/*
* 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 GrCCTriangleShader_DEFINED
#define GrCCTriangleShader_DEFINED
#include "ccpr/GrCCCoverageProcessor.h"
/**
* Steps 1 & 2: Draw the triangle's conservative raster hull with a coverage of +1, then smooth the
* edges by drawing the conservative rasters of all 3 edges and interpolating from
* coverage=-1 on the outside to coverage=0 on the inside. The Impl may choose to
* implement these steps in either one or two actual render passes.
*/
class GrCCTriangleShader : public GrCCCoverageProcessor::Shader {
void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
const char* position, const char* inputCoverage, const char* wind) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
GrGLSLVarying fCoverageTimesWind;
};
/**
* Step 3: Touch up the corner pixels. Here we fix the simple distance-to-edge coverage analysis
* done previously so that it takes into account the region that is outside both edges at
* the same time.
*/
class GrCCTriangleCornerShader : public GrCCCoverageProcessor::Shader {
void emitSetupCode(GrGLSLVertexGeoBuilder*, const char* pts, const char* repetitionID,
const char* wind, GeometryVars*) const override;
void onEmitVaryings(GrGLSLVaryingHandler*, GrGLSLVarying::Scope, SkString* code,
const char* position, const char* inputCoverage, const char* wind) override;
void onEmitFragmentCode(GrGLSLPPFragmentBuilder* f, const char* outputCoverage) const override;
GrShaderVar fAABoxMatrices{"aa_box_matrices", kFloat2x2_GrSLType, 2};
GrShaderVar fAABoxTranslates{"aa_box_translates", kFloat2_GrSLType, 2};
GrShaderVar fGeoShaderBisects{"bisects", kFloat2_GrSLType, 2};
GrGLSLVarying fCornerLocationInAABoxes;
GrGLSLVarying fBisectInAABoxes;
GrGLSLVarying fWindTimesHalf;
};
#endif