6285d64027
Needs more testing, but includes a GM that demonstrates the ultimate benefit of this: our 3D color LUT demo working as a color filter. Bug: skia:11813 Change-Id: I97c129c54bcf2cb788c0806b5d9e907ff058bb69 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/406296 Reviewed-by: Mike Klein <mtklein@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
646 lines
24 KiB
C++
646 lines
24 KiB
C++
/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkData.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRRect.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/effects/SkImageFilters.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/utils/SkRandom.h"
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#include "tools/Resources.h"
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enum RT_Flags {
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kAnimate_RTFlag = 0x1,
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kBench_RTFlag = 0x2,
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kColorFilter_RTFlag = 0x4,
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};
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class RuntimeShaderGM : public skiagm::GM {
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public:
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RuntimeShaderGM(const char* name, SkISize size, const char* sksl, uint32_t flags = 0)
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: fName(name), fSize(size), fFlags(flags), fSkSL(sksl) {}
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void onOnceBeforeDraw() override {
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auto [effect, error] = (fFlags & kColorFilter_RTFlag)
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? SkRuntimeEffect::MakeForColorFilter(fSkSL)
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: SkRuntimeEffect::MakeForShader(fSkSL);
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if (!effect) {
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SkDebugf("RuntimeShader error: %s\n", error.c_str());
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}
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fEffect = std::move(effect);
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}
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bool runAsBench() const override { return SkToBool(fFlags & kBench_RTFlag); }
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SkString onShortName() override { return fName; }
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SkISize onISize() override { return fSize; }
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bool onAnimate(double nanos) override {
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fSecs = nanos / (1000 * 1000 * 1000);
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return SkToBool(fFlags & kAnimate_RTFlag);
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}
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protected:
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SkString fName;
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SkISize fSize;
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uint32_t fFlags;
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float fSecs = 0.0f;
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SkString fSkSL;
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sk_sp<SkRuntimeEffect> fEffect;
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};
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class SimpleRT : public RuntimeShaderGM {
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public:
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SimpleRT() : RuntimeShaderGM("runtime_shader", {512, 256}, R"(
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uniform half4 gColor;
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half4 main(float2 p) {
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return half4(p*(1.0/255), gColor.b, 1);
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}
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)", kBench_RTFlag) {}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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SkMatrix localM;
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localM.setRotate(90, 128, 128);
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builder.uniform("gColor") = SkColor4f{1, 0, 0, 1};
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SkPaint p;
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p.setShader(builder.makeShader(&localM, true));
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canvas->drawRect({0, 0, 256, 256}, p);
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}
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};
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DEF_GM(return new SimpleRT;)
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static sk_sp<SkShader> make_shader(sk_sp<SkImage> img, SkISize size) {
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SkMatrix scale = SkMatrix::Scale(size.width() / (float)img->width(),
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size.height() / (float)img->height());
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return img->makeShader(SkSamplingOptions(), scale);
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}
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static sk_sp<SkShader> make_threshold(SkISize size) {
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auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType,
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kPremul_SkAlphaType);
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auto surf = SkSurface::MakeRaster(info);
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auto canvas = surf->getCanvas();
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const SkScalar rad = 50;
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SkColor colors[] = {SK_ColorBLACK, 0};
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setShader(SkGradientShader::MakeRadial({0,0}, rad, colors, nullptr, 2, SkTileMode::kClamp));
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SkPaint layerPaint;
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const SkScalar sigma = 16.0f;
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layerPaint.setImageFilter(SkImageFilters::Blur(sigma, sigma, nullptr));
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canvas->saveLayer(nullptr, &layerPaint);
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SkRandom rand;
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for (int i = 0; i < 25; ++i) {
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SkScalar x = rand.nextF() * size.width();
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SkScalar y = rand.nextF() * size.height();
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canvas->save();
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canvas->translate(x, y);
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canvas->drawCircle(0, 0, rad, paint);
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canvas->restore();
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}
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canvas->restore(); // apply the blur
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return surf->makeImageSnapshot()->makeShader(SkSamplingOptions());
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}
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class ThresholdRT : public RuntimeShaderGM {
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public:
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ThresholdRT() : RuntimeShaderGM("threshold_rt", {256, 256}, R"(
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uniform shader before_map;
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uniform shader after_map;
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uniform shader threshold_map;
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uniform float cutoff;
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uniform float slope;
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float smooth_cutoff(float x) {
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x = x * slope + (0.5 - slope * cutoff);
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return clamp(x, 0, 1);
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}
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half4 main(float2 xy) {
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half4 before = sample(before_map, xy);
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half4 after = sample(after_map, xy);
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float m = smooth_cutoff(sample(threshold_map, xy).a);
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return mix(before, after, m);
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}
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)", kAnimate_RTFlag | kBench_RTFlag) {}
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sk_sp<SkShader> fBefore, fAfter, fThreshold;
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void onOnceBeforeDraw() override {
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const SkISize size = {256, 256};
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fThreshold = make_threshold(size);
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fBefore = make_shader(GetResourceAsImage("images/mandrill_256.png"), size);
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fAfter = make_shader(GetResourceAsImage("images/dog.jpg"), size);
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("cutoff") = sin(fSecs) * 0.55f + 0.5f;
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builder.uniform("slope") = 10.0f;
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builder.child("before_map") = fBefore;
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builder.child("after_map") = fAfter;
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builder.child("threshold_map") = fThreshold;
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SkPaint paint;
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->drawRect({0, 0, 256, 256}, paint);
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auto draw = [&](SkScalar x, SkScalar y, sk_sp<SkShader> shader) {
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paint.setShader(shader);
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canvas->save();
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canvas->translate(x, y);
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canvas->drawRect({0, 0, 256, 256}, paint);
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canvas->restore();
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};
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draw(256, 0, fThreshold);
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draw( 0, 256, fBefore);
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draw(256, 256, fAfter);
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}
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};
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DEF_GM(return new ThresholdRT;)
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class SpiralRT : public RuntimeShaderGM {
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public:
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SpiralRT() : RuntimeShaderGM("spiral_rt", {512, 512}, R"(
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uniform float rad_scale;
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uniform float2 in_center;
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layout(srgb_unpremul) uniform float4 in_colors0;
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layout(srgb_unpremul) uniform float4 in_colors1;
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half4 main(float2 p) {
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float2 pp = p - in_center;
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float radius = length(pp);
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radius = sqrt(radius);
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float angle = atan(pp.y / pp.x);
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float t = (angle + 3.1415926/2) / (3.1415926);
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t += radius * rad_scale;
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t = fract(t);
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return in_colors0 * (1-t) + in_colors1 * t;
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}
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)", kAnimate_RTFlag | kBench_RTFlag) {}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("rad_scale") = std::sin(fSecs * 0.5f + 2.0f) / 5;
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builder.uniform("in_center") = SkV2{256, 256};
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builder.uniform("in_colors0") = SkV4{1, 0, 0, 1};
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builder.uniform("in_colors1") = SkV4{0, 1, 0, 1};
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SkPaint paint;
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->drawRect({0, 0, 512, 512}, paint);
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}
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};
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DEF_GM(return new SpiralRT;)
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// Test case for sampling with both unmodified input coordinates, and explicit coordinates.
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// The first version of skbug.com/11869 suffered a bug where all samples of a child were treated
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// as pass-through if *at least one* used the unmodified coordinates. This was detected & tracked
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// in b/181092919. This GM is similar, and demonstrates the bug before the fix was applied.
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class UnsharpRT : public RuntimeShaderGM {
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public:
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UnsharpRT() : RuntimeShaderGM("unsharp_rt", {512, 256}, R"(
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uniform shader input;
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half4 main(float2 xy) {
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half4 c = sample(input, xy) * 5;
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c -= sample(input, xy + float2( 1, 0));
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c -= sample(input, xy + float2(-1, 0));
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c -= sample(input, xy + float2( 0, 1));
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c -= sample(input, xy + float2( 0, -1));
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return c;
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}
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)") {}
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sk_sp<SkImage> fMandrill;
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void onOnceBeforeDraw() override {
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fMandrill = GetResourceAsImage("images/mandrill_256.png");
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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// First we draw the unmodified image
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canvas->drawImage(fMandrill, 0, 0);
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// Now draw the image with our unsharp mask applied
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SkRuntimeShaderBuilder builder(fEffect);
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const SkSamplingOptions sampling(SkFilterMode::kNearest);
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builder.child("input") = fMandrill->makeShader(sampling);
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SkPaint paint;
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->translate(256, 0);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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}
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};
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DEF_GM(return new UnsharpRT;)
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class ColorCubeRT : public RuntimeShaderGM {
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public:
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ColorCubeRT() : RuntimeShaderGM("color_cube_rt", {512, 512}, R"(
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uniform shader input;
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uniform shader color_cube;
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uniform float rg_scale;
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uniform float rg_bias;
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uniform float b_scale;
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uniform float inv_size;
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half4 main(float2 xy) {
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float4 c = unpremul(sample(input, xy));
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// Map to cube coords:
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float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
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// Compute slice coordinate
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float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
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float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
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// Two bilinear fetches, plus a manual lerp for the third axis:
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half4 color = mix(sample(color_cube, coords1), sample(color_cube, coords2),
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fract(cubeCoords.b));
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// Premul again
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color.rgb *= color.a;
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return color;
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}
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)") {}
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sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
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void onOnceBeforeDraw() override {
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fMandrill = GetResourceAsImage("images/mandrill_256.png");
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fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
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fIdentityCube = GetResourceAsImage("images/lut_identity.png");
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fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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// First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
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canvas->drawImage(fMandrill, 0, 0);
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canvas->drawImage(fMandrillSepia, 0, 256);
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// LUT dimensions should be (kSize^2, kSize)
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constexpr float kSize = 16.0f;
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const SkSamplingOptions sampling(SkFilterMode::kLinear);
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builder.uniform("rg_scale") = (kSize - 1) / kSize;
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builder.uniform("rg_bias") = 0.5f / kSize;
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builder.uniform("b_scale") = kSize - 1;
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builder.uniform("inv_size") = 1.0f / kSize;
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builder.child("input") = fMandrill->makeShader(sampling);
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SkPaint paint;
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// TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
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SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
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// Now draw the image with an identity color cube - it should look like the original
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builder.child("color_cube") = fIdentityCube->makeShader(sampling, normalize);
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->translate(256, 0);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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// ... and with a sepia-tone color cube. This should match the sepia-toned image.
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builder.child("color_cube") = fSepiaCube->makeShader(sampling, normalize);
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->translate(0, 256);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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}
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};
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DEF_GM(return new ColorCubeRT;)
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// Same as above, but demonstrating how to implement this as a runtime color filter (that samples
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// a shader child for the LUT).
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class ColorCubeColorFilterRT : public RuntimeShaderGM {
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public:
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ColorCubeColorFilterRT() : RuntimeShaderGM("color_cube_cf_rt", {512, 512}, R"(
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uniform shader color_cube;
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uniform float rg_scale;
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uniform float rg_bias;
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uniform float b_scale;
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uniform float inv_size;
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half4 main(half4 inColor) {
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float4 c = unpremul(inColor);
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// Map to cube coords:
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float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
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// Compute slice coordinate
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float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
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float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
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// Two bilinear fetches, plus a manual lerp for the third axis:
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half4 color = mix(sample(color_cube, coords1), sample(color_cube, coords2),
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fract(cubeCoords.b));
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// Premul again
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color.rgb *= color.a;
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return color;
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}
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)", kColorFilter_RTFlag) {}
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sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
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void onOnceBeforeDraw() override {
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fMandrill = GetResourceAsImage("images/mandrill_256.png");
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fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
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fIdentityCube = GetResourceAsImage("images/lut_identity.png");
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fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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// First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
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canvas->drawImage(fMandrill, 0, 0);
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canvas->drawImage(fMandrillSepia, 0, 256);
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// LUT dimensions should be (kSize^2, kSize)
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constexpr float kSize = 16.0f;
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const SkSamplingOptions sampling(SkFilterMode::kLinear);
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float uniforms[] = {
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(kSize - 1) / kSize, // rg_scale
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0.5f / kSize, // rg_bias
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kSize - 1, // b_scale
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1.0f / kSize, // inv_size
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};
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SkPaint paint;
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// TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
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SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
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// Now draw the image with an identity color cube - it should look like the original
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SkRuntimeEffect::ChildPtr children[] = {fIdentityCube->makeShader(sampling, normalize)};
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paint.setColorFilter(fEffect->makeColorFilter(
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SkData::MakeWithCopy(uniforms, sizeof(uniforms)), SkMakeSpan(children)));
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canvas->drawImage(fMandrill, 256, 0, sampling, &paint);
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// ... and with a sepia-tone color cube. This should match the sepia-toned image.
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children[0] = fSepiaCube->makeShader(sampling, normalize);
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paint.setColorFilter(fEffect->makeColorFilter(
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SkData::MakeWithCopy(uniforms, sizeof(uniforms)), SkMakeSpan(children)));
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canvas->drawImage(fMandrill, 256, 256, sampling, &paint);
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}
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};
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DEF_GM(return new ColorCubeColorFilterRT;)
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class DefaultColorRT : public RuntimeShaderGM {
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public:
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DefaultColorRT() : RuntimeShaderGM("default_color_rt", {512, 256}, R"(
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uniform shader input;
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half4 main(float2 xy) {
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return sample(input, xy);
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}
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)") {}
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sk_sp<SkImage> fMandrill;
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void onOnceBeforeDraw() override {
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fMandrill = GetResourceAsImage("images/mandrill_256.png");
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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// First, we leave the child as null, so sampling it returns the default (paint) color
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SkPaint paint;
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paint.setColor4f({ 0.25f, 0.75f, 0.75f, 1.0f });
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paint.setShader(builder.makeShader(nullptr, false));
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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// Now we bind an image shader as the child. This (by convention) scales by the paint alpha
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builder.child("input") = fMandrill->makeShader(SkSamplingOptions());
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paint.setColor4f({ 1.0f, 1.0f, 1.0f, 0.5f });
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paint.setShader(builder.makeShader(nullptr, false));
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canvas->translate(256, 0);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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}
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};
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DEF_GM(return new DefaultColorRT;)
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// Emits coverage for a rounded rectangle whose corners are superellipses defined by the boundary:
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//
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// x^n + y^n == 1
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//
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// Where x and y are normalized, clamped coordinates ranging from 0..1 inside the nearest corner's
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// bounding box.
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//
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// See: https://en.wikipedia.org/wiki/Superellipse
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class ClipSuperRRect : public RuntimeShaderGM {
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public:
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ClipSuperRRect(const char* name, float power) : RuntimeShaderGM(name, {500, 500}, R"(
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uniform float power_minus1;
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uniform float2 stretch_factor;
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uniform float2x2 derivatives;
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half4 main(float2 xy) {
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xy = max(abs(xy) + stretch_factor, 0);
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float2 exp_minus1 = pow(xy, power_minus1.xx); // If power == 3.5: xy * xy * sqrt(xy)
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float f = dot(exp_minus1, xy) - 1; // f = x^n + y^n - 1
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float2 grad = exp_minus1 * derivatives;
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float fwidth = abs(grad.x) + abs(grad.y) + 1e-12; // 1e-12 to avoid a divide by zero.
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return half4(saturate(.5 - f/fwidth)); // Approx coverage by riding the gradient to f=0.
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}
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)"), fPower(power) {}
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void drawSuperRRect(SkCanvas* canvas, const SkRect& superRRect, float radX, float radY,
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SkColor color) {
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SkPaint paint;
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paint.setColor(color);
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if (fPower == 2) {
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// Draw a normal round rect for the sake of testing.
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SkRRect rrect = SkRRect::MakeRectXY(superRRect, radX, radY);
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paint.setAntiAlias(true);
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canvas->drawRRect(rrect, paint);
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return;
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}
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("power_minus1") = fPower - 1;
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// Size the corners such that the "apex" of our "super" rounded corner is in the same
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// location that the apex of a circular rounded corner would be with the given radii. We
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// define the apex as the point on the rounded corner that is 45 degrees between the
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// horizontal and vertical edges.
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float scale = (1 - SK_ScalarRoot2Over2) / (1 - exp2f(-1/fPower));
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float cornerWidth = radX * scale;
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float cornerHeight = radY * scale;
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cornerWidth = std::min(cornerWidth, superRRect.width() * .5f);
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cornerHeight = std::min(cornerHeight, superRRect.height() * .5f);
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// The stretch factor controls how long the flat edge should be between rounded corners.
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builder.uniform("stretch_factor") = SkV2{1 - superRRect.width()*.5f / cornerWidth,
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1 - superRRect.height()*.5f / cornerHeight};
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// Calculate a 2x2 "derivatives" matrix that the shader will use to find the gradient.
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//
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// f = s^n + t^n - 1 [s,t are "super" rounded corner coords in normalized 0..1 space]
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//
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// gradient = [df/dx df/dy] = [ns^(n-1) nt^(n-1)] * |ds/dx ds/dy|
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// |dt/dx dt/dy|
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//
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// = [s^(n-1) t^(n-1)] * |n 0| * |ds/dx ds/dy|
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// |0 n| |dt/dx dt/dy|
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//
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// = [s^(n-1) t^(n-1)] * |2n/cornerWidth 0| * mat2x2(canvasMatrix)^-1
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// |0 2n/cornerHeight|
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//
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// = [s^(n-1) t^(n-1)] * "derivatives"
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//
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const SkMatrix& M = canvas->getTotalMatrix();
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float a=M.getScaleX(), b=M.getSkewX(), c=M.getSkewY(), d=M.getScaleY();
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float determinant = a*d - b*c;
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float dx = fPower / (cornerWidth * determinant);
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float dy = fPower / (cornerHeight * determinant);
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builder.uniform("derivatives") = SkV4{d*dx, -c*dy, -b*dx, a*dy};
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// This matrix will be inverted by the effect system, giving a matrix that converts local
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// coordinates to (almost) coner coordinates. To get the rest of the way to the nearest
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// corner's space, the shader will have to take the absolute value, add the stretch_factor,
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// then clamp above zero.
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SkMatrix cornerToLocal;
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cornerToLocal.setScaleTranslate(cornerWidth, cornerHeight, superRRect.centerX(),
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superRRect.centerY());
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canvas->clipShader(builder.makeShader(&cornerToLocal, false));
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// Bloat the outer edges of the rect we will draw so it contains all the antialiased pixels.
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// Bloat by a full pixel instead of half in case Skia is in a mode that draws this rect with
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// unexpected AA of its own.
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float inverseDet = 1 / fabsf(determinant);
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float bloatX = (fabsf(d) + fabsf(c)) * inverseDet;
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float bloatY = (fabsf(b) + fabsf(a)) * inverseDet;
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canvas->drawRect(superRRect.makeOutset(bloatX, bloatY), paint);
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}
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void onDraw(SkCanvas* canvas) override {
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SkRandom rand(2);
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canvas->save();
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canvas->translate(canvas->imageInfo().width() / 2.f, canvas->imageInfo().height() / 2.f);
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canvas->save();
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canvas->rotate(21);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(-5, 25, 175, 100), 50, 30,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(94);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(95, 75, 125, 100), 30, 30,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(132);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(0, 75, 150, 100), 40, 30,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(282);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(15, -20, 100, 100), 20, 20,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(0);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(140, -50, 90, 110), 25, 25,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(-35);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(160, -60, 60, 90), 18, 18,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(65);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(220, -120, 60, 90), 18, 18,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(265);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(150, -129, 80, 160), 24, 39,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->restore();
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}
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private:
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const float fPower;
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};
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DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow2", 2);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3", 3);)
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DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3.5", 3.5);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4", 4);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4.5", 4.5);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow5", 5);)
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DEF_SIMPLE_GM(child_sampling_rt, canvas, 256,256) {
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static constexpr char scale[] =
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"uniform shader child;"
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"half4 main(float2 xy) {"
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" return sample(child, xy*0.1);"
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"}";
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SkPaint p;
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p.setColor(SK_ColorRED);
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p.setAntiAlias(true);
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p.setStyle(SkPaint::kStroke_Style);
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p.setStrokeWidth(1);
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auto surf = SkSurface::MakeRasterN32Premul(100,100);
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surf->getCanvas()->drawLine(0, 0, 100, 100, p);
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auto shader = surf->makeImageSnapshot()->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
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SkRuntimeShaderBuilder builder(SkRuntimeEffect::MakeForShader(SkString(scale)).effect);
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builder.child("child") = shader;
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p.setShader(builder.makeShader(nullptr, false));
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canvas->drawPaint(p);
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}
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