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C++ GrGLSLFPFragmentBuilder::fragmentPosition方法代码示例

本文整理汇总了C++中GrGLSLFPFragmentBuilder::fragmentPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLSLFPFragmentBuilder::fragmentPosition方法的具体用法?C++ GrGLSLFPFragmentBuilder::fragmentPosition怎么用?C++ GrGLSLFPFragmentBuilder::fragmentPosition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GrGLSLFPFragmentBuilder的用法示例。


在下文中一共展示了GrGLSLFPFragmentBuilder::fragmentPosition方法的3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 GrGLConvexPolyEffect::emitCode(EmitArgs& args) {
    const GrConvexPolyEffect& cpe = args.fFp.cast<GrConvexPolyEffect>();

    const char *edgeArrayName;
    fEdgeUniform = args.fUniformHandler->addUniformArray(kFragment_GrShaderFlag,
                                                         kVec3f_GrSLType,
                                                         kDefault_GrSLPrecision,
                                                         "edges",
                                                         cpe.getEdgeCount(),
                                                         &edgeArrayName);
    GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
    fragBuilder->codeAppend("\t\tfloat alpha = 1.0;\n");
    fragBuilder->codeAppend("\t\tfloat edge;\n");
    const char* fragmentPos = fragBuilder->fragmentPosition();
    for (int i = 0; i < cpe.getEdgeCount(); ++i) {
        fragBuilder->codeAppendf("\t\tedge = dot(%s[%d], vec3(%s.x, %s.y, 1));\n",
                                 edgeArrayName, i, fragmentPos, fragmentPos);
        if (GrProcessorEdgeTypeIsAA(cpe.getEdgeType())) {
            fragBuilder->codeAppend("\t\tedge = clamp(edge, 0.0, 1.0);\n");
        } else {
            fragBuilder->codeAppend("\t\tedge = edge >= 0.5 ? 1.0 : 0.0;\n");
        }
        fragBuilder->codeAppend("\t\talpha *= edge;\n");
    }

    if (GrProcessorEdgeTypeIsInverseFill(cpe.getEdgeType())) {
        fragBuilder->codeAppend("\talpha = 1.0 - alpha;\n");
    }
    fragBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,
                             (GrGLSLExpr4(args.fInputColor) * GrGLSLExpr1("alpha")).c_str());
}
开发者ID:jszwedko,项目名称:skia,代码行数:31,代码来源:GrConvexPolyEffect.cpp

示例2: emitCode

void GLDitherEffect::emitCode(EmitArgs& args) {
    GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
    // Generate a random number based on the fragment position. For this
    // random number generator, we use the "GLSL rand" function
    // that seems to be floating around on the internet. It works under
    // the assumption that sin(<big number>) oscillates with high frequency
    // and sampling it will generate "randomness". Since we're using this
    // for rendering and not cryptography it should be OK.

    // For each channel c, add the random offset to the pixel to either bump
    // it up or let it remain constant during quantization.
    fragBuilder->codeAppendf("\t\tfloat r = "
                             "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
                             fragBuilder->fragmentPosition());
    fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
                             args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
}
开发者ID:03050903,项目名称:skia,代码行数:17,代码来源:GrDitherEffect.cpp

示例3: emitCode

void GrGLCircleBlurFragmentProcessor::emitCode(EmitArgs& args) {

    const char *dataName;

    // The data is formatted as:
    // x,y  - the center of the circle
    // z    - the distance at which the intensity starts falling off (e.g., the start of the table)
    // w    - the inverse of the profile texture size
    fDataUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
                                                    kVec4f_GrSLType,
                                                    kDefault_GrSLPrecision,
                                                    "data",
                                                    &dataName);

    GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
    const char *fragmentPos = fragBuilder->fragmentPosition();

    if (args.fInputColor) {
        fragBuilder->codeAppendf("vec4 src=%s;", args.fInputColor);
    } else {
        fragBuilder->codeAppendf("vec4 src=vec4(1);");
    }

    // We just want to compute "length(vec) - %s.z + 0.5) * %s.w" but need to rearrange
    // for precision
    fragBuilder->codeAppendf("vec2 vec = vec2( (%s.x - %s.x) * %s.w , (%s.y - %s.y) * %s.w );",
                             fragmentPos, dataName, dataName,
                             fragmentPos, dataName, dataName);
    fragBuilder->codeAppendf("float dist = length(vec) + ( 0.5 - %s.z ) * %s.w;",
                             dataName, dataName);

    fragBuilder->codeAppendf("float intensity = ");
    fragBuilder->appendTextureLookup(args.fTexSamplers[0], "vec2(dist, 0.5)");
    fragBuilder->codeAppend(".a;");

    fragBuilder->codeAppendf("%s = src * intensity;\n", args.fOutputColor );
}
开发者ID:BertiKarsunke,项目名称:skia,代码行数:37,代码来源:GrCircleBlurFragmentProcessor.cpp


注:本文中的GrGLSLFPFragmentBuilder::fragmentPosition方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。