/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkRRectsGaussianEdgeShader.h" #include "SkReadBuffer.h" #include "SkWriteBuffer.h" /** \class SkRRectsGaussianEdgeShaderImpl * This shader applies a gaussian edge to the intersection of two round rects. * The round rects must have the same radii at each corner and the x&y radii * must also be equal. */ class SkRRectsGaussianEdgeShaderImpl : public SkShader { public: SkRRectsGaussianEdgeShaderImpl(const SkRRect& first, const SkRRect& second, SkScalar radius) : fFirst(first) , fSecond(second) , fRadius(radius) { } bool isOpaque() const override { return false; } #if SK_SUPPORT_GPU sk_sp asFragmentProcessor(const AsFPArgs&) const override; #endif class GaussianEdgeShaderContext : public SkShader::Context { public: GaussianEdgeShaderContext(const SkRRectsGaussianEdgeShaderImpl&, const ContextRec&); ~GaussianEdgeShaderContext() override { } void shadeSpan(int x, int y, SkPMColor[], int count) override; uint32_t getFlags() const override { return 0; } private: SkColor fPaintColor; typedef SkShader::Context INHERITED; }; SK_TO_STRING_OVERRIDE() SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkRRectsGaussianEdgeShaderImpl) protected: void flatten(SkWriteBuffer&) const override; size_t onContextSize(const ContextRec&) const override; Context* onCreateContext(const ContextRec&, void*) const override; private: SkRRect fFirst; SkRRect fSecond; SkScalar fRadius; friend class SkRRectsGaussianEdgeShader; // for serialization registration system typedef SkShader INHERITED; }; //////////////////////////////////////////////////////////////////////////// #if SK_SUPPORT_GPU #include "GrCoordTransform.h" #include "GrFragmentProcessor.h" #include "GrInvariantOutput.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLProgramDataManager.h" #include "glsl/GrGLSLUniformHandler.h" #include "SkGr.h" #include "SkGrPriv.h" class RRectsGaussianEdgeFP : public GrFragmentProcessor { public: enum Mode { kCircle_Mode, kRect_Mode, kSimpleCircular_Mode, }; RRectsGaussianEdgeFP(const SkRRect& first, const SkRRect& second, SkScalar radius) : fFirst(first) , fSecond(second) , fRadius(radius) { this->initClassID(); this->setWillReadFragmentPosition(); fFirstMode = ComputeMode(fFirst); fSecondMode = ComputeMode(fSecond); } class GLSLRRectsGaussianEdgeFP : public GrGLSLFragmentProcessor { public: GLSLRRectsGaussianEdgeFP() { } // This method emits code so that, for each shape, the distance from the edge is returned // in 'outputName' clamped to 0..1 with positive distance being towards the center of the // shape. The distance will have been normalized by the radius. void emitModeCode(Mode mode, GrGLSLFPFragmentBuilder* fragBuilder, const char* posName, const char* sizesName, const char* radiiName, const char* radName, const char* outputName, const char indices[2]) { // how to access the params for the 2 rrects // Positive distance is towards the center of the circle. // Map all the cases to the lower right quadrant. fragBuilder->codeAppendf("vec2 delta = abs(%s.xy - %s.%s);", fragBuilder->fragmentPosition(), posName, indices); switch (mode) { case kCircle_Mode: // When a shadow circle gets large we can have some precision issues if // we do "length(delta)/radius". The scaleDist temporary cuts the // delta vector down a bit before invoking length. fragBuilder->codeAppendf("float scaledDist = length(delta/%s);", radName); fragBuilder->codeAppendf("%s = clamp((%s.%c/%s - scaledDist), 0.0, 1.0);", outputName, sizesName, indices[0], radName); break; case kRect_Mode: fragBuilder->codeAppendf( "vec2 rectDist = vec2(1.0 - clamp((%s.%c - delta.x)/%s, 0.0, 1.0)," "1.0 - clamp((%s.%c - delta.y)/%s, 0.0, 1.0));", sizesName, indices[0], radName, sizesName, indices[1], radName); fragBuilder->codeAppendf("%s = clamp(1.0 - length(rectDist), 0.0, 1.0);", outputName); break; case kSimpleCircular_Mode: // For the circular round rect we combine 2 distances: // the fractional position from the corner inset point to the corner's circle // the minimum perpendicular distance to the bounding rectangle // The first distance is used when the pixel is inside the ice-cream-cone-shaped // portion of a corner. The second is used everywhere else. // This is intended to approximate the interpolation pattern if we had tessellated // this geometry into a RRect outside and a rect inside. //---------------- // rect distance computation fragBuilder->codeAppendf("float xDist = (%s.%c - delta.x) / %s;", sizesName, indices[0], radName); fragBuilder->codeAppendf("float yDist = (%s.%c - delta.y) / %s;", sizesName, indices[1], radName); fragBuilder->codeAppend("float rectDist = clamp(min(xDist, yDist), 0.0, 1.0);"); //---------------- // ice-cream-cone fractional distance computation // When the blurRadius is larger than the corner radius we want to use it to // compute the pointy end of the ice cream cone. If it smaller we just want to use // the center of the corner's circle. When using the blurRadius the inset amount // can't exceed the halfwidths of the RRect. fragBuilder->codeAppendf("float insetDist = min(max(%s, %s.%c),min(%s.%c, %s.%c));", radName, radiiName, indices[0], sizesName, indices[0], sizesName, indices[1]); // "maxValue" is a correction term for if the blurRadius is larger than the // size of the RRect. In that case we don't want to go all the way to black. fragBuilder->codeAppendf("float maxValue = insetDist/%s;", radName); fragBuilder->codeAppendf("vec2 coneBottom = vec2(%s.%c - insetDist," "%s.%c - insetDist);", sizesName, indices[0], sizesName, indices[1]); fragBuilder->codeAppendf("vec2 cornerTop = vec2(%s.%c - %s.%c, %s.%c) -" "coneBottom;", sizesName, indices[0], radiiName, indices[0], sizesName, indices[1]); fragBuilder->codeAppendf("vec2 cornerRight = vec2(%s.%c, %s.%c - %s.%c) -" "coneBottom;", sizesName, indices[0], sizesName, indices[1], radiiName, indices[1]); fragBuilder->codeAppend("vec2 ptInConeSpace = delta - coneBottom;"); fragBuilder->codeAppend("float distToPtInConeSpace = length(ptInConeSpace);"); fragBuilder->codeAppend("float cross1 = ptInConeSpace.x * cornerTop.y -" "ptInConeSpace.y * cornerTop.x;"); fragBuilder->codeAppend("float cross2 = -ptInConeSpace.x * cornerRight.y + " "ptInConeSpace.y * cornerRight.x;"); fragBuilder->codeAppend("float inCone = step(0.0, cross1) * step(0.0, cross2);"); fragBuilder->codeAppendf("vec2 cornerCenterInConeSpace = vec2(insetDist - %s.%c);", radiiName, indices[0]); fragBuilder->codeAppend("vec2 connectingVec = ptInConeSpace -" "cornerCenterInConeSpace;"); fragBuilder->codeAppend("ptInConeSpace = normalize(ptInConeSpace);"); // "a" (i.e., dot(ptInConeSpace, ptInConeSpace) should always be 1.0f since // ptInConeSpace is now normalized fragBuilder->codeAppend("float b = 2.0 * dot(ptInConeSpace, connectingVec);"); fragBuilder->codeAppendf("float c = dot(connectingVec, connectingVec) - " "%s.%c * %s.%c;", radiiName, indices[0], radiiName, indices[0]); fragBuilder->codeAppend("float fourAC = 4*c;"); // This max prevents sqrt(-1) when outside the cone fragBuilder->codeAppend("float bSq = max(b*b, fourAC);"); // lop off negative values that are outside the cone fragBuilder->codeAppend("float coneDist = max(0.0, " "0.5 * (-b + sqrt(bSq - fourAC)));"); // make the coneDist a fraction of how far it is from the edge to the cone's base fragBuilder->codeAppend("coneDist = (maxValue*coneDist) /" "(coneDist+distToPtInConeSpace);"); fragBuilder->codeAppend("coneDist = clamp(coneDist, 0.0, 1.0);"); //---------------- fragBuilder->codeAppendf("%s = (inCone * coneDist) + ((1.0-inCone) * rectDist);", outputName); break; } } void emitCode(EmitArgs& args) override { const RRectsGaussianEdgeFP& fp = args.fFp.cast(); GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; const char* positionsUniName = nullptr; fPositionsUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType, kDefault_GrSLPrecision, "Positions", &positionsUniName); const char* sizesUniName = nullptr; fSizesUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType, kDefault_GrSLPrecision, "Sizes", &sizesUniName); const char* radiiUniName = nullptr; if (fp.fFirstMode == kSimpleCircular_Mode || fp.fSecondMode == kSimpleCircular_Mode) { fRadiiUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType, kDefault_GrSLPrecision, "Radii", &radiiUniName); } const char* radUniName = nullptr; fRadiusUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType, kDefault_GrSLPrecision, "Radius", &radUniName); fragBuilder->codeAppend("float firstDist;"); fragBuilder->codeAppend("{"); this->emitModeCode(fp.firstMode(), fragBuilder, positionsUniName, sizesUniName, radiiUniName, radUniName, "firstDist", "xy"); fragBuilder->codeAppend("}"); fragBuilder->codeAppend("float secondDist;"); fragBuilder->codeAppend("{"); this->emitModeCode(fp.secondMode(), fragBuilder, positionsUniName, sizesUniName, radiiUniName, radUniName, "secondDist", "zw"); fragBuilder->codeAppend("}"); fragBuilder->codeAppend("vec2 distVec = vec2(1.0 - firstDist, 1.0 - secondDist);"); // Finally use the distance to apply the Gaussian edge fragBuilder->codeAppend("float factor = clamp(length(distVec), 0.0, 1.0);"); fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;"); fragBuilder->codeAppendf("%s = factor*%s;", args.fOutputColor, args.fInputColor); } static void GenKey(const GrProcessor& proc, const GrGLSLCaps&, GrProcessorKeyBuilder* b) { const RRectsGaussianEdgeFP& fp = proc.cast(); b->add32(fp.firstMode() | (fp.secondMode() << 4)); } protected: void onSetData(const GrGLSLProgramDataManager& pdman, const GrProcessor& proc) override { const RRectsGaussianEdgeFP& edgeFP = proc.cast(); const SkRRect& first = edgeFP.first(); const SkRRect& second = edgeFP.second(); pdman.set4f(fPositionsUni, first.getBounds().centerX(), first.getBounds().centerY(), second.getBounds().centerX(), second.getBounds().centerY()); pdman.set4f(fSizesUni, 0.5f * first.rect().width(), 0.5f * first.rect().height(), 0.5f * second.rect().width(), 0.5f * second.rect().height()); if (edgeFP.firstMode() == kSimpleCircular_Mode || edgeFP.secondMode() == kSimpleCircular_Mode) { // This is a bit of overkill since fX should equal fY for both round rects but it // makes the shader code simpler. pdman.set4f(fRadiiUni, first.getSimpleRadii().fX, first.getSimpleRadii().fY, second.getSimpleRadii().fX, second.getSimpleRadii().fY); } pdman.set1f(fRadiusUni, edgeFP.radius()); } private: // The centers of the two round rects (x1, y1, x2, y2) GrGLSLProgramDataManager::UniformHandle fPositionsUni; // The half widths and half heights of the two round rects (w1/2, h1/2, w2/2, h2/2) // For circles we still upload both width & height to simplify things GrGLSLProgramDataManager::UniformHandle fSizesUni; // The corner radii of the two round rects (rx1, ry1, rx2, ry2) // We upload both the x&y radii (although they are currently always the same) to make // the indexing in the shader code simpler. In some future world we could also support // non-circular corner round rects & ellipses. GrGLSLProgramDataManager::UniformHandle fRadiiUni; // The radius parameters (radius) GrGLSLProgramDataManager::UniformHandle fRadiusUni; typedef GrGLSLFragmentProcessor INHERITED; }; void onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override { GLSLRRectsGaussianEdgeFP::GenKey(*this, caps, b); } const char* name() const override { return "RRectsGaussianEdgeFP"; } void onComputeInvariantOutput(GrInvariantOutput* inout) const override { inout->setToUnknown(GrInvariantOutput::kWill_ReadInput); } const SkRRect& first() const { return fFirst; } Mode firstMode() const { return fFirstMode; } const SkRRect& second() const { return fSecond; } Mode secondMode() const { return fSecondMode; } SkScalar radius() const { return fRadius; } private: static Mode ComputeMode(const SkRRect& rr) { if (rr.isCircle()) { return kCircle_Mode; } else if (rr.isRect()) { return kRect_Mode; } else { SkASSERT(rr.isSimpleCircular()); return kSimpleCircular_Mode; } } GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLRRectsGaussianEdgeFP; } bool onIsEqual(const GrFragmentProcessor& proc) const override { const RRectsGaussianEdgeFP& edgeFP = proc.cast(); return fFirst == edgeFP.fFirst && fSecond == edgeFP.fSecond && fRadius == edgeFP.fRadius; } SkRRect fFirst; Mode fFirstMode; SkRRect fSecond; Mode fSecondMode; SkScalar fRadius; typedef GrFragmentProcessor INHERITED; }; //////////////////////////////////////////////////////////////////////////// sk_sp SkRRectsGaussianEdgeShaderImpl::asFragmentProcessor( const AsFPArgs& args) const { return sk_make_sp(fFirst, fSecond, fRadius); } #endif //////////////////////////////////////////////////////////////////////////// SkRRectsGaussianEdgeShaderImpl::GaussianEdgeShaderContext::GaussianEdgeShaderContext( const SkRRectsGaussianEdgeShaderImpl& shader, const ContextRec& rec) : INHERITED(shader, rec) { fPaintColor = rec.fPaint->getColor(); } void SkRRectsGaussianEdgeShaderImpl::GaussianEdgeShaderContext::shadeSpan(int x, int y, SkPMColor result[], int count) { // TODO: implement for (int i = 0; i < count; ++i) { result[i] = fPaintColor; } } //////////////////////////////////////////////////////////////////////////// #ifndef SK_IGNORE_TO_STRING void SkRRectsGaussianEdgeShaderImpl::toString(SkString* str) const { str->appendf("RRectsGaussianEdgeShader: ()"); } #endif sk_sp SkRRectsGaussianEdgeShaderImpl::CreateProc(SkReadBuffer& buf) { // Discarding SkShader flattenable params bool hasLocalMatrix = buf.readBool(); SkAssertResult(!hasLocalMatrix); SkRect rect1, rect2; buf.readRect(&rect1); SkScalar xRad1 = buf.readScalar(); SkScalar yRad1 = buf.readScalar(); buf.readRect(&rect2); SkScalar xRad2 = buf.readScalar(); SkScalar yRad2 = buf.readScalar(); SkScalar radius = buf.readScalar(); return sk_make_sp(SkRRect::MakeRectXY(rect1, xRad1, yRad1), SkRRect::MakeRectXY(rect2, xRad2, yRad2), radius); } void SkRRectsGaussianEdgeShaderImpl::flatten(SkWriteBuffer& buf) const { INHERITED::flatten(buf); SkASSERT(fFirst.isRect() || fFirst.isCircle() || fFirst.isSimpleCircular()); buf.writeRect(fFirst.rect()); const SkVector& radii1 = fFirst.getSimpleRadii(); buf.writeScalar(radii1.fX); buf.writeScalar(radii1.fY); SkASSERT(fSecond.isRect() || fSecond.isCircle() || fSecond.isSimpleCircular()); buf.writeRect(fSecond.rect()); const SkVector& radii2 = fSecond.getSimpleRadii(); buf.writeScalar(radii2.fX); buf.writeScalar(radii2.fY); buf.writeScalar(fRadius); } size_t SkRRectsGaussianEdgeShaderImpl::onContextSize(const ContextRec& rec) const { return sizeof(GaussianEdgeShaderContext); } SkShader::Context* SkRRectsGaussianEdgeShaderImpl::onCreateContext(const ContextRec& rec, void* storage) const { return new (storage) GaussianEdgeShaderContext(*this, rec); } /////////////////////////////////////////////////////////////////////////////// sk_sp SkRRectsGaussianEdgeShader::Make(const SkRRect& first, const SkRRect& second, SkScalar radius, SkScalar unused) { if ((!first.isRect() && !first.isCircle() && !first.isSimpleCircular()) || (!second.isRect() && !second.isCircle() && !second.isSimpleCircular())) { // we only deal with the shapes where the x & y radii are equal // and the same for all four corners return nullptr; } return sk_make_sp(first, second, radius); } /////////////////////////////////////////////////////////////////////////////// SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_START(SkRRectsGaussianEdgeShader) SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkRRectsGaussianEdgeShaderImpl) SK_DEFINE_FLATTENABLE_REGISTRAR_GROUP_END ///////////////////////////////////////////////////////////////////////////////