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/*
* Copyright 2020 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrStrokeTessellateShader_DEFINED
#define GrStrokeTessellateShader_DEFINED
#include "src/gpu/tessellate/GrPathShader.h"
#include "src/gpu/tessellate/GrTessellationPathRenderer.h"
class GrGLSLUniformHandler;
// Tessellates a batch of stroke patches directly to the canvas. A patch is either a "cubic"
// (single stroked bezier curve with butt caps) or a "join". A patch is defined by 5 points as
// follows:
//
// P0..P3 : Represent the cubic control points.
// (P4.x == 0) : The patch is a cubic and the shader decides how many linear segments to produce.
// (P4.x < 0) : The patch is still a cubic, but will be linearized into exactly |P4.x| segments.
// (P4.x == 1) : The patch is an outer bevel join.
// (P4.x == 2) : The patch is an outer miter join.
// (NOTE: If miterLimitOrZero == 0, then miter join patches are illegal.)
// (P4.x == 3) : The patch is an outer round join.
// (P4.x == 4) : The patch is an inner and outer round join.
// P4.y : Represents the stroke radius.
//
// If a patch is a join, P0 must equal P3, P1 must equal the control point coming into the junction,
// and P2 must equal the control point going out. It's imperative that a junction's control points
// match the control points of their neighbor cubics exactly, or the rasterization might not be
// water tight. (Also note that if P1==P0 or P2==P3, the junction needs to be given its neighbor's
// opposite cubic control point.)
//
// To use this shader, construct a GrProgramInfo with a primitiveType of "kPatches" and a
// tessellationPatchVertexCount of 5.
class GrStrokeTessellateShader : public GrPathShader {
public:
constexpr static float kBevelJoinType = -1;
constexpr static float kMiterJoinType = -2;
constexpr static float kRoundJoinType = -3;
constexpr static float kInternalRoundJoinType = -4;
constexpr static int kNumVerticesPerPatch = 5;
// 'skewMatrix' is applied to the post-tessellation triangles. It cannot expand the geometry in
// any direction. For now, patches should be pre-scaled on CPU by the view matrix's maxScale,
// which leaves 'skewMatrix' as the original view matrix divided by maxScale.
//
// If 'miterLimitOrZero' is zero, then the patches being drawn cannot include any miter joins.
// If a stroke uses miter joins with a miter limit of zero, then they need to be pre-converted
// to bevel joins.
GrStrokeTessellateShader(const SkMatrix& skewMatrix, SkPMColor4f color, float miterLimitOrZero)
: GrPathShader(kTessellate_GrStrokeTessellateShader_ClassID, skewMatrix,
GrPrimitiveType::kPatches, kNumVerticesPerPatch)
, fColor(color)
, fMiterLimitOrZero(miterLimitOrZero) {
// Since the skewMatrix is applied after tessellation, it cannot expand the geometry in any
// direction. (The caller can create a skewMatrix by dividing their viewMatrix by its
// maxScale and then pre-multiplying their control points by the same maxScale.)
SkASSERT(skewMatrix.getMaxScale() < 1 + SK_ScalarNearlyZero);
constexpr static Attribute kInputPointAttrib{"inputPoint", kFloat2_GrVertexAttribType,
kFloat2_GrSLType};
this->setVertexAttributes(&kInputPointAttrib, 1);
}
private:
const char* name() const override { return "GrStrokeTessellateShader"; }
void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
b->add32(this->viewMatrix().isIdentity());
}
GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const final;
SkString getTessControlShaderGLSL(const GrGLSLPrimitiveProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
SkString getTessEvaluationShaderGLSL(const GrGLSLPrimitiveProcessor*,
const char* versionAndExtensionDecls,
const GrGLSLUniformHandler&,
const GrShaderCaps&) const override;
const SkPMColor4f fColor;
const float fMiterLimitOrZero; // Zero if there will not be any miter join patches.
class Impl;
};
#endif