 ? pts[2] : quads[1];
- this->handleQuad(quadPts);
- lastPoint = quadPts[2];
- quads += 2;
- }
-}
-
-void SkAmbientShadowTessellator::addArc(const SkVector& nextNormal) {
- // fill in fan from previous quad
- SkScalar rotSin, rotCos;
- int numSteps;
- compute_radial_steps(fPrevNormal, nextNormal, fRadius, &rotSin, &rotCos, &numSteps);
- SkVector prevNormal = fPrevNormal;
- for (int i = 0; i < numSteps; ++i) {
- SkVector nextNormal;
- nextNormal.fX = prevNormal.fX*rotCos - prevNormal.fY*rotSin;
- nextNormal.fY = prevNormal.fY*rotCos + prevNormal.fX*rotSin;
- *fPositions.push() = fPositions[fPrevInnerIndex] + nextNormal;
- *fColors.push() = fPenumbraColor;
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fPositions.count() - 2;
- *fIndices.push() = fPositions.count() - 1;
-
- prevNormal = nextNormal;
- }
-}
-
-
-void SkAmbientShadowTessellator::finishArcAndAddEdge(const SkPoint& nextPoint,
- const SkVector& nextNormal) {
- // close out previous arc
- *fPositions.push() = fPositions[fPrevInnerIndex] + nextNormal;
- *fColors.push() = fPenumbraColor;
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fPositions.count() - 2;
- *fIndices.push() = fPositions.count() - 1;
-
- this->addEdge(nextPoint, nextNormal);
-}
-
-void SkAmbientShadowTessellator::addEdge(const SkPoint& nextPoint, const SkVector& nextNormal) {
- // add next quad
- *fPositions.push() = nextPoint;
- *fColors.push() = fUmbraColor;
- *fPositions.push() = nextPoint + nextNormal;
- *fColors.push() = fPenumbraColor;
-
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fPositions.count() - 3;
- *fIndices.push() = fPositions.count() - 2;
-
- *fIndices.push() = fPositions.count() - 3;
- *fIndices.push() = fPositions.count() - 1;
- *fIndices.push() = fPositions.count() - 2;
-
- // if transparent, add point to first one in array and add to center fan
- if (fTransparent) {
- fPositions[0] += nextPoint;
- ++fCentroidCount;
-
- *fIndices.push() = 0;
- *fIndices.push() = fPrevInnerIndex;
- *fIndices.push() = fPositions.count() - 2;
- }
-
- fPrevInnerIndex = fPositions.count() - 2;
- fPrevNormal = nextNormal;
-}
-
-#endif
diff --git a/src/effects/shadows/SkShadowTessellator.h b/src/effects/shadows/SkShadowTessellator.h
deleted file mode 100755
index 91274340df..0000000000
--- a/src/effects/shadows/SkShadowTessellator.h
+++ /dev/null
@@ -1,75 +0,0 @@
-/*
- * Copyright 2017 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#ifndef SkShadowTessellator_DEFINED
-#define SkShadowTessellator_DEFINED
-
-#include "SkTDArray.h"
-#include "SkPoint.h"
-
-#if SK_SUPPORT_GPU
-#include "GrColor.h"
-
-class SkMatrix;
-class SkPath;
-
-/**
- * This class generates an ambient shadow for a path by walking the path, outsetting by the
- * radius, and setting inner and outer colors to umbraColor and penumbraColor, respectively.
- * If transparent is true, then the center of the ambient shadow will be filled in.
- */
-class SkAmbientShadowTessellator {
-public:
- SkAmbientShadowTessellator(const SkMatrix& viewMatrix, const SkPath& path, SkScalar radius,
- GrColor umbraColor, GrColor penumbraColor, bool transparent);
-
- int vertexCount() { return fPositions.count(); }
- SkPoint* positions() { return fPositions.begin(); }
- GrColor* colors() { return fColors.begin(); }
- int indexCount() { return fIndices.count(); }
- uint16_t* indices() { return fIndices.begin(); }
-
-private:
- void handleLine(const SkPoint& p);
- void handleLine(const SkMatrix& m, SkPoint p);
-
- void handleQuad(const SkPoint pts[3]);
- void handleQuad(const SkMatrix& m, SkPoint pts[3]);
-
- void handleCubic(const SkMatrix& m, SkPoint pts[4]);
-
- void handleConic(const SkMatrix& m, SkPoint pts[3], SkScalar w);
-
- void addArc(const SkVector& nextNormal);
- void finishArcAndAddEdge(const SkVector& nextPoint, const SkVector& nextNormal);
- void addEdge(const SkVector& nextPoint, const SkVector& nextNormal);
-
- SkScalar fRadius;
- GrColor fUmbraColor;
- GrColor fPenumbraColor;
- bool fTransparent;
-
- SkTDArray<SkPoint> fPositions;
- SkTDArray<GrColor> fColors;
- SkTDArray<uint16_t> fIndices;
-
- int fPrevInnerIndex;
- SkVector fPrevNormal;
- int fFirstVertex;
- SkVector fFirstNormal;
- SkScalar fDirection;
- int fCentroidCount;
-
- // first three points
- SkTDArray<SkPoint> fInitPoints;
- // temporary buffer
- SkTDArray<SkPoint> fPointBuffer;
-};
-
-#endif
-
-#endif