/* * 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 "GrShadowGeoProc.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLUniformHandler.h" #include "glsl/GrGLSLVarying.h" #include "glsl/GrGLSLVertexShaderBuilder.h" class GrGLSLRRectShadowGeoProc : public GrGLSLGeometryProcessor { public: GrGLSLRRectShadowGeoProc() {} void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override { const GrRRectShadowGeoProc& rsgp = args.fGP.cast(); GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder; GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler; GrGLSLUniformHandler* uniformHandler = args.fUniformHandler; GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder; // emit attributes varyingHandler->emitAttributes(rsgp); fragBuilder->codeAppend("vec4 shadowParams;"); varyingHandler->addPassThroughAttribute(rsgp.inShadowParams(), "shadowParams"); // setup pass through color varyingHandler->addPassThroughAttribute(rsgp.inColor(), args.fOutputColor); // Setup position this->setupPosition(vertBuilder, gpArgs, rsgp.inPosition()->fName); // emit transforms this->emitTransforms(vertBuilder, varyingHandler, uniformHandler, gpArgs->fPositionVar, rsgp.inPosition()->fName, rsgp.localMatrix(), args.fFPCoordTransformHandler); fragBuilder->codeAppend("float d = length(shadowParams.xy);"); fragBuilder->codeAppend("float distance = shadowParams.z * (1.0 - d);"); fragBuilder->codeAppend("float factor = 1.0 - clamp(distance, 0.0, shadowParams.w);"); fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;"); fragBuilder->codeAppendf("%s = vec4(factor);", args.fOutputCoverage); } void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc, FPCoordTransformIter&& transformIter) override { this->setTransformDataHelper(proc.cast().localMatrix(), pdman, &transformIter); } static inline void GenKey(const GrGeometryProcessor& gp, const GrShaderCaps&, GrProcessorKeyBuilder* b) { const GrRRectShadowGeoProc& rsgp = gp.cast(); uint16_t key; key = rsgp.localMatrix().hasPerspective() ? 0x1 : 0x0; b->add32(key); } private: typedef GrGLSLGeometryProcessor INHERITED; }; /////////////////////////////////////////////////////////////////////////////// GrRRectShadowGeoProc::GrRRectShadowGeoProc(const SkMatrix& localMatrix) : fLocalMatrix(localMatrix) { this->initClassID(); fInPosition = &this->addVertexAttrib("inPosition", kVec2f_GrVertexAttribType, kHigh_GrSLPrecision); fInColor = &this->addVertexAttrib("inColor", kVec4ub_GrVertexAttribType); fInShadowParams = &this->addVertexAttrib("inShadowParams", kVec4f_GrVertexAttribType); } void GrRRectShadowGeoProc::getGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const { GrGLSLRRectShadowGeoProc::GenKey(*this, caps, b); } GrGLSLPrimitiveProcessor* GrRRectShadowGeoProc::createGLSLInstance(const GrShaderCaps&) const { return new GrGLSLRRectShadowGeoProc(); } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_GEOMETRY_PROCESSOR_TEST(GrRRectShadowGeoProc); #if GR_TEST_UTILS sk_sp GrRRectShadowGeoProc::TestCreate(GrProcessorTestData* d) { return GrRRectShadowGeoProc::Make(GrTest::TestMatrix(d->fRandom)); } #endif