/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrPLSPathRenderer_DEFINED #define GrPLSPathRenderer_DEFINED #include "GrPathRenderer.h" /* * Renders arbitrary antialiased paths using pixel local storage as a scratch buffer. The overall * technique is very similar to the approach presented in "Resolution independent rendering of * deformable vector objects using graphics hardware" by Kokojima et al. * We first render the straight-line portions of the path (essentially pretending as if all segments * were kLine_Verb) as a triangle fan, using a fragment shader which updates the winding counts * appropriately. We then render the curved portions of the path using a Loop-Blinn shader which * calculates which portion of the triangle is covered by the quad (conics and cubics are split down * to quads). Where we diverge from Kokojima is that, instead of rendering into the stencil buffer * and using built-in MSAA to handle straight-line antialiasing, we use the pixel local storage area * and calculate the MSAA ourselves in the fragment shader. Essentially, we manually evaluate the * coverage of each pixel four times, storing four winding counts into the pixel local storage area, * and compute the final coverage based on those winding counts. * * Our approach is complicated by the need to perform antialiasing on straight edges as well, * without relying on hardware MSAA. We instead bloat the triangles to ensure complete coverage, * pass the original (un-bloated) vertices in to the fragment shader, and then have the fragment * shader use these vertices to evaluate whether a given sample is located within the triangle or * not. This gives us MSAA4 edges on triangles which line up nicely with no seams. We similarly face * problems on the back (flat) edges of quads, where we have to ensure that the back edge is * antialiased in the same way. Similar to the triangle case, we pass in the two (unbloated) * vertices defining the back edge of the quad and the fragment shader uses these vertex coordinates * to discard samples falling on the other side of the quad's back edge. */ class GrPLSPathRenderer : public GrPathRenderer { public: GrPLSPathRenderer(); bool onCanDrawPath(const CanDrawPathArgs& args) const override; protected: bool onDrawPath(const DrawPathArgs& args) override; }; #endif