| // Copyright 2017 Google Inc. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "cobalt/renderer/rasterizer/egl/draw_rect_shadow_blur.h" |
| |
| #include <GLES2/gl2.h> |
| #include <algorithm> |
| |
| #include "cobalt/renderer/backend/egl/utils.h" |
| #include "egl/generated_shader_impl.h" |
| #include "starboard/log.h" |
| #include "starboard/memory.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace egl { |
| |
| namespace { |
| const int kVertexCount = 10; |
| } |
| |
| DrawRectShadowBlur::DrawRectShadowBlur(GraphicsState* graphics_state, |
| const BaseState& base_state, const math::RectF& inner_rect, |
| const math::RectF& outer_rect, const math::RectF& blur_edge, |
| const render_tree::ColorRGBA& color, float blur_sigma, bool inset) |
| : DrawObject(base_state), |
| inner_rect_(inner_rect), |
| outer_rect_(outer_rect), |
| blur_center_(blur_edge.CenterPoint()), |
| // The sigma scale is used to transform pixel distances to sigma-relative |
| // distances. The 0.5 multiplier is used to match skia's implementation. |
| blur_sigma_scale_(0.5f / blur_sigma), |
| vertex_buffer_(NULL) { |
| float color_scale = 1.0f; |
| |
| // The blur radius dictates the distance from blur center at which the |
| // shadow should be about 50% opacity of the shadow color. This is expressed |
| // in terms of sigma. |
| blur_radius_[0] = blur_edge.width() * 0.5f * blur_sigma_scale_; |
| blur_radius_[1] = blur_edge.height() * 0.5f * blur_sigma_scale_; |
| |
| if (inset) { |
| // Invert the shadow by using (1.0 - weight) for the alpha scale. |
| blur_scale_add_[0] = -1.0f; |
| blur_scale_add_[1] = 1.0f; |
| } else { |
| // The calculated weight works for outset shadows. |
| blur_scale_add_[0] = 1.0f; |
| blur_scale_add_[1] = 0.0f; |
| |
| // Scale opacity down if the shadow's edge is smaller than the blur kernel. |
| // Use a quick linear scale as the dimension goes below 1.5 sigma (which is |
| // the distance at which the approximated gaussian integral reaches 0). |
| const float size_scale = 1.0f / (1.5f * blur_sigma); |
| color_scale = std::min(blur_edge.width() * size_scale, 1.0f) * |
| std::min(blur_edge.height() * size_scale, 1.0f); |
| |
| // Ensure the outer_rect contains the inner_rect to avoid overlapping |
| // triangles in the draw call. The fragment shader will properly fade out |
| // the extra pixels. |
| outer_rect_.Union(inner_rect_); |
| } |
| |
| color_ = GetGLRGBA(color * color_scale * base_state_.opacity); |
| graphics_state->ReserveVertexData(kVertexCount * sizeof(VertexAttributes)); |
| } |
| |
| void DrawRectShadowBlur::ExecuteUpdateVertexBuffer( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| // Add a triangle-strip to draw the area between outer_rect and inner_rect. |
| // This is the area which the shadow covers. |
| VertexAttributes attributes[kVertexCount]; |
| SetVertex(&attributes[0], outer_rect_.x(), outer_rect_.y()); |
| SetVertex(&attributes[1], inner_rect_.x(), inner_rect_.y()); |
| SetVertex(&attributes[2], outer_rect_.right(), outer_rect_.y()); |
| SetVertex(&attributes[3], inner_rect_.right(), inner_rect_.y()); |
| SetVertex(&attributes[4], outer_rect_.right(), outer_rect_.bottom()); |
| SetVertex(&attributes[5], inner_rect_.right(), inner_rect_.bottom()); |
| SetVertex(&attributes[6], outer_rect_.x(), outer_rect_.bottom()); |
| SetVertex(&attributes[7], inner_rect_.x(), inner_rect_.bottom()); |
| SetVertex(&attributes[8], outer_rect_.x(), outer_rect_.y()); |
| SetVertex(&attributes[9], inner_rect_.x(), inner_rect_.y()); |
| |
| vertex_buffer_ = graphics_state->AllocateVertexData(sizeof(attributes)); |
| SbMemoryCopy(vertex_buffer_, attributes, sizeof(attributes)); |
| } |
| |
| void DrawRectShadowBlur::ExecuteRasterize( |
| GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) { |
| // Draw the blurred shadow. |
| ShaderProgram<ShaderVertexColorOffset, |
| ShaderFragmentColorBlur>* program; |
| program_manager->GetProgram(&program); |
| graphics_state->UseProgram(program->GetHandle()); |
| graphics_state->UpdateClipAdjustment( |
| program->GetVertexShader().u_clip_adjustment()); |
| graphics_state->UpdateTransformMatrix( |
| program->GetVertexShader().u_view_matrix(), |
| base_state_.transform); |
| graphics_state->Scissor(base_state_.scissor.x(), base_state_.scissor.y(), |
| base_state_.scissor.width(), base_state_.scissor.height()); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_position(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, position)); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_color(), 4, GL_UNSIGNED_BYTE, GL_TRUE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, color)); |
| graphics_state->VertexAttribPointer( |
| program->GetVertexShader().a_offset(), 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), vertex_buffer_ + |
| offsetof(VertexAttributes, offset)); |
| graphics_state->VertexAttribFinish(); |
| GL_CALL(glUniform2fv(program->GetFragmentShader().u_blur_radius(), 1, |
| blur_radius_)); |
| GL_CALL(glUniform2fv(program->GetFragmentShader().u_scale_add(), 1, |
| blur_scale_add_)); |
| |
| GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, kVertexCount)); |
| } |
| |
| base::TypeId DrawRectShadowBlur::GetTypeId() const { |
| return ShaderProgram<ShaderVertexColorOffset, |
| ShaderFragmentColorBlur>::GetTypeId(); |
| } |
| |
| void DrawRectShadowBlur::SetVertex(VertexAttributes* vertex, |
| float x, float y) { |
| vertex->position[0] = x; |
| vertex->position[1] = y; |
| |
| vertex->offset[0] = (x - blur_center_.x()) * blur_sigma_scale_; |
| vertex->offset[1] = (y - blur_center_.y()) * blur_sigma_scale_; |
| |
| vertex->color = color_; |
| } |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |