| // 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. |
| |
| #ifndef COBALT_RENDERER_RASTERIZER_EGL_DRAW_RECT_SHADOW_BLUR_H_ |
| #define COBALT_RENDERER_RASTERIZER_EGL_DRAW_RECT_SHADOW_BLUR_H_ |
| |
| #include <vector> |
| |
| #include "cobalt/math/rect_f.h" |
| #include "cobalt/render_tree/color_rgba.h" |
| #include "cobalt/renderer/rasterizer/egl/draw_object.h" |
| |
| namespace cobalt { |
| namespace renderer { |
| namespace rasterizer { |
| namespace egl { |
| |
| // Example CSS box shadow (outset): |
| // +-------------------------------------+ |
| // | Box shadow "blur" region | |
| // | +-----------------------------+ | |
| // | | Box shadow "spread" region | | |
| // | | +---------------------+ | | |
| // | | | Box shadow rect | | | |
| // | | | (exclude geometry) | | | |
| // | | +---------------------+ | | |
| // | | | | |
| // | +-----------------------------+ | |
| // | (include scissor) | |
| // +-------------------------------------+ |
| // NOTE: Despite the CSS naming, the actual blur effect starts inside the |
| // "spread" region. |
| |
| // Handles drawing a box shadow with blur. This uses a gaussian kernel to fade |
| // the "blur" region. |
| // |
| // This uses a shader to mimic skia's SkBlurMask.cpp. |
| // See also http://stereopsis.com/shadowrect/ as reference for the formula |
| // used to approximate the gaussian integral (which controls the opacity of |
| // the shadow). |
| class DrawRectShadowBlur : public DrawObject { |
| public: |
| // Draw a blurred box shadow. |
| // The box shadow exists in the area between |inner_rect| and |outer_rect|. |
| // |blur_edge| specifies the area where the "spread" region transitions |
| // to the "blur" region. It has 50% opacity of the shadow color. |
| 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); |
| |
| void ExecuteUpdateVertexBuffer(GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) OVERRIDE; |
| void ExecuteRasterize(GraphicsState* graphics_state, |
| ShaderProgramManager* program_manager) OVERRIDE; |
| base::TypeId GetTypeId() const OVERRIDE; |
| |
| private: |
| struct VertexAttributes { |
| float position[2]; |
| float offset[2]; // Expressed in terms of blur_sigma from center. |
| uint32_t color; |
| }; |
| |
| void SetVertex(VertexAttributes* vertex, float x, float y); |
| |
| math::RectF inner_rect_; |
| math::RectF outer_rect_; |
| math::PointF blur_center_; |
| float blur_radius_[2]; // Expressed in terms of blur_sigma. |
| float blur_scale_add_[2]; |
| float blur_sigma_scale_; // Used to express distances as sigma-relative. |
| uint32_t color_; |
| |
| uint8_t* vertex_buffer_; |
| }; |
| |
| } // namespace egl |
| } // namespace rasterizer |
| } // namespace renderer |
| } // namespace cobalt |
| |
| #endif // COBALT_RENDERER_RASTERIZER_EGL_DRAW_RECT_SHADOW_BLUR_H_ |