本文整理汇总了C++中GrGLSLVertexBuilder::appendColorGamutXform方法的典型用法代码示例。如果您正苦于以下问题:C++ GrGLSLVertexBuilder::appendColorGamutXform方法的具体用法?C++ GrGLSLVertexBuilder::appendColorGamutXform怎么用?C++ GrGLSLVertexBuilder::appendColorGamutXform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GrGLSLVertexBuilder
的用法示例。
在下文中一共展示了GrGLSLVertexBuilder::appendColorGamutXform方法的1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 onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
const DefaultGeoProc& gp = args.fGP.cast<DefaultGeoProc>();
GrGLSLVertexBuilder* vertBuilder = args.fVertBuilder;
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
GrGLSLUniformHandler* uniformHandler = args.fUniformHandler;
// emit attributes
varyingHandler->emitAttributes(gp);
// Setup pass through color
if (gp.hasVertexColor()) {
GrGLSLVarying varying(kHalf4_GrSLType);
varyingHandler->addVarying("color", &varying);
// There are several optional steps to process the color. Start with the attribute:
vertBuilder->codeAppendf("half4 color = %s;", gp.inColor()->fName);
// Linearize
if (gp.linearizeColor()) {
SkString srgbFuncName;
static const GrShaderVar gSrgbArgs[] = {
GrShaderVar("x", kHalf_GrSLType),
};
vertBuilder->emitFunction(kHalf_GrSLType,
"srgb_to_linear",
SK_ARRAY_COUNT(gSrgbArgs),
gSrgbArgs,
"return (x <= 0.04045) ? (x / 12.92) "
": pow((x + 0.055) / 1.055, 2.4);",
&srgbFuncName);
vertBuilder->codeAppendf("color = half4(%s(%s.r), %s(%s.g), %s(%s.b), %s.a);",
srgbFuncName.c_str(), gp.inColor()->fName,
srgbFuncName.c_str(), gp.inColor()->fName,
srgbFuncName.c_str(), gp.inColor()->fName,
gp.inColor()->fName);
}
// For SkColor, do a red/blue swap and premul
if (gp.fFlags & kColorAttributeIsSkColor_GPFlag) {
vertBuilder->codeAppend("color = half4(color.a * color.bgr, color.a);");
}
// Do color-correction to destination gamut
if (gp.linearizeColor()) {
fColorSpaceHelper.emitCode(uniformHandler, gp.fColorSpaceXform.get(),
kVertex_GrShaderFlag);
if (fColorSpaceHelper.isValid()) {
SkString xformedColor;
vertBuilder->appendColorGamutXform(&xformedColor, "color",
&fColorSpaceHelper);
vertBuilder->codeAppendf("color = %s;", xformedColor.c_str());
}
}
vertBuilder->codeAppendf("%s = color;\n", varying.vsOut());
fragBuilder->codeAppendf("%s = %s;", args.fOutputColor, varying.fsIn());
} else {
this->setupUniformColor(fragBuilder, uniformHandler, args.fOutputColor,
&fColorUniform);
}
// Setup position
this->writeOutputPosition(vertBuilder,
uniformHandler,
gpArgs,
gp.inPosition()->fName,
gp.viewMatrix(),
&fViewMatrixUniform);
if (gp.hasExplicitLocalCoords()) {
// emit transforms with explicit local coords
this->emitTransforms(vertBuilder,
varyingHandler,
uniformHandler,
gp.inLocalCoords()->asShaderVar(),
gp.localMatrix(),
args.fFPCoordTransformHandler);
} else {
// emit transforms with position
this->emitTransforms(vertBuilder,
varyingHandler,
uniformHandler,
gp.inPosition()->asShaderVar(),
gp.localMatrix(),
args.fFPCoordTransformHandler);
}
// Setup coverage as pass through
if (gp.hasVertexCoverage()) {
fragBuilder->codeAppendf("half alpha = 1.0;");
varyingHandler->addPassThroughAttribute(gp.inCoverage(), "alpha");
fragBuilder->codeAppendf("%s = half4(alpha);", args.fOutputCoverage);
} else if (gp.coverage() == 0xff) {
fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
} else {
const char* fragCoverage;
fCoverageUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
kHalf_GrSLType,
"Coverage",
&fragCoverage);
//.........这里部分代码省略.........