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/*
* 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 "SkNormalBevelSource.h"
#include "SkNormalSource.h"
#include "SkNormalSourcePriv.h"
#include "SkPoint3.h"
#include "SkReadBuffer.h"
#include "SkWriteBuffer.h"
#if SK_SUPPORT_GPU
#include "GrInvariantOutput.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "SkGr.h"
/** \class NormalBevelFP
*
* Fragment processor for the SkNormalBevelSource.
*
* @param bevelType type of the bevel
* @param bevelWidth width of the bevel in device space
* @param bevelHeight height of the bevel in device space
*/
class NormalBevelFP : public GrFragmentProcessor {
public:
NormalBevelFP(SkNormalSource::BevelType bevelType, SkScalar bevelWidth, SkScalar bevelHeight)
: fBevelType(bevelType)
, fBevelWidth(bevelWidth)
, fBevelHeight(bevelHeight) {
this->initClassID<NormalBevelFP>();
fUsesDistanceVectorField = true;
}
class GLSLNormalBevelFP : public GLSLNormalFP {
public:
GLSLNormalBevelFP() {
fPrevWidth = SkFloatToScalar(0.0f);
fPrevHeight = SkFloatToScalar(0.0f);
}
void onEmitCode(EmitArgs& args) override {
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
const NormalBevelFP& fp = args.fFp.cast<NormalBevelFP>();
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// Determining necessary uniforms and initializing them
bool needWidth = true;
bool needHeight = (fp.fBevelType == SkNormalSource::BevelType::kRoundedOut ||
fp.fBevelType == SkNormalSource::BevelType::kRoundedIn);
bool needNormalized = (fp.fBevelType == SkNormalSource::BevelType::kLinear);
const char *widthUniName = nullptr;
if (needWidth) {
fWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType,
kDefault_GrSLPrecision, "Width",
&widthUniName);
}
const char* heightUniName = nullptr;
if (needHeight) {
fHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kFloat_GrSLType,
kDefault_GrSLPrecision, "Height",
&heightUniName);
}
const char* normalizedWidthUniName = nullptr;
const char* normalizedHeightUniName = nullptr;
if (needNormalized) {
fNormalizedWidthUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"NormalizedWidth",
&normalizedWidthUniName);
fNormalizedHeightUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
kFloat_GrSLType,
kDefault_GrSLPrecision,
"NormalizedHeight",
&normalizedHeightUniName);
}
// Here we are splitting the distance vector into length and normalized direction
fragBuilder->codeAppendf("float dv_length = %s.z;",
fragBuilder->distanceVectorName());
fragBuilder->codeAppendf("vec2 dv_norm = %s.xy;",
fragBuilder->distanceVectorName());
// Asserting presence of necessary uniforms
SkASSERT(widthUniName);
fragBuilder->codeAppend( "vec3 normal;");
fragBuilder->codeAppendf("if (dv_length >= %s) {", widthUniName);
fragBuilder->codeAppend( " normal = vec3(0.0, 0.0, 1.0);");
fragBuilder->codeAppend( "} else {");
this->emitMath(fragBuilder, fp.fBevelType, widthUniName, heightUniName,
normalizedWidthUniName, normalizedHeightUniName);
fragBuilder->codeAppend( "}");
fragBuilder->codeAppendf("%s = vec4(normal, 0.0);", args.fOutputColor);
}
static void GenKey(const GrProcessor& proc, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
const NormalBevelFP& fp = proc.cast<NormalBevelFP>();
b->add32(static_cast<int>(fp.fBevelType));
}
protected:
void setNormalData(const GrGLSLProgramDataManager& pdman,
const GrProcessor& proc) override {
const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>();
// Updating uniform if bevel type requires it and data has changed
bool needWidth = true;
bool needHeight = (normalBevelFP.fBevelType == SkNormalSource::BevelType::kRoundedOut ||
normalBevelFP.fBevelType == SkNormalSource::BevelType::kRoundedIn);
bool needNormalized = (normalBevelFP.fBevelType == SkNormalSource::BevelType::kLinear);
bool dirtyWidth = (fPrevWidth != normalBevelFP.fBevelWidth);
bool dirtyHeight = (fPrevHeight != normalBevelFP.fBevelHeight);
bool dirtyNormalized = (dirtyHeight || dirtyWidth);
if (needWidth && dirtyWidth) {
pdman.set1f(fWidthUni, normalBevelFP.fBevelWidth);
fPrevWidth = normalBevelFP.fBevelWidth;
}
if (needHeight && dirtyHeight) {
pdman.set1f(fHeightUni, normalBevelFP.fBevelHeight);
fPrevHeight = normalBevelFP.fBevelHeight;
}
if (needNormalized && dirtyNormalized) {
SkScalar height = normalBevelFP.fBevelHeight;
SkScalar width = normalBevelFP.fBevelWidth;
SkScalar length = SkScalarSqrt(SkScalarSquare(height) + SkScalarSquare(width));
pdman.set1f(fNormalizedHeightUni, height/length);
pdman.set1f(fNormalizedWidthUni, width/length);
}
}
// This method emits the code that calculates the normal orthgonal to the simulated beveled
// surface. In the comments inside the function, the math involved is described. For this
// purpose, the d-axis is defined to be the axis co-linear to the distance vector, where the
// origin is the end of the bevel inside the shape.
void emitMath(GrGLSLFPFragmentBuilder* fb, SkNormalSource::BevelType type,
const char* width, const char* height, const char* normalizedWidth,
const char* normalizedHeight) {
switch (type) {
case SkNormalSource::BevelType::kLinear:
// Asserting presence of necessary uniforms
SkASSERT(normalizedHeight);
SkASSERT(normalizedWidth);
// Because the slope of the bevel is -height/width, the vector
// normalized(vec2(height, width)) is the d- and z-components of the normal
// vector that is orthogonal to the linear bevel. Multiplying the d-component
// to the normalized distance vector splits it into x- and y-components.
fb->codeAppendf("normal = vec3(%s * dv_norm, %s);",
normalizedHeight, normalizedWidth);
break;
case SkNormalSource::BevelType::kRoundedOut:
// Fall through
case SkNormalSource::BevelType::kRoundedIn:
// Asserting presence of necessary uniforms
SkASSERT(height);
SkASSERT(width);
// Setting the current position in the d-axis to the distance from the end of
// the bevel as opposed to the beginning if the bevel is rounded in, essentially
// flipping the bevel calculations.
if ( type == SkNormalSource::BevelType::kRoundedIn ) {
fb->codeAppendf("float currentPos_d = %s - dv_length;", width);
} else if (type == SkNormalSource::BevelType::kRoundedOut) {
fb->codeAppendf("float currentPos_d = dv_length;");
}
fb->codeAppendf("float rootDOverW = sqrt(currentPos_d/%s);", width);
// Calculating the d- and z-components of the normal, where 'd' is the axis
// co-linear to the distance vector. Equation was derived from the formula for
// a bezier curve by solving the parametric equation for d(t) and z(t), then
// with those, calculate d'(t), z'(t) and t(d), and from these, d'(d) and z'(d).
// z'(d)/d'(d) results in the slope of the bevel at d, so we construct an
// orthogonal vector of slope -d'(d)/z'(d) and length 1.
fb->codeAppendf("vec2 unnormalizedNormal_dz = vec2(%s*(1.0-rootDOverW), "
"%s*rootDOverW);",
height, width);
fb->codeAppendf("vec2 normal_dz = normalize(unnormalizedNormal_dz);");
// Multiplying the d-component to the normalized distance vector splits it into
// x- and y-components.
fb->codeAppendf("normal = vec3(normal_dz.x*dv_norm, normal_dz.y);");
break;
default:
SkDEBUGFAIL("Invalid bevel type passed to emitMath");
}
}
private:
SkScalar fPrevWidth;
GrGLSLProgramDataManager::UniformHandle fWidthUni;
SkScalar fPrevHeight;
GrGLSLProgramDataManager::UniformHandle fHeightUni;
// width / length(<width,height>)
GrGLSLProgramDataManager::UniformHandle fNormalizedWidthUni;
// height / length(<width,height>)
GrGLSLProgramDataManager::UniformHandle fNormalizedHeightUni;
};
void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {
GLSLNormalBevelFP::GenKey(*this, caps, b);
}
const char* name() const override { return "NormalBevelFP"; }
void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
inout->setToUnknown(GrInvariantOutput::ReadInput::kWillNot_ReadInput);
}
private:
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLSLNormalBevelFP; }
bool onIsEqual(const GrFragmentProcessor& proc) const override {
const NormalBevelFP& normalBevelFP = proc.cast<NormalBevelFP>();
return fBevelType == normalBevelFP.fBevelType &&
fBevelWidth == normalBevelFP.fBevelWidth &&
fBevelHeight == normalBevelFP.fBevelHeight;
}
SkNormalSource::BevelType fBevelType;
SkScalar fBevelWidth;
SkScalar fBevelHeight;
};
sk_sp<GrFragmentProcessor> SkNormalBevelSourceImpl::asFragmentProcessor(
const SkShader::AsFPArgs& args) const {
// This assumes a uniform scale. Anisotropic scaling might not be handled gracefully.
SkScalar maxScale = args.fViewMatrix->getMaxScale();
// Providing device-space width and height
return sk_make_sp<NormalBevelFP>(fType, maxScale * fWidth, maxScale * fHeight);
}
#endif // SK_SUPPORT_GPU
////////////////////////////////////////////////////////////////////////////
SkNormalBevelSourceImpl::Provider::Provider() {}
SkNormalBevelSourceImpl::Provider::~Provider() {}
SkNormalSource::Provider* SkNormalBevelSourceImpl::asProvider(const SkShader::ContextRec &rec,
void *storage) const {
return new (storage) Provider();
}
size_t SkNormalBevelSourceImpl::providerSize(const SkShader::ContextRec&) const {
return sizeof(Provider);
}
// TODO Implement feature for the CPU pipeline
void SkNormalBevelSourceImpl::Provider::fillScanLine(int x, int y, SkPoint3 output[],
int count) const {
for (int i = 0; i < count; i++) {
output[i] = {0.0f, 0.0f, 1.0f};
}
}
////////////////////////////////////////////////////////////////////////////////
sk_sp<SkFlattenable> SkNormalBevelSourceImpl::CreateProc(SkReadBuffer& buf) {
auto type = static_cast<SkNormalSource::BevelType>(buf.readInt());
SkScalar width = buf.readScalar();
SkScalar height = buf.readScalar();
return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height);
}
void SkNormalBevelSourceImpl::flatten(SkWriteBuffer& buf) const {
this->INHERITED::flatten(buf);
buf.writeInt(static_cast<int>(fType));
buf.writeScalar(fWidth);
buf.writeScalar(fHeight);
}
////////////////////////////////////////////////////////////////////////////
sk_sp<SkNormalSource> SkNormalSource::MakeBevel(BevelType type, SkScalar width, SkScalar height) {
/* TODO make sure these checks are tolerant enough to account for loss of conversion when GPUs
use 16-bit float types. We don't want to assume stuff is non-zero on the GPU and be wrong.*/
SkASSERT(width > 0.0f && !SkScalarNearlyZero(width));
if (SkScalarNearlyZero(height)) {
return SkNormalSource::MakeFlat();
}
return sk_make_sp<SkNormalBevelSourceImpl>(type, width, height);
}