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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include shared
#define LINE_STYLE_SOLID 0
#define LINE_STYLE_DOTTED 1
#define LINE_STYLE_DASHED 2
#define LINE_STYLE_WAVY 3
// Fragment position in the coordinate system used for positioning decorations.
// To keep the code independent of whether the line is horizontal or vertical,
// vLocalPos.x is always parallel, and .y always perpendicular, to the line
// being decorated.
varying highp vec2 vLocalPos;
// Line style. Packed in to a vector to work around bug 1630356.
flat varying mediump ivec2 vStyle;
flat varying mediump vec4 vParams;
#ifdef WR_VERTEX_SHADER
// The size of the mask tile we're rendering, in pixels.
PER_INSTANCE in vec4 aTaskRect;
// The size of the mask tile. aLocalSize.x is always horizontal and .y vertical,
// regardless of the line's orientation. The size is chosen by
// prim_store::line_dec::get_line_decoration_sizes.
PER_INSTANCE in vec2 aLocalSize;
// A LINE_STYLE_* value, indicating what sort of line to draw.
PER_INSTANCE in int aStyle;
// 0.0 for a horizontal line, 1.0 for a vertical line.
PER_INSTANCE in float aAxisSelect;
// The thickness of the wavy line itself, not the amplitude of the waves (i.e.,
// the thickness of the final decorated line).
PER_INSTANCE in float aWavyLineThickness;
void main(void) {
vec2 size = mix(aLocalSize, aLocalSize.yx, aAxisSelect);
vStyle.x = aStyle;
switch (vStyle.x) {
case LINE_STYLE_SOLID: {
break;
}
case LINE_STYLE_DASHED: {
vParams = vec4(size.x, // period
0.5 * size.x, // dash length
0.0,
0.0);
break;
}
case LINE_STYLE_DOTTED: {
float diameter = size.y;
float period = diameter * 2.0;
float center_line = 0.5 * size.y;
vParams = vec4(period,
diameter / 2.0, // radius
center_line,
0.0);
break;
}
case LINE_STYLE_WAVY: {
// This logic copied from gecko to get the same results
float line_thickness = max(aWavyLineThickness, 1.0);
// Difference in height between peaks and troughs
// (and since slopes are 45 degrees, the length of each slope)
float slope_length = size.y - line_thickness;
// Length of flat runs
float flat_length = max((line_thickness - 1.0) * 2.0, 1.0);
vParams = vec4(line_thickness / 2.0,
slope_length,
flat_length,
size.y);
break;
}
default:
vParams = vec4(0.0);
}
vLocalPos = mix(aPosition.xy, aPosition.yx, aAxisSelect) * size;
gl_Position = uTransform * vec4(mix(aTaskRect.xy, aTaskRect.zw, aPosition.xy), 0.0, 1.0);
}
#endif
#ifdef WR_FRAGMENT_SHADER
#define MAGIC_WAVY_LINE_AA_SNAP 0.5
void main(void) {
// Find the appropriate distance to apply the step over.
vec2 pos = vLocalPos;
float aa_range = compute_aa_range(pos);
float alpha = 1.0;
switch (vStyle.x) {
case LINE_STYLE_SOLID: {
break;
}
case LINE_STYLE_DASHED: {
// Calculate dash alpha (on/off) based on dash length
alpha = step(floor(pos.x + 0.5), vParams.y);
break;
}
case LINE_STYLE_DOTTED: {
// Get the dot alpha
vec2 dot_relative_pos = pos - vParams.yz;
float dot_distance = length(dot_relative_pos) - vParams.y;
alpha = distance_aa(aa_range, dot_distance);
break;
}
case LINE_STYLE_WAVY: {
float half_line_thickness = vParams.x;
float slope_length = vParams.y;
float flat_length = vParams.z;
float vertical_bounds = vParams.w;
// Our pattern is just two slopes and two flats
float half_period = slope_length + flat_length;
float mid_height = vertical_bounds / 2.0;
float peak_offset = mid_height - half_line_thickness;
// Flip the wave every half period
float flip = -2.0 * (step(mod(pos.x, 2.0 * half_period), half_period) - 0.5);
// float flip = -1.0;
peak_offset *= flip;
float peak_height = mid_height + peak_offset;
// Convert pos to a local position within one half period
pos.x = mod(pos.x, half_period);
// Compute signed distance to the 3 lines that make up an arc
float dist1 = distance_to_line(vec2(0.0, peak_height),
vec2(1.0, -flip),
pos);
float dist2 = distance_to_line(vec2(0.0, peak_height),
vec2(0, -flip),
pos);
float dist3 = distance_to_line(vec2(flat_length, peak_height),
vec2(-1.0, -flip),
pos);
float dist = abs(max(max(dist1, dist2), dist3));
// Apply AA based on the thickness of the wave
alpha = distance_aa(aa_range, dist - half_line_thickness);
// Disable AA for thin lines
if (half_line_thickness <= 1.0) {
alpha = 1.0 - step(alpha, MAGIC_WAVY_LINE_AA_SNAP);
}
break;
}
default: break;
}
oFragColor = vec4(alpha);
}
#endif