/* * 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 GrCCPRQuadraticShader_DEFINED #define GrCCPRQuadraticShader_DEFINED #include "ccpr/GrCCPRCoverageProcessor.h" /** * This class renders the coverage of closed quadratic curves using the techniques outlined in * "Resolution Independent Curve Rendering using Programmable Graphics Hardware" by Charles Loop and * Jim Blinn: * * https://www.microsoft.com/en-us/research/wp-content/uploads/2005/01/p1000-loop.pdf * * The provided curves must be monotonic with respect to the vector of their closing edge [P2 - P0]. * (Use GrCCPRGeometry.) */ class GrCCPRQuadraticShader : public GrCCPRCoverageProcessor::Shader { protected: void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID, const char* wind, GeometryVars*) const final; virtual void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID, GeometryVars*) const = 0; WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position, const char* coverage, const char* wind) final; virtual void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) = 0; const GrShaderVar fCanonicalMatrix{"canonical_matrix", kFloat3x3_GrSLType}; const GrShaderVar fEdgeDistanceEquation{"edge_distance_equation", kFloat3_GrSLType}; GrGLSLVarying fXYD{kFloat3_GrSLType, GrGLSLVarying::Scope::kGeoToFrag}; }; /** * This pass draws a conservative raster hull around the quadratic bezier curve, computes the * curve's coverage using the gradient-based AA technique outlined in the Loop/Blinn paper, and * uses simple distance-to-edge to subtract out coverage for the flat closing edge [P2 -> P0]. Since * the provided curves are monotonic, this will get every pixel right except the two corners. */ class GrCCPRQuadraticHullShader : public GrCCPRQuadraticShader { void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID, GeometryVars*) const override; void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override; void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override; GrGLSLVarying fGrad{kFloat2_GrSLType, GrGLSLVarying::Scope::kGeoToFrag}; }; /** * This pass fixes the corners of a closed quadratic segment with soft MSAA. */ class GrCCPRQuadraticCornerShader : public GrCCPRQuadraticShader { void onEmitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID, GeometryVars*) const override; void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override; void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override; GrGLSLVarying fdXYDdx{kFloat3_GrSLType, GrGLSLVarying::Scope::kGeoToFrag}; GrGLSLVarying fdXYDdy{kFloat3_GrSLType, GrGLSLVarying::Scope::kGeoToFrag}; }; #endif