本文整理汇总了C++中GrGLFragmentBuilder::emitFunction方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLFragmentBuilder::emitFunction方法的具体用法?C++ GrGLFragmentBuilder::emitFunction怎么用?C++ GrGLFragmentBuilder::emitFunction使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GrGLFragmentBuilder
的用法示例。
在下文中一共展示了GrGLFragmentBuilder::emitFunction方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: emitCode
void GrGLBicubicEffect::emitCode(EmitArgs& args) {
const GrTextureDomain& domain = args.fFp.cast<GrBicubicEffect>().domain();
fCoefficientsUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kMat44f_GrSLType, kDefault_GrSLPrecision,
"Coefficients");
fImageIncrementUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kVec2f_GrSLType, kDefault_GrSLPrecision,
"ImageIncrement");
const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
const char* coeff = args.fBuilder->getUniformCStr(fCoefficientsUni);
SkString cubicBlendName;
static const GrGLShaderVar gCubicBlendArgs[] = {
GrGLShaderVar("coefficients", kMat44f_GrSLType),
GrGLShaderVar("t", kFloat_GrSLType),
GrGLShaderVar("c0", kVec4f_GrSLType),
GrGLShaderVar("c1", kVec4f_GrSLType),
GrGLShaderVar("c2", kVec4f_GrSLType),
GrGLShaderVar("c3", kVec4f_GrSLType),
};
GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
SkString coords2D = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
fsBuilder->emitFunction(kVec4f_GrSLType,
"cubicBlend",
SK_ARRAY_COUNT(gCubicBlendArgs),
gCubicBlendArgs,
"\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
"\tvec4 c = coefficients * ts;\n"
"\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
&cubicBlendName);
fsBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c_str(), imgInc);
// We unnormalize the coord in order to determine our fractional offset (f) within the texel
// We then snap coord to a texel center and renormalize. The snap prevents cases where the
// starting coords are near a texel boundary and accumulations of imgInc would cause us to skip/
// double hit a texel.
fsBuilder->codeAppendf("\tcoord /= %s;\n", imgInc);
fsBuilder->codeAppend("\tvec2 f = fract(coord);\n");
fsBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc);
fsBuilder->codeAppend("\tvec4 rowColors[4];\n");
for (int y = 0; y < 4; ++y) {
for (int x = 0; x < 4; ++x) {
SkString coord;
coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1);
SkString sampleVar;
sampleVar.printf("rowColors[%d]", x);
fDomain.sampleTexture(fsBuilder, domain, sampleVar.c_str(), coord, args.fSamplers[0]);
}
fsBuilder->codeAppendf("\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n", y, cubicBlendName.c_str(), coeff);
}
SkString bicubicColor;
bicubicColor.printf("%s(%s, f.y, s0, s1, s2, s3)", cubicBlendName.c_str(), coeff);
fsBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,(GrGLSLExpr4(bicubicColor.c_str()) *
GrGLSLExpr4(args.fInputColor)).c_str());
}
示例2: emitCode
//.........这里部分代码省略.........
noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
// Compute v, at offset (-1,-1)
{
SkString latticeCoords("");
latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord);
noiseCode.append("\n\tlattice = ");
fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
kVec2f_GrSLType);
noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
}
noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
// Compute u, at offset (0,-1)
{
SkString latticeCoords("");
latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord);
noiseCode.append("\n\tlattice = ");
fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
kVec2f_GrSLType);
noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
}
// Compute 'b' as a linear interpolation of 'u' and 'v'
noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
// Compute the noise as a linear interpolation of 'a' and 'b'
noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth);
SkString noiseFuncName;
if (fStitchTiles) {
fsBuilder->emitFunction(kFloat_GrSLType,
"perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
} else {
fsBuilder->emitFunction(kFloat_GrSLType,
"perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
}
// There are rounding errors if the floor operation is not performed here
fsBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;",
noiseVec, vCoords.c_str(), baseFrequencyUni);
// Clear the color accumulator
fsBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
if (fStitchTiles) {
// Set up TurbulenceInitial stitch values.
fsBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni);
}
fsBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio);
// Loop over all octaves
fsBuilder->codeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
fsBuilder->codeAppendf("\n\t\t\t%s += ", outputColor);
if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
fsBuilder->codeAppend("abs(");
}
if (fStitchTiles) {
fsBuilder->codeAppendf(
"vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s),"