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      1 /*
      2  * Copyright 2014 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #include "GrDitherEffect.h"
      9 
     10 #include "gl/GrGLEffect.h"
     11 #include "gl/GrGLSL.h"
     12 #include "GrTBackendEffectFactory.h"
     13 
     14 #include "SkRect.h"
     15 
     16 //////////////////////////////////////////////////////////////////////////////
     17 
     18 class GLDitherEffect;
     19 
     20 class DitherEffect : public GrEffect {
     21 public:
     22     static GrEffectRef* Create() {
     23         return CreateEffectRef(AutoEffectUnref(SkNEW(DitherEffect)));
     24     }
     25 
     26     virtual ~DitherEffect() {};
     27     static const char* Name() { return "Dither"; }
     28 
     29     typedef GLDitherEffect GLEffect;
     30 
     31     virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE;
     32 
     33     virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
     34         return GrTBackendEffectFactory<DitherEffect>::getInstance();
     35     }
     36 
     37 private:
     38     DitherEffect() {
     39         this->setWillReadFragmentPosition();
     40     }
     41 
     42     // All dither effects are equal
     43     virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; }
     44 
     45     GR_DECLARE_EFFECT_TEST;
     46 
     47     typedef GrEffect INHERITED;
     48 };
     49 
     50 void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const {
     51     *validFlags = 0;
     52 }
     53 
     54 //////////////////////////////////////////////////////////////////////////////
     55 
     56 GR_DEFINE_EFFECT_TEST(DitherEffect);
     57 
     58 GrEffectRef* DitherEffect::TestCreate(SkRandom*,
     59                                       GrContext*,
     60                                       const GrDrawTargetCaps&,
     61                                       GrTexture*[]) {
     62     return DitherEffect::Create();
     63 }
     64 
     65 //////////////////////////////////////////////////////////////////////////////
     66 
     67 class GLDitherEffect : public GrGLEffect {
     68 public:
     69     GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
     70 
     71     virtual void emitCode(GrGLShaderBuilder* builder,
     72                           const GrDrawEffect& drawEffect,
     73                           EffectKey key,
     74                           const char* outputColor,
     75                           const char* inputColor,
     76                           const TransformedCoordsArray&,
     77                           const TextureSamplerArray&) SK_OVERRIDE;
     78 
     79 private:
     80     typedef GrGLEffect INHERITED;
     81 };
     82 
     83 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory,
     84                                const GrDrawEffect& drawEffect)
     85     : INHERITED (factory) {
     86 }
     87 
     88 void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
     89                               const GrDrawEffect& drawEffect,
     90                               EffectKey key,
     91                               const char* outputColor,
     92                               const char* inputColor,
     93                               const TransformedCoordsArray&,
     94                               const TextureSamplerArray& samplers) {
     95     // Generate a random number based on the fragment position. For this
     96     // random number generator, we use the "GLSL rand" function
     97     // that seems to be floating around on the internet. It works under
     98     // the assumption that sin(<big number>) oscillates with high frequency
     99     // and sampling it will generate "randomness". Since we're using this
    100     // for rendering and not cryptography it should be OK.
    101 
    102     // For each channel c, add the random offset to the pixel to either bump
    103     // it up or let it remain constant during quantization.
    104     builder->fsCodeAppendf("\t\tfloat r = "
    105                            "fract(sin(dot(%s ,vec2(12.9898,78.233))) * 43758.5453);\n",
    106                            builder->fragmentPosition());
    107     builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
    108                            outputColor, GrGLSLExpr4(inputColor).c_str());
    109 }
    110 
    111 //////////////////////////////////////////////////////////////////////////////
    112 
    113 GrEffectRef* GrDitherEffect::Create() {
    114     return DitherEffect::Create();
    115 }
    116