本文整理汇总了C++中GrGLSLPPFragmentBuilder::declAppend方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLSLPPFragmentBuilder::declAppend方法的具体用法?C++ GrGLSLPPFragmentBuilder::declAppend怎么用?C++ GrGLSLPPFragmentBuilder::declAppend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GrGLSLPPFragmentBuilder
的用法示例。
在下文中一共展示了GrGLSLPPFragmentBuilder::declAppend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: onEmitCode
void GrGLCubicEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
const GrCubicEffect& gp = args.fGP.cast<GrCubicEffect>();
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
GrGLSLVertToFrag v(kVec4f_GrSLType);
varyingHandler->addVarying("CubicCoeffs", &v, kHigh_GrSLPrecision);
vertBuilder->codeAppendf("%s = %s;", v.vsOut(), gp.inCubicCoeffs()->fName);
GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!gp.colorIgnored()) {
this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
this->setupPosition(vertBuilder,
uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
&fViewMatrixUniform);
// emit transforms with position
this->emitTransforms(vertBuilder,
varyingHandler,
uniformHandler,
gpArgs->fPositionVar,
gp.inPosition()->fName,
args.fFPCoordTransformHandler);
GrShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar dklmdx("dklmdx", kVec3f_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar dklmdy("dklmdy", kVec3f_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar dfdx("dfdx", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar dfdy("dfdy", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar gF("gF", kVec2f_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar gFM("gFM", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar func("func", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
fragBuilder->declAppend(edgeAlpha);
fragBuilder->declAppend(dklmdx);
fragBuilder->declAppend(dklmdy);
fragBuilder->declAppend(dfdx);
fragBuilder->declAppend(dfdy);
fragBuilder->declAppend(gF);
fragBuilder->declAppend(gFM);
fragBuilder->declAppend(func);
switch (fEdgeType) {
case kHairlineAA_GrProcessorEdgeType: {
fragBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), v.fsIn());
fragBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), v.fsIn());
fragBuilder->codeAppendf("%s = 3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
dfdx.c_str(), v.fsIn(), v.fsIn(), dklmdx.c_str(), v.fsIn(),
dklmdx.c_str(), v.fsIn(), dklmdx.c_str());
fragBuilder->codeAppendf("%s = 3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
dfdy.c_str(), v.fsIn(), v.fsIn(), dklmdy.c_str(), v.fsIn(),
dklmdy.c_str(), v.fsIn(), dklmdy.c_str());
fragBuilder->codeAppendf("%s = vec2(%s, %s);", gF.c_str(), dfdx.c_str(), dfdy.c_str());
fragBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
gFM.c_str(), gF.c_str(), gF.c_str());
fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
func.c_str(), v.fsIn(), v.fsIn(),
v.fsIn(), v.fsIn(), v.fsIn());
fragBuilder->codeAppendf("%s = abs(%s);", func.c_str(), func.c_str());
fragBuilder->codeAppendf("%s = %s / %s;",
edgeAlpha.c_str(), func.c_str(), gFM.c_str());
fragBuilder->codeAppendf("%s = max(1.0 - %s, 0.0);",
edgeAlpha.c_str(), edgeAlpha.c_str());
// Add line below for smooth cubic ramp
// fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
// edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
// edgeAlpha.c_str());
break;
}
case kFillAA_GrProcessorEdgeType: {
fragBuilder->codeAppendf("%s = dFdx(%s.xyz);", dklmdx.c_str(), v.fsIn());
fragBuilder->codeAppendf("%s = dFdy(%s.xyz);", dklmdy.c_str(), v.fsIn());
fragBuilder->codeAppendf("%s ="
"3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
dfdx.c_str(), v.fsIn(), v.fsIn(), dklmdx.c_str(), v.fsIn(),
dklmdx.c_str(), v.fsIn(), dklmdx.c_str());
fragBuilder->codeAppendf("%s = 3.0 * %s.x * %s.x * %s.x - %s.y * %s.z - %s.z * %s.y;",
dfdy.c_str(), v.fsIn(), v.fsIn(), dklmdy.c_str(), v.fsIn(),
dklmdy.c_str(), v.fsIn(), dklmdy.c_str());
fragBuilder->codeAppendf("%s = vec2(%s, %s);", gF.c_str(), dfdx.c_str(), dfdy.c_str());
fragBuilder->codeAppendf("%s = sqrt(dot(%s, %s));",
gFM.c_str(), gF.c_str(), gF.c_str());
fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
func.c_str(),
v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn());
fragBuilder->codeAppendf("%s = %s / %s;",
edgeAlpha.c_str(), func.c_str(), gFM.c_str());
fragBuilder->codeAppendf("%s = clamp(0.5 - %s, 0.0, 1.0);",
//.........这里部分代码省略.........
示例2: onEmitCode
void GrGLCubicEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
const GrCubicEffect& gp = args.fGP.cast<GrCubicEffect>();
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
GrGLSLPPFragmentBuilder* fragBuilder = args.fFragBuilder;
// Setup pass through color
if (!gp.colorIgnored()) {
this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor, &fColorUniform);
}
// Setup position
this->setupPosition(vertBuilder,
uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
&fViewMatrixUniform);
// Setup KLM
const char* devkLMMatrixName;
fDevKLMUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, kMat33f_GrSLType,
kHigh_GrSLPrecision, "KLM", &devkLMMatrixName);
GrGLSLVertToFrag v(kVec3f_GrSLType);
varyingHandler->addVarying("CubicCoeffs", &v, kHigh_GrSLPrecision);
vertBuilder->codeAppendf("%s = %s * vec3(%s, 1);",
v.vsOut(), devkLMMatrixName, gpArgs->fPositionVar.c_str());
GrGLSLVertToFrag gradCoeffs(kVec4f_GrSLType);
if (kFillAA_GrProcessorEdgeType == fEdgeType || kHairlineAA_GrProcessorEdgeType == fEdgeType) {
varyingHandler->addVarying("GradCoeffs", &gradCoeffs, kHigh_GrSLPrecision);
vertBuilder->codeAppendf("highp float k = %s[0], l = %s[1], m = %s[2];",
v.vsOut(), v.vsOut(), v.vsOut());
vertBuilder->codeAppendf("highp vec2 gk = vec2(%s[0][0], %s[1][0]), "
"gl = vec2(%s[0][1], %s[1][1]), "
"gm = vec2(%s[0][2], %s[1][2]);",
devkLMMatrixName, devkLMMatrixName, devkLMMatrixName,
devkLMMatrixName, devkLMMatrixName, devkLMMatrixName);
vertBuilder->codeAppendf("%s = vec4(3 * k * gk, -m * gl - l * gm);",
gradCoeffs.vsOut());
}
// emit transforms with position
this->emitTransforms(vertBuilder,
varyingHandler,
uniformHandler,
gpArgs->fPositionVar,
gp.inPosition()->fName,
args.fFPCoordTransformHandler);
GrShaderVar edgeAlpha("edgeAlpha", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar gF("gF", kVec2f_GrSLType, 0, kHigh_GrSLPrecision);
GrShaderVar func("func", kFloat_GrSLType, 0, kHigh_GrSLPrecision);
fragBuilder->declAppend(edgeAlpha);
fragBuilder->declAppend(gF);
fragBuilder->declAppend(func);
switch (fEdgeType) {
case kHairlineAA_GrProcessorEdgeType: {
fragBuilder->codeAppendf("%s = %s.x * %s.xy + %s.zw;",
gF.c_str(), v.fsIn(), gradCoeffs.fsIn(), gradCoeffs.fsIn());
fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
func.c_str(), v.fsIn(), v.fsIn(),
v.fsIn(), v.fsIn(), v.fsIn());
fragBuilder->codeAppendf("%s = abs(%s);", func.c_str(), func.c_str());
fragBuilder->codeAppendf("%s = %s * inversesqrt(dot(%s, %s));",
edgeAlpha.c_str(), func.c_str(), gF.c_str(), gF.c_str());
fragBuilder->codeAppendf("%s = max(1.0 - %s, 0.0);",
edgeAlpha.c_str(), edgeAlpha.c_str());
// Add line below for smooth cubic ramp
// fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
// edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
// edgeAlpha.c_str());
break;
}
case kFillAA_GrProcessorEdgeType: {
fragBuilder->codeAppendf("%s = %s.x * %s.xy + %s.zw;",
gF.c_str(), v.fsIn(), gradCoeffs.fsIn(), gradCoeffs.fsIn());
fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
func.c_str(),
v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn(), v.fsIn());
fragBuilder->codeAppendf("%s = %s * inversesqrt(dot(%s, %s));",
edgeAlpha.c_str(), func.c_str(), gF.c_str(), gF.c_str());
fragBuilder->codeAppendf("%s = clamp(0.5 - %s, 0.0, 1.0);",
edgeAlpha.c_str(), edgeAlpha.c_str());
// Add line below for smooth cubic ramp
// fragBuilder->codeAppendf("%s = %s * %s * (3.0 - 2.0 * %s);",
// edgeAlpha.c_str(), edgeAlpha.c_str(), edgeAlpha.c_str(),
// edgeAlpha.c_str());
break;
}
case kFillBW_GrProcessorEdgeType: {
fragBuilder->codeAppendf("%s = %s.x * %s.x * %s.x - %s.y * %s.z;",
//.........这里部分代码省略.........