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/*
* 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 GrCCTriangleShader_DEFINED
#define GrCCTriangleShader_DEFINED
#include "ccpr/GrCCCoverageProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
/**
* This class renders AA triangles. It relies on the coverage processor to set up the geometry and
* provide coverage values at each vertex, then simply interpolates these values in the fragment
* shader.
*/
class GrCCTriangleShader : public GrCCCoverageProcessor::Shader {
void onEmitVaryings(GrGLSLVaryingHandler* varyingHandler, GrGLSLVarying::Scope scope,
SkString* code, const char* position, const char* coverage,
const char* attenuatedCoverage) override {
if (!attenuatedCoverage) {
fCoverages.reset(kHalf_GrSLType, scope);
varyingHandler->addVarying("coverage", &fCoverages);
code->appendf("%s = %s;", OutName(fCoverages), coverage);
} else {
fCoverages.reset(kHalf3_GrSLType, scope);
varyingHandler->addVarying("coverages", &fCoverages);
code->appendf("%s = half3(%s, %s);", OutName(fCoverages), attenuatedCoverage, coverage);
}
}
void onEmitFragmentCode(GrGLSLFPFragmentBuilder* f, const char* outputCoverage) const override {
if (kHalf_GrSLType == fCoverages.type()) {
f->codeAppendf("%s = %s;", outputCoverage, fCoverages.fsIn());
} else {
f->codeAppendf("%s = %s.x * %s.y + %s.z;",
outputCoverage, fCoverages.fsIn(), fCoverages.fsIn(), fCoverages.fsIn());
}
}
GrGLSLVarying fCoverages;
};
#endif
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