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krajcevskif461a8f2014-06-19 14:14:06 -07001/*
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"
bsalomon848faf02014-07-11 10:01:02 -070011#include "gl/GrGLShaderBuilder.h"
krajcevskif461a8f2014-06-19 14:14:06 -070012#include "gl/GrGLSL.h"
13#include "GrTBackendEffectFactory.h"
14
15#include "SkRect.h"
16
17//////////////////////////////////////////////////////////////////////////////
18
19class GLDitherEffect;
20
21class DitherEffect : public GrEffect {
22public:
bsalomon83d081a2014-07-08 09:56:10 -070023 static GrEffect* Create() {
bsalomon55fad7a2014-07-08 07:34:20 -070024 GR_CREATE_STATIC_EFFECT(gDitherEffect, DitherEffect, ())
25 return SkRef(gDitherEffect);
krajcevskif461a8f2014-06-19 14:14:06 -070026 }
27
28 virtual ~DitherEffect() {};
29 static const char* Name() { return "Dither"; }
30
31 typedef GLDitherEffect GLEffect;
32
33 virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE;
34
35 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
36 return GrTBackendEffectFactory<DitherEffect>::getInstance();
37 }
38
39private:
40 DitherEffect() {
41 this->setWillReadFragmentPosition();
42 }
43
44 // All dither effects are equal
45 virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; }
46
47 GR_DECLARE_EFFECT_TEST;
48
49 typedef GrEffect INHERITED;
50};
51
52void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const {
53 *validFlags = 0;
54}
55
56//////////////////////////////////////////////////////////////////////////////
57
58GR_DEFINE_EFFECT_TEST(DitherEffect);
59
bsalomon83d081a2014-07-08 09:56:10 -070060GrEffect* DitherEffect::TestCreate(SkRandom*,
61 GrContext*,
62 const GrDrawTargetCaps&,
63 GrTexture*[]) {
krajcevskif461a8f2014-06-19 14:14:06 -070064 return DitherEffect::Create();
65}
66
67//////////////////////////////////////////////////////////////////////////////
68
69class GLDitherEffect : public GrGLEffect {
70public:
71 GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
72
73 virtual void emitCode(GrGLShaderBuilder* builder,
74 const GrDrawEffect& drawEffect,
75 EffectKey key,
76 const char* outputColor,
77 const char* inputColor,
78 const TransformedCoordsArray&,
79 const TextureSamplerArray&) SK_OVERRIDE;
80
81private:
82 typedef GrGLEffect INHERITED;
83};
84
85GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory,
86 const GrDrawEffect& drawEffect)
87 : INHERITED (factory) {
88}
89
90void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
91 const GrDrawEffect& drawEffect,
92 EffectKey key,
93 const char* outputColor,
94 const char* inputColor,
95 const TransformedCoordsArray&,
96 const TextureSamplerArray& samplers) {
97 // Generate a random number based on the fragment position. For this
98 // random number generator, we use the "GLSL rand" function
99 // that seems to be floating around on the internet. It works under
100 // the assumption that sin(<big number>) oscillates with high frequency
101 // and sampling it will generate "randomness". Since we're using this
102 // for rendering and not cryptography it should be OK.
103
104 // For each channel c, add the random offset to the pixel to either bump
105 // it up or let it remain constant during quantization.
106 builder->fsCodeAppendf("\t\tfloat r = "
bsalomon22900002014-06-24 11:16:52 -0700107 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
krajcevskif461a8f2014-06-19 14:14:06 -0700108 builder->fragmentPosition());
krajcevskiaed70072014-06-20 05:46:12 -0700109 builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
krajcevskif461a8f2014-06-19 14:14:06 -0700110 outputColor, GrGLSLExpr4(inputColor).c_str());
111}
112
113//////////////////////////////////////////////////////////////////////////////
114
bsalomon83d081a2014-07-08 09:56:10 -0700115GrEffect* GrDitherEffect::Create() { return DitherEffect::Create(); }