Index: src/gpu/GrAAHairLinePathRenderer.cpp |
diff --git a/src/gpu/GrAAHairLinePathRenderer.cpp b/src/gpu/GrAAHairLinePathRenderer.cpp |
index 5ef981be62cb2766245f2c4d34fb503882c17542..2b5f3cc0557806f3db842225d992cec955a76348 100644 |
--- a/src/gpu/GrAAHairLinePathRenderer.cpp |
+++ b/src/gpu/GrAAHairLinePathRenderer.cpp |
@@ -738,6 +738,105 @@ void add_line(const SkPoint p[2], |
} |
/** |
+ * Shader is based off of "Resolution Independent Curve Rendering using |
+ * Programmable Graphics Hardware" by Loop and Blinn. |
+ * The output of this effect is a hairline edge for non rational cubics. |
+ * Cubics are specified by implicit equation K^3 - LM. |
+ * K, L, and M, are the first three values of the vertex attribute, |
+ * the fourth value is not used. Distance is calculated using a |
+ * first order approximation from the taylor series. |
+ * Coverage is max(0, 1-distance). |
+ */ |
+class HairCubicEdgeEffect : public GrEffect { |
+public: |
+ static GrEffectRef* Create() { |
+ GR_CREATE_STATIC_EFFECT(gHairCubicEdgeEffect, HairCubicEdgeEffect, ()); |
+ gHairCubicEdgeEffect->ref(); |
+ return gHairCubicEdgeEffect; |
+ } |
+ |
+ virtual ~HairCubicEdgeEffect() {} |
+ |
+ static const char* Name() { return "HairCubicEdge"; } |
+ |
+ virtual void getConstantColorComponents(GrColor* color, |
+ uint32_t* validFlags) const SK_OVERRIDE { |
+ *validFlags = 0; |
+ } |
+ |
+ virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { |
+ return GrTBackendEffectFactory<HairCubicEdgeEffect>::getInstance(); |
+ } |
+ |
+ class GLEffect : public GrGLEffect { |
+ public: |
+ GLEffect(const GrBackendEffectFactory& factory, const GrDrawEffect&) |
+ : INHERITED (factory) {} |
+ |
+ virtual void emitCode(GrGLShaderBuilder* builder, |
+ const GrDrawEffect& drawEffect, |
+ EffectKey key, |
+ const char* outputColor, |
+ const char* inputColor, |
+ const TextureSamplerArray& samplers) SK_OVERRIDE { |
+ const char *vsName, *fsName; |
+ |
+ SkAssertResult(builder->enableFeature( |
+ GrGLShaderBuilder::kStandardDerivatives_GLSLFeature)); |
+ builder->addVarying(kVec4f_GrSLType, "CubicCoeffs", |
+ &vsName, &fsName); |
+ const SkString* attr0Name = |
+ builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]); |
+ builder->vsCodeAppendf("\t%s = %s;\n", vsName, attr0Name->c_str()); |
+ |
+ builder->fsCodeAppend("\t\tfloat edgeAlpha;\n"); |
+ |
+ builder->fsCodeAppendf("\t\tvec3 dklmdx = dFdx(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tvec3 dklmdy = dFdy(%s.xyz);\n", fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdx =\n" |
+ "\t\t3.0*%s.x*%s.x*dklmdx.x - %s.y*dklmdx.z - %s.z*dklmdx.y;\n", |
+ fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppendf("\t\tfloat dfdy =\n" |
+ "\t\t3.0*%s.x*%s.x*dklmdy.x - %s.y*dklmdy.z - %s.z*dklmdy.y;\n", |
+ fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tvec2 gF = vec2(dfdx, dfdy);\n"); |
+ builder->fsCodeAppend("\t\tfloat gFM = sqrt(dot(gF, gF));\n"); |
+ builder->fsCodeAppendf("\t\tfloat func = abs(%s.x*%s.x*%s.x - %s.y*%s.z);\n", |
+ fsName, fsName, fsName, fsName, fsName); |
+ builder->fsCodeAppend("\t\tedgeAlpha = func / gFM;\n"); |
+ builder->fsCodeAppend("\t\tedgeAlpha = max(1.0 - edgeAlpha, 0.0);\n"); |
+ // Add line below for smooth cubic ramp |
+ // builder->fsCodeAppend("\t\tedgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);\n"); |
+ |
+ SkString modulate; |
+ GrGLSLModulatef<4>(&modulate, inputColor, "edgeAlpha"); |
+ builder->fsCodeAppendf("\t%s = %s;\n", outputColor, modulate.c_str()); |
+ } |
+ |
+ static inline EffectKey GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) { |
+ return 0x0; |
+ } |
+ |
+ virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE {} |
+ |
+ private: |
+ typedef GrGLEffect INHERITED; |
+ }; |
+private: |
+ HairCubicEdgeEffect() { |
+ this->addVertexAttrib(kVec4f_GrSLType); |
+ } |
+ |
+ virtual bool onIsEqual(const GrEffect& other) const SK_OVERRIDE { |
+ return true; |
+ } |
+ |
+ GR_DECLARE_EFFECT_TEST; |
+ |
+ typedef GrEffect INHERITED; |
+}; |
+ |
+/** |
* Shader is based off of Loop-Blinn Quadratic GPU Rendering |
* The output of this effect is a hairline edge for conics. |
* Conics specified by implicit equation K^2 - LM. |