skia2/include/gpu/effects/GrBlurredEdgeFragmentProcessor.h

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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 GrBlurredEdgeFragmentProcessor_DEFINED
#define GrBlurredEdgeFragmentProcessor_DEFINED
#include "GrFragmentProcessor.h"
/**
* Shader for managing a blurred edge for a shadow.
*
* There are two blurring modes supported: Gaussian blur function and smoothstep function.
*
* If the primitive supports an implicit distance to the edge, the radius of the blur is specified
* by r & g values of the color in 14.2 fixed point. For spot shadows, we increase the stroke width
* to set the shadow against the shape. This pad is specified by b, also in 6.2 fixed point.
* The a value represents the max final alpha.
*
* When not using implicit distance, then b in the input color represents the input to the
* blur function, and r the max final alpha.
*
*/
class GrBlurredEdgeFP : public GrFragmentProcessor {
public:
enum Mode {
kGaussian_Mode,
kSmoothstep_Mode,
kLastMode = kSmoothstep_Mode
};
static const int kModeCnt = kLastMode + 1;
static sk_sp<GrFragmentProcessor> Make(Mode mode = kGaussian_Mode) {
return sk_sp<GrFragmentProcessor>(new GrBlurredEdgeFP(mode));
}
const char* name() const override { return "BlurredEdge"; }
Mode mode() const { return fMode; }
private:
GrBlurredEdgeFP(Mode mode)
: INHERITED(kNone_OptimizationFlags)
, fMode(mode) {
// enable output of distance information for shape
this->setWillUseDistanceVectorField();
this->initClassID<GrBlurredEdgeFP>();
}
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
bool onIsEqual(const GrFragmentProcessor&) const override;
void onComputeInvariantOutput(GrInvariantOutput* inout) const override;
GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
Mode fMode;
typedef GrFragmentProcessor INHERITED;
};
#endif