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| 1 /* | 1 /* |
| 2 * Copyright 2006 The Android Open Source Project | 2 * Copyright 2006 The Android Open Source Project |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include "SkGradientShaderPriv.h" | 8 #include "SkGradientShaderPriv.h" |
| 9 #include "SkLinearGradient.h" | 9 #include "SkLinearGradient.h" |
| 10 #include "SkRadialGradient.h" | 10 #include "SkRadialGradient.h" |
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| 825 | 825 |
| 826 GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory) | 826 GrGLGradientEffect::GrGLGradientEffect(const GrBackendEffectFactory& factory) |
| 827 : INHERITED(factory) | 827 : INHERITED(factory) |
| 828 , fCachedYCoord(SK_ScalarMax) | 828 , fCachedYCoord(SK_ScalarMax) |
| 829 , fEffectMatrix(kCoordsType) { | 829 , fEffectMatrix(kCoordsType) { |
| 830 } | 830 } |
| 831 | 831 |
| 832 GrGLGradientEffect::~GrGLGradientEffect() { } | 832 GrGLGradientEffect::~GrGLGradientEffect() { } |
| 833 | 833 |
| 834 void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) { | 834 void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) { |
| 835 fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, | 835 fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility, |
| 836 kFloat_GrSLType, "GradientYCoordFS"); | 836 kFloat_GrSLType, "GradientYCoordFS"); |
| 837 } | 837 } |
| 838 | 838 |
| 839 void GrGLGradientEffect::setData(const GrGLUniformManager& uman, | 839 void GrGLGradientEffect::setData(const GrGLUniformManager& uman, |
| 840 const GrDrawEffect& drawEffect) { | 840 const GrDrawEffect& drawEffect) { |
| 841 const GrGradientEffect& e = drawEffect.castEffect<GrGradientEffect>(); | 841 const GrGradientEffect& e = drawEffect.castEffect<GrGradientEffect>(); |
| 842 const GrTexture* texture = e.texture(0); | 842 const GrTexture* texture = e.texture(0); |
| 843 fEffectMatrix.setData(uman, e.getMatrix(), drawEffect, texture); | 843 fEffectMatrix.setData(uman, e.getMatrix(), drawEffect, texture); |
| 844 | 844 |
| 845 SkScalar yCoord = e.getYCoord(); | 845 SkScalar yCoord = e.getYCoord(); |
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| 870 void GrGLGradientEffect::emitColorLookup(GrGLShaderBuilder* builder, | 870 void GrGLGradientEffect::emitColorLookup(GrGLShaderBuilder* builder, |
| 871 const char* gradientTValue, | 871 const char* gradientTValue, |
| 872 const char* outputColor, | 872 const char* outputColor, |
| 873 const char* inputColor, | 873 const char* inputColor, |
| 874 const GrGLShaderBuilder::TextureSampler
& sampler) { | 874 const GrGLShaderBuilder::TextureSampler
& sampler) { |
| 875 | 875 |
| 876 builder->fsCodeAppendf("\tvec2 coord = vec2(%s, %s);\n", | 876 builder->fsCodeAppendf("\tvec2 coord = vec2(%s, %s);\n", |
| 877 gradientTValue, | 877 gradientTValue, |
| 878 builder->getUniformVariable(fFSYUni).c_str()); | 878 builder->getUniformVariable(fFSYUni).c_str()); |
| 879 builder->fsCodeAppendf("\t%s = ", outputColor); | 879 builder->fsCodeAppendf("\t%s = ", outputColor); |
| 880 builder->appendTextureLookupAndModulate(GrGLShaderBuilder::kFragment_ShaderT
ype, | 880 builder->fsAppendTextureLookupAndModulate(inputColor, sampler, "coord"); |
| 881 inputColor, | |
| 882 sampler, | |
| 883 "coord"); | |
| 884 builder->fsCodeAppend(";\n"); | 881 builder->fsCodeAppend(";\n"); |
| 885 } | 882 } |
| 886 | 883 |
| 887 ///////////////////////////////////////////////////////////////////// | 884 ///////////////////////////////////////////////////////////////////// |
| 888 | 885 |
| 889 GrGradientEffect::GrGradientEffect(GrContext* ctx, | 886 GrGradientEffect::GrGradientEffect(GrContext* ctx, |
| 890 const SkGradientShaderBase& shader, | 887 const SkGradientShaderBase& shader, |
| 891 const SkMatrix& matrix, | 888 const SkMatrix& matrix, |
| 892 SkShader::TileMode tileMode) { | 889 SkShader::TileMode tileMode) { |
| 893 // TODO: check for simple cases where we don't need a texture: | 890 // TODO: check for simple cases where we don't need a texture: |
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| 976 (*stops)[i] = stop; | 973 (*stops)[i] = stop; |
| 977 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; | 974 stop = i < outColors - 1 ? stop + random->nextUScalar1() * (1.f - st
op) : 1.f; |
| 978 } | 975 } |
| 979 } | 976 } |
| 980 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); | 977 *tm = static_cast<SkShader::TileMode>(random->nextULessThan(SkShader::kTileM
odeCount)); |
| 981 | 978 |
| 982 return outColors; | 979 return outColors; |
| 983 } | 980 } |
| 984 | 981 |
| 985 #endif | 982 #endif |
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