/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrCCConicShader.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLVertexGeoBuilder.h" void GrCCConicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts, const char* wind, const char** outHull4) const { // K is distance from the line P2 -> P0. L is distance from the line P0 -> P1, scaled by 2w. // M is distance from the line P1 -> P2, scaled by 2w. We do this in a space where P1=0. s->declareGlobal(fKLMMatrix); s->codeAppendf("float x0 = %s[0].x - %s[1].x, x2 = %s[2].x - %s[1].x;", pts, pts, pts, pts); s->codeAppendf("float y0 = %s[0].y - %s[1].y, y2 = %s[2].y - %s[1].y;", pts, pts, pts, pts); s->codeAppendf("float w = %s[3].x;", pts); s->codeAppendf("%s = float3x3(y2 - y0, x0 - x2, x2*y0 - x0*y2, " "2*w * float2(+y0, -x0), 0, " "2*w * float2(-y2, +x2), 0);", fKLMMatrix.c_str()); s->declareGlobal(fControlPoint); s->codeAppendf("%s = %s[1];", fControlPoint.c_str(), pts); // Scale KLM by the inverse Manhattan width of K. This allows K to double as the flat opposite // edge AA. kwidth will not be 0 because we cull degenerate conics on the CPU. s->codeAppendf("float kwidth = 2*bloat * %s * (abs(%s[0].x) + abs(%s[0].y));", wind, fKLMMatrix.c_str(), fKLMMatrix.c_str()); s->codeAppendf("%s *= 1/kwidth;", fKLMMatrix.c_str()); if (outHull4) { // Clip the conic triangle by the tangent line at maximum height. Conics have the nice // property that maximum height always occurs at T=.5. This is a simple application for // De Casteljau's algorithm. s->codeAppendf("float2 p1w = %s[1]*w;", pts); s->codeAppend ("float r = 1 / (1 + w);"); s->codeAppend ("float2 conic_hull[4];"); s->codeAppendf("conic_hull[0] = %s[0];", pts); s->codeAppendf("conic_hull[1] = (%s[0] + p1w) * r;", pts); s->codeAppendf("conic_hull[2] = (p1w + %s[2]) * r;", pts); s->codeAppendf("conic_hull[3] = %s[2];", pts); *outHull4 = "conic_hull"; } } void GrCCConicShader::onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope, SkString* code, const char* position, const char* coverage, const char* cornerCoverage) { fKLM_fWind.reset(kFloat4_GrSLType, scope); varyingHandler->addVarying("klm_and_wind", &fKLM_fWind); code->appendf("float3 klm = float3(%s - %s, 1) * %s;", position, fControlPoint.c_str(), fKLMMatrix.c_str()); code->appendf("%s.xyz = klm;", OutName(fKLM_fWind)); code->appendf("%s.w = %s;", OutName(fKLM_fWind), coverage); // coverage == wind. fGrad_fCorner.reset(cornerCoverage ? kFloat4_GrSLType : kFloat2_GrSLType, scope); varyingHandler->addVarying(cornerCoverage ? "grad_and_corner" : "grad", &fGrad_fCorner); code->appendf("%s.xy = 2*bloat * (float3x2(%s) * float3(2*klm[0], -klm[2], -klm[1]));", OutName(fGrad_fCorner), fKLMMatrix.c_str()); if (cornerCoverage) { code->appendf("half hull_coverage;"); this->calcHullCoverage(code, "klm", OutName(fGrad_fCorner), "hull_coverage"); code->appendf("%s.zw = half2(hull_coverage, 1) * %s;", OutName(fGrad_fCorner), cornerCoverage); } } void GrCCConicShader::onEmitFragmentCode(GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const { this->calcHullCoverage(&AccessCodeString(f), fKLM_fWind.fsIn(), fGrad_fCorner.fsIn(), outputCoverage); f->codeAppendf("%s *= %s.w;", outputCoverage, fKLM_fWind.fsIn()); // Wind. if (kFloat4_GrSLType == fGrad_fCorner.type()) { f->codeAppendf("%s = %s.z * %s.w + %s;", // Attenuated corner coverage. outputCoverage, fGrad_fCorner.fsIn(), fGrad_fCorner.fsIn(), outputCoverage); } } void GrCCConicShader::calcHullCoverage(SkString* code, const char* klm, const char* grad, const char* outputCoverage) const { code->appendf("float k = %s.x, l = %s.y, m = %s.z;", klm, klm, klm); code->append ("float f = k*k - l*m;"); code->appendf("float fwidth = abs(%s.x) + abs(%s.y);", grad, grad); code->appendf("%s = min(0.5 - f/fwidth, 1);", outputCoverage); // Curve coverage. code->append ("half d = min(k - 0.5, 0);"); // K doubles as the flat opposite edge's AA. code->appendf("%s = max(%s + d, 0);", outputCoverage, outputCoverage); // Total hull coverage. }