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C++ GrGLVertexBuilder类代码示例

本文整理汇总了C++中GrGLVertexBuilder的典型用法代码示例。如果您正苦于以下问题:C++ GrGLVertexBuilder类的具体用法?C++ GrGLVertexBuilder怎么用?C++ GrGLVertexBuilder使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了GrGLVertexBuilder类的8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>();
            GrGLGPBuilder* pb = args.fPB;
            GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
            GrGLFragmentBuilder* fs = args.fPB->getFragmentShaderBuilder();

            // emit attributes
            vsBuilder->emitAttributes(gp);

            // Setup pass through color
            if (!gp.colorIgnored()) {
                if (gp.hasVertexColor()) {
                    pb->addPassThroughAttribute(gp.inColor(), args.fOutputColor);
                } else {
                    this->setupUniformColor(pb, args.fOutputColor, &fColorUniform);
                }
            }

            // Setup position
            this->setupPosition(pb, gpArgs, gp.inPosition()->fName, gp.viewMatrix(),
                                &fViewMatrixUniform);

            if (gp.hasExplicitLocalCoords()) {
                // emit transforms with explicit local coords
                this->emitTransforms(pb, gpArgs->fPositionVar, gp.inLocalCoords()->fName,
                                     gp.localMatrix(), args.fTransformsIn, args.fTransformsOut);
            } else if(gp.hasTransformedLocalCoords()) {
                // transforms have already been applied to vertex attributes on the cpu
                this->emitTransforms(pb, gp.inLocalCoords()->fName,
                                     args.fTransformsIn, args.fTransformsOut);
            } else {
                // emit transforms with position
                this->emitTransforms(pb, gpArgs->fPositionVar, gp.inPosition()->fName,
                                     gp.localMatrix(), args.fTransformsIn, args.fTransformsOut);
            }

            // Setup coverage as pass through
            if (!gp.coverageWillBeIgnored()) {
                if (gp.hasVertexCoverage()) {
                    fs->codeAppendf("float alpha = 1.0;");
                    args.fPB->addPassThroughAttribute(gp.inCoverage(), "alpha");
                    fs->codeAppendf("%s = vec4(alpha);", args.fOutputCoverage);
                } else if (gp.coverage() == 0xff) {
                    fs->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
                } else {
                    const char* fragCoverage;
                    fCoverageUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                                      kFloat_GrSLType,
                                                      kDefault_GrSLPrecision,
                                                      "Coverage",
                                                      &fragCoverage);
                    fs->codeAppendf("%s = vec4(%s);", args.fOutputCoverage, fragCoverage);
                }
            }
        }
开发者ID:jagannathanraman,项目名称:skia,代码行数:55,代码来源:GrDefaultGeoProcFactory.cpp

示例2: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrBitmapTextGeoProc& cte = args.fGP.cast<GrBitmapTextGeoProc>();

        GrGLGPBuilder* pb = args.fPB;
        GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();

        // emit attributes
        vsBuilder->emitAttributes(cte);

        GrGLVertToFrag v(kVec2f_GrSLType);
        pb->addVarying("TextureCoords", &v);
        // this is only used with text, so our texture bounds always match the glyph atlas
        if (cte.maskFormat() == kA8_GrMaskFormat) {
            vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", "
                                   GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", v.vsOut(),
                                   cte.inTextureCoords()->fName);
        } else {
            vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", "
                                   GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", v.vsOut(),
                                   cte.inTextureCoords()->fName);
        }

        // Setup pass through color
        if (!cte.colorIgnored()) {
            if (cte.hasVertexColor()) {
                pb->addPassThroughAttribute(cte.inColor(), args.fOutputColor);
            } else {
                this->setupUniformColor(pb, args.fOutputColor, &fColorUniform);
            }
        }

        // Setup position
        this->setupPosition(pb, gpArgs, cte.inPosition()->fName);

        // emit transforms
        this->emitTransforms(args.fPB, gpArgs->fPositionVar, cte.inPosition()->fName,
                             cte.localMatrix(), args.fTransformsIn, args.fTransformsOut);

        GrGLFragmentBuilder* fsBuilder = pb->getFragmentShaderBuilder();
        if (cte.maskFormat() == kARGB_GrMaskFormat) {
            fsBuilder->codeAppendf("%s = ", args.fOutputColor);
            fsBuilder->appendTextureLookupAndModulate(args.fOutputColor,
                                                      args.fSamplers[0],
                                                      v.fsIn(),
                                                      kVec2f_GrSLType);
            fsBuilder->codeAppend(";");
            fsBuilder->codeAppendf("%s = vec4(1);", args.fOutputCoverage);
        } else {
            fsBuilder->codeAppendf("%s = ", args.fOutputCoverage);
            fsBuilder->appendTextureLookup(args.fSamplers[0], v.fsIn(), kVec2f_GrSLType);
            fsBuilder->codeAppend(";");
        }
    }
开发者ID:mariospr,项目名称:chromium-browser,代码行数:53,代码来源:GrBitmapTextGeoProc.cpp

示例3: onEmitCode

        void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
            const QuadEdgeEffect& qe = args.fGP.cast<QuadEdgeEffect>();
            GrGLGPBuilder* pb = args.fPB;
            GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();

            // emit attributes
            vsBuilder->emitAttributes(qe);

            GrGLVertToFrag v(kVec4f_GrSLType);
            args.fPB->addVarying("QuadEdge", &v);
            vsBuilder->codeAppendf("%s = %s;", v.vsOut(), qe.inQuadEdge()->fName);

            const BatchTracker& local = args.fBT.cast<BatchTracker>();

            // Setup pass through color
            this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor, NULL,
                                        &fColorUniform);

            // Setup position
            this->setupPosition(pb, gpArgs, qe.inPosition()->fName, qe.viewMatrix());

            // emit transforms
            this->emitTransforms(args.fPB, gpArgs->fPositionVar, qe.inPosition()->fName,
                                 qe.localMatrix(), args.fTransformsIn, args.fTransformsOut);

            GrGLFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();

            SkAssertResult(fsBuilder->enableFeature(
                    GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            fsBuilder->codeAppendf("float edgeAlpha;");

            // keep the derivative instructions outside the conditional
            fsBuilder->codeAppendf("vec2 duvdx = dFdx(%s.xy);", v.fsIn());
            fsBuilder->codeAppendf("vec2 duvdy = dFdy(%s.xy);", v.fsIn());
            fsBuilder->codeAppendf("if (%s.z > 0.0 && %s.w > 0.0) {", v.fsIn(), v.fsIn());
            // today we know z and w are in device space. We could use derivatives
            fsBuilder->codeAppendf("edgeAlpha = min(min(%s.z, %s.w) + 0.5, 1.0);", v.fsIn(),
                                    v.fsIn());
            fsBuilder->codeAppendf ("} else {");
            fsBuilder->codeAppendf("vec2 gF = vec2(2.0*%s.x*duvdx.x - duvdx.y,"
                                   "               2.0*%s.x*duvdy.x - duvdy.y);",
                                   v.fsIn(), v.fsIn());
            fsBuilder->codeAppendf("edgeAlpha = (%s.x*%s.x - %s.y);", v.fsIn(), v.fsIn(),
                                    v.fsIn());
            fsBuilder->codeAppendf("edgeAlpha = "
                                   "clamp(0.5 - edgeAlpha / length(gF), 0.0, 1.0);}");

            fsBuilder->codeAppendf("%s = vec4(edgeAlpha);", args.fOutputCoverage);
        }
开发者ID:amyvmiwei,项目名称:skia,代码行数:49,代码来源:GrAAConvexPathRenderer.cpp

示例4: setupPosition

void GrGLGeometryProcessor::setupPosition(GrGLGPBuilder* pb,
                                          GrGPArgs* gpArgs,
                                          const char* posName,
                                          const SkMatrix& mat) {
    GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder();
    if (mat.isIdentity()) {
        gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");

        vsBuilder->codeAppendf("vec2 %s = %s;", gpArgs->fPositionVar.c_str(), posName);
    } else if (!mat.hasPerspective()) {
        this->addUniformViewMatrix(pb);
        gpArgs->fPositionVar.set(kVec2f_GrSLType, "pos2");

        vsBuilder->codeAppendf("vec2 %s = vec2(%s * vec3(%s, 1));",
                               gpArgs->fPositionVar.c_str(), this->uViewM(), posName);
    } else {
        this->addUniformViewMatrix(pb);
        gpArgs->fPositionVar.set(kVec3f_GrSLType, "pos3");

        vsBuilder->codeAppendf("vec3 %s = %s * vec3(%s, 1);",
                               gpArgs->fPositionVar.c_str(), this->uViewM(), posName);
    }
}
开发者ID:Ashu17,项目名称:blackberry,代码行数:23,代码来源:GrGLGeometryProcessor.cpp

示例5: onEmitCode

    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrDistanceFieldLCDTextGeoProc& dfTexEffect =
                args.fGP.cast<GrDistanceFieldLCDTextGeoProc>();
        GrGLGPBuilder* pb = args.fPB;

        GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();

        // emit attributes
        vsBuilder->emitAttributes(dfTexEffect);

        // setup pass through color
        if (!dfTexEffect.colorIgnored()) {
            this->setupUniformColor(pb, args.fOutputColor, &fColorUniform);
        }

        // Setup position
        this->setupPosition(pb, gpArgs, dfTexEffect.inPosition()->fName, dfTexEffect.viewMatrix(),
                            &fViewMatrixUniform);

        // emit transforms
        this->emitTransforms(args.fPB, gpArgs->fPositionVar, dfTexEffect.inPosition()->fName,
                             args.fTransformsIn, args.fTransformsOut);

        // set up varyings
        bool isUniformScale = SkToBool(dfTexEffect.getFlags() & kUniformScale_DistanceFieldEffectMask);
        GrGLVertToFrag recipScale(kFloat_GrSLType);
        GrGLVertToFrag st(kVec2f_GrSLType);
        args.fPB->addVarying("IntTextureCoords", &st, kHigh_GrSLPrecision);
        vsBuilder->codeAppendf("%s = %s;", st.vsOut(), dfTexEffect.inTextureCoords()->fName);

        GrGLVertToFrag uv(kVec2f_GrSLType);
        args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
        // this is only used with text, so our texture bounds always match the glyph atlas
        vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", "
                               GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(),
                               dfTexEffect.inTextureCoords()->fName);

        // add frag shader code
        GrGLFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();

        SkAssertResult(fsBuilder->enableFeature(
                GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));

        // create LCD offset adjusted by inverse of transform
        // Use highp to work around aliasing issues
        fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision,
                                                             pb->ctxInfo().standard()));
        fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn());
        fsBuilder->codeAppend(GrGLShaderVar::PrecisionString(kHigh_GrSLPrecision,
                                                             pb->ctxInfo().standard()));
        if (dfTexEffect.getFlags() & kBGR_DistanceFieldEffectFlag) {
            fsBuilder->codeAppend("float delta = -" GR_FONT_ATLAS_LCD_DELTA ";\n");
        } else {
            fsBuilder->codeAppend("float delta = " GR_FONT_ATLAS_LCD_DELTA ";\n");
        }
        if (isUniformScale) {
            fsBuilder->codeAppendf("float dy = abs(dFdy(%s.y));", st.fsIn());
            fsBuilder->codeAppend("vec2 offset = vec2(dy*delta, 0.0);");
        } else {
            fsBuilder->codeAppendf("vec2 st = %s;\n", st.fsIn());

            fsBuilder->codeAppend("vec2 Jdx = dFdx(st);");
            fsBuilder->codeAppend("vec2 Jdy = dFdy(st);");
            fsBuilder->codeAppend("vec2 offset = delta*Jdx;");
        }

        // green is distance to uv center
        fsBuilder->codeAppend("\tvec4 texColor = ");
        fsBuilder->appendTextureLookup(args.fSamplers[0], "uv", kVec2f_GrSLType);
        fsBuilder->codeAppend(";\n");
        fsBuilder->codeAppend("\tvec3 distance;\n");
        fsBuilder->codeAppend("\tdistance.y = texColor.r;\n");
        // red is distance to left offset
        fsBuilder->codeAppend("\tvec2 uv_adjusted = uv - offset;\n");
        fsBuilder->codeAppend("\ttexColor = ");
        fsBuilder->appendTextureLookup(args.fSamplers[0], "uv_adjusted", kVec2f_GrSLType);
        fsBuilder->codeAppend(";\n");
        fsBuilder->codeAppend("\tdistance.x = texColor.r;\n");
        // blue is distance to right offset
        fsBuilder->codeAppend("\tuv_adjusted = uv + offset;\n");
        fsBuilder->codeAppend("\ttexColor = ");
        fsBuilder->appendTextureLookup(args.fSamplers[0], "uv_adjusted", kVec2f_GrSLType);
        fsBuilder->codeAppend(";\n");
        fsBuilder->codeAppend("\tdistance.z = texColor.r;\n");

        fsBuilder->codeAppend("\tdistance = "
           "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"));");

        // adjust width based on gamma
        const char* distanceAdjustUniName = NULL;
        fDistanceAdjustUni = args.fPB->addUniform(GrGLProgramBuilder::kFragment_Visibility,
            kVec3f_GrSLType, kDefault_GrSLPrecision,
            "DistanceAdjust", &distanceAdjustUniName);
        fsBuilder->codeAppendf("distance -= %s;", distanceAdjustUniName);

        // To be strictly correct, we should compute the anti-aliasing factor separately
        // for each color component. However, this is only important when using perspective
        // transformations, and even then using a single factor seems like a reasonable
        // trade-off between quality and speed.
        fsBuilder->codeAppend("float afwidth;");
//.........这里部分代码省略.........
开发者ID:sheuan,项目名称:skia,代码行数:101,代码来源:GrDistanceFieldGeoProc.cpp

示例6: emitTransforms

void GrGLGeometryProcessor::emitTransforms(GrGLGPBuilder* pb,
                                           const GrShaderVar& posVar,
                                           const char* localCoords,
                                           const SkMatrix& localMatrix,
                                           const TransformsIn& tin,
                                           TransformsOut* tout) {
    GrGLVertexBuilder* vb = pb->getVertexShaderBuilder();
    tout->push_back_n(tin.count());
    fInstalledTransforms.push_back_n(tin.count());
    for (int i = 0; i < tin.count(); i++) {
        const ProcCoords& coordTransforms = tin[i];
        fInstalledTransforms[i].push_back_n(coordTransforms.count());
        for (int t = 0; t < coordTransforms.count(); t++) {
            SkString strUniName("StageMatrix");
            strUniName.appendf("_%i_%i", i, t);
            GrSLType varyingType;

            GrCoordSet coordType = coordTransforms[t]->sourceCoords();
            uint32_t type = coordTransforms[t]->getMatrix().getType();
            if (kLocal_GrCoordSet == coordType) {
                type |= localMatrix.getType();
            }
            varyingType = SkToBool(SkMatrix::kPerspective_Mask & type) ? kVec3f_GrSLType :
                                                                         kVec2f_GrSLType;
            GrSLPrecision precision = coordTransforms[t]->precision();

            const char* uniName;
            fInstalledTransforms[i][t].fHandle =
                    pb->addUniform(GrGLProgramBuilder::kVertex_Visibility,
                                   kMat33f_GrSLType, precision,
                                   strUniName.c_str(),
                                   &uniName).toShaderBuilderIndex();

            SkString strVaryingName("MatrixCoord");
            strVaryingName.appendf("_%i_%i", i, t);

            GrGLVertToFrag v(varyingType);
            pb->addVarying(strVaryingName.c_str(), &v, precision);

            SkASSERT(kVec2f_GrSLType == varyingType || kVec3f_GrSLType == varyingType);
            SkNEW_APPEND_TO_TARRAY(&(*tout)[i], GrGLProcessor::TransformedCoords,
                                   (SkString(v.fsIn()), varyingType));

            // varying = matrix * coords (logically)
            if (kDevice_GrCoordSet == coordType) {
                if (kVec2f_GrSLType == varyingType) {
                    if (kVec2f_GrSLType == posVar.getType()) {
                        vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;",
                                        v.vsOut(), uniName, posVar.c_str());
                    } else {
                        // The brackets here are just to scope the temp variable
                        vb->codeAppendf("{ vec3 temp = %s * %s;", uniName, posVar.c_str());
                        vb->codeAppendf("%s = vec2(temp.x/temp.z, temp.y/temp.z); }", v.vsOut());
                    }
                } else {
                    if (kVec2f_GrSLType == posVar.getType()) {
                        vb->codeAppendf("%s = %s * vec3(%s, 1);",
                                        v.vsOut(), uniName, posVar.c_str());
                    } else {
                        vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, posVar.c_str());
                    }
                }
            } else {
                if (kVec2f_GrSLType == varyingType) {
                    vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.vsOut(), uniName, localCoords);
                } else {
                    vb->codeAppendf("%s = %s * vec3(%s, 1);", v.vsOut(), uniName, localCoords);
                }
            }
        }
    }
}
开发者ID:Ashu17,项目名称:blackberry,代码行数:72,代码来源:GrGLGeometryProcessor.cpp

示例7: emitCode

void GrGLGeometryProcessor::emitCode(EmitArgs& args) {
    GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
    GrGPArgs gpArgs;
    this->onEmitCode(args, &gpArgs);
    vsBuilder->transformToNormalizedDeviceSpace(gpArgs.fPositionVar);
}
开发者ID:Ashu17,项目名称:blackberry,代码行数:6,代码来源:GrGLGeometryProcessor.cpp

示例8: onEmitCode

void GrGLConicEffect::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
    GrGLGPBuilder* pb = args.fPB;
    GrGLVertexBuilder* vsBuilder = args.fPB->getVertexShaderBuilder();
    const GrConicEffect& gp = args.fGP.cast<GrConicEffect>();
    const ConicBatchTracker& local = args.fBT.cast<ConicBatchTracker>();

    // emit attributes
    vsBuilder->emitAttributes(gp);

    GrGLVertToFrag v(kVec4f_GrSLType);
    args.fPB->addVarying("ConicCoeffs", &v);
    vsBuilder->codeAppendf("%s = %s;", v.vsOut(), gp.inConicCoeffs()->fName);

    // Setup pass through color
    this->setupColorPassThrough(args.fPB, local.fInputColorType, args.fOutputColor, NULL,
                                &fColorUniform);

    // Setup position
    this->setupPosition(pb, gpArgs, gp.inPosition()->fName, gp.viewMatrix());

    // emit transforms with position
    this->emitTransforms(pb, gpArgs->fPositionVar, gp.inPosition()->fName, gp.localMatrix(),
                         args.fTransformsIn, args.fTransformsOut);

    GrGLFragmentBuilder* fsBuilder = args.fPB->getFragmentShaderBuilder();
    fsBuilder->codeAppend("float edgeAlpha;");

    switch (fEdgeType) {
        case kHairlineAA_GrProcessorEdgeType: {
            SkAssertResult(fsBuilder->enableFeature(
                    GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            fsBuilder->codeAppendf("vec3 dklmdx = dFdx(%s.xyz);", v.fsIn());
            fsBuilder->codeAppendf("vec3 dklmdy = dFdy(%s.xyz);", v.fsIn());
            fsBuilder->codeAppendf("float dfdx ="
                                   "2.0 * %s.x * dklmdx.x - %s.y * dklmdx.z - %s.z * dklmdx.y;",
                                   v.fsIn(), v.fsIn(), v.fsIn());
            fsBuilder->codeAppendf("float dfdy ="
                                   "2.0 * %s.x * dklmdy.x - %s.y * dklmdy.z - %s.z * dklmdy.y;",
                                   v.fsIn(), v.fsIn(), v.fsIn());
            fsBuilder->codeAppend("vec2 gF = vec2(dfdx, dfdy);");
            fsBuilder->codeAppend("float gFM = sqrt(dot(gF, gF));");
            fsBuilder->codeAppendf("float func = %s.x*%s.x - %s.y*%s.z;", v.fsIn(), v.fsIn(),
                                   v.fsIn(), v.fsIn());
            fsBuilder->codeAppend("func = abs(func);");
            fsBuilder->codeAppend("edgeAlpha = func / gFM;");
            fsBuilder->codeAppend("edgeAlpha = max(1.0 - edgeAlpha, 0.0);");
            // Add line below for smooth cubic ramp
            // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
            break;
        }
        case kFillAA_GrProcessorEdgeType: {
            SkAssertResult(fsBuilder->enableFeature(
                    GrGLFragmentShaderBuilder::kStandardDerivatives_GLSLFeature));
            fsBuilder->codeAppendf("vec3 dklmdx = dFdx(%s.xyz);", v.fsIn());
            fsBuilder->codeAppendf("vec3 dklmdy = dFdy(%s.xyz);", v.fsIn());
            fsBuilder->codeAppendf("float dfdx ="
                                   "2.0 * %s.x * dklmdx.x - %s.y * dklmdx.z - %s.z * dklmdx.y;",
                                   v.fsIn(), v.fsIn(), v.fsIn());
            fsBuilder->codeAppendf("float dfdy ="
                                   "2.0 * %s.x * dklmdy.x - %s.y * dklmdy.z - %s.z * dklmdy.y;",
                                   v.fsIn(), v.fsIn(), v.fsIn());
            fsBuilder->codeAppend("vec2 gF = vec2(dfdx, dfdy);");
            fsBuilder->codeAppend("float gFM = sqrt(dot(gF, gF));");
            fsBuilder->codeAppendf("float func = %s.x * %s.x - %s.y * %s.z;", v.fsIn(), v.fsIn(),
                                   v.fsIn(), v.fsIn());
            fsBuilder->codeAppend("edgeAlpha = func / gFM;");
            fsBuilder->codeAppend("edgeAlpha = clamp(1.0 - edgeAlpha, 0.0, 1.0);");
            // Add line below for smooth cubic ramp
            // fsBuilder->codeAppend("edgeAlpha = edgeAlpha*edgeAlpha*(3.0-2.0*edgeAlpha);");
            break;
        }
        case kFillBW_GrProcessorEdgeType: {
            fsBuilder->codeAppendf("edgeAlpha = %s.x * %s.x - %s.y * %s.z;", v.fsIn(), v.fsIn(),
                                   v.fsIn(), v.fsIn());
            fsBuilder->codeAppend("edgeAlpha = float(edgeAlpha < 0.0);");
            break;
        }
        default:
            SkFAIL("Shouldn't get here");
    }

    if (0xff != local.fCoverageScale) {
        const char* coverageScale;
        fCoverageScaleUniform = pb->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                               kFloat_GrSLType,
                                               kDefault_GrSLPrecision,
                                               "Coverage",
                                               &coverageScale);
        fsBuilder->codeAppendf("%s = vec4(%s * edgeAlpha);", args.fOutputCoverage, coverageScale);
    } else {
        fsBuilder->codeAppendf("%s = vec4(edgeAlpha);", args.fOutputCoverage);
    }
}
开发者ID:BenzoRoms,项目名称:external_skia,代码行数:93,代码来源:GrBezierEffect.cpp


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