本文整理汇总了C++中GrMatrix::setAll方法的典型用法代码示例。如果您正苦于以下问题:C++ GrMatrix::setAll方法的具体用法?C++ GrMatrix::setAll怎么用?C++ GrMatrix::setAll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GrMatrix
的用法示例。
在下文中一共展示了GrMatrix::setAll方法的4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: flushViewMatrix
void GrGpuGLShaders::flushViewMatrix() {
const GrMatrix& vm = this->getDrawState().getViewMatrix();
if (!fProgramData->fViewMatrix.cheapEqualTo(vm)) {
const GrRenderTarget* rt = this->getDrawState().getRenderTarget();
GrAssert(NULL != rt);
GrMatrix m;
m.setAll(
GrIntToScalar(2) / rt->width(), 0, -GR_Scalar1,
0,-GrIntToScalar(2) / rt->height(), GR_Scalar1,
0, 0, GrMatrix::I()[8]);
m.setConcat(m, vm);
// ES doesn't allow you to pass true to the transpose param,
// so do our own transpose
GrGLfloat mt[] = {
GrScalarToFloat(m[GrMatrix::kMScaleX]),
GrScalarToFloat(m[GrMatrix::kMSkewY]),
GrScalarToFloat(m[GrMatrix::kMPersp0]),
GrScalarToFloat(m[GrMatrix::kMSkewX]),
GrScalarToFloat(m[GrMatrix::kMScaleY]),
GrScalarToFloat(m[GrMatrix::kMPersp1]),
GrScalarToFloat(m[GrMatrix::kMTransX]),
GrScalarToFloat(m[GrMatrix::kMTransY]),
GrScalarToFloat(m[GrMatrix::kMPersp2])
};
GrAssert(GrGLProgram::kUnusedUniform !=
fProgramData->fUniLocations.fViewMatrixUni);
GL_CALL(UniformMatrix3fv(fProgramData->fUniLocations.fViewMatrixUni,
1, false, mt));
fProgramData->fViewMatrix = vm;
}
}
示例2: AdjustTextureMatrix
void GrGpuGL::AdjustTextureMatrix(const GrTexture* texture, GrMatrix* matrix) {
GrAssert(NULL != texture);
GrAssert(NULL != matrix);
if (GrSurface::kBottomLeft_Origin == texture->origin()) {
GrMatrix invY;
invY.setAll(GR_Scalar1, 0, 0,
0, -GR_Scalar1, GR_Scalar1,
0, 0, GrMatrix::I()[8]);
matrix->postConcat(invY);
}
}
示例3: flushViewMatrix
void GrGpuGLShaders::flushViewMatrix() {
const GrMatrix& vm = this->getDrawState().getViewMatrix();
if (GrGpuGLShaders::getHWViewMatrix() != vm) {
const GrRenderTarget* rt = this->getDrawState().getRenderTarget();
GrAssert(NULL != rt);
GrMatrix m;
m.setAll(
GrIntToScalar(2) / rt->width(), 0, -GR_Scalar1,
0,-GrIntToScalar(2) / rt->height(), GR_Scalar1,
0, 0, GrMatrix::I()[8]);
m.setConcat(m, vm);
// ES doesn't allow you to pass true to the transpose param,
// so do our own transpose
GrGLfloat mt[] = {
GrScalarToFloat(m[GrMatrix::kMScaleX]),
GrScalarToFloat(m[GrMatrix::kMSkewY]),
GrScalarToFloat(m[GrMatrix::kMPersp0]),
GrScalarToFloat(m[GrMatrix::kMSkewX]),
GrScalarToFloat(m[GrMatrix::kMScaleY]),
GrScalarToFloat(m[GrMatrix::kMPersp1]),
GrScalarToFloat(m[GrMatrix::kMTransX]),
GrScalarToFloat(m[GrMatrix::kMTransY]),
GrScalarToFloat(m[GrMatrix::kMPersp2])
};
if (GrGLProgram::kSetAsAttribute ==
fProgramData->fUniLocations.fViewMatrixUni) {
int baseIdx = GrGLProgram::ViewMatrixAttributeIdx();
GL_CALL(VertexAttrib4fv(baseIdx + 0, mt+0));
GL_CALL(VertexAttrib4fv(baseIdx + 1, mt+3));
GL_CALL(VertexAttrib4fv(baseIdx + 2, mt+6));
} else {
GrAssert(GrGLProgram::kUnusedUniform !=
fProgramData->fUniLocations.fViewMatrixUni);
GL_CALL(UniformMatrix3fv(fProgramData->fUniLocations.fViewMatrixUni,
1, false, mt));
}
this->recordHWViewMatrix(vm);
}
}
示例4: flushViewMatrix
void GrGpuGL::flushViewMatrix(DrawType type) {
const GrGLRenderTarget* rt = static_cast<const GrGLRenderTarget*>(this->getDrawState().getRenderTarget());
SkISize viewportSize;
const GrGLIRect& viewport = rt->getViewport();
viewportSize.set(viewport.fWidth, viewport.fHeight);
const GrMatrix& vm = this->getDrawState().getViewMatrix();
if (kStencilPath_DrawType == type) {
if (fHWPathMatrixState.fViewMatrix != vm ||
fHWPathMatrixState.fRTSize != viewportSize) {
// rescale the coords from skia's "device" coords to GL's normalized coords,
// and perform a y-flip.
GrMatrix m;
m.setScale(GrIntToScalar(2) / rt->width(), GrIntToScalar(-2) / rt->height());
m.postTranslate(-GR_Scalar1, GR_Scalar1);
m.preConcat(vm);
// GL wants a column-major 4x4.
GrGLfloat mv[] = {
// col 0
GrScalarToFloat(m[GrMatrix::kMScaleX]),
GrScalarToFloat(m[GrMatrix::kMSkewY]),
0,
GrScalarToFloat(m[GrMatrix::kMPersp0]),
// col 1
GrScalarToFloat(m[GrMatrix::kMSkewX]),
GrScalarToFloat(m[GrMatrix::kMScaleY]),
0,
GrScalarToFloat(m[GrMatrix::kMPersp1]),
// col 2
0, 0, 0, 0,
// col3
GrScalarToFloat(m[GrMatrix::kMTransX]),
GrScalarToFloat(m[GrMatrix::kMTransY]),
0.0f,
GrScalarToFloat(m[GrMatrix::kMPersp2])
};
GL_CALL(MatrixMode(GR_GL_PROJECTION));
GL_CALL(LoadMatrixf(mv));
fHWPathMatrixState.fViewMatrix = vm;
fHWPathMatrixState.fRTSize = viewportSize;
}
} else if (!fCurrentProgram->fViewMatrix.cheapEqualTo(vm) ||
fCurrentProgram->fViewportSize != viewportSize) {
GrMatrix m;
m.setAll(
GrIntToScalar(2) / viewportSize.fWidth, 0, -GR_Scalar1,
0,-GrIntToScalar(2) / viewportSize.fHeight, GR_Scalar1,
0, 0, GrMatrix::I()[8]);
m.setConcat(m, vm);
// ES doesn't allow you to pass true to the transpose param,
// so do our own transpose
GrGLfloat mt[] = {
GrScalarToFloat(m[GrMatrix::kMScaleX]),
GrScalarToFloat(m[GrMatrix::kMSkewY]),
GrScalarToFloat(m[GrMatrix::kMPersp0]),
GrScalarToFloat(m[GrMatrix::kMSkewX]),
GrScalarToFloat(m[GrMatrix::kMScaleY]),
GrScalarToFloat(m[GrMatrix::kMPersp1]),
GrScalarToFloat(m[GrMatrix::kMTransX]),
GrScalarToFloat(m[GrMatrix::kMTransY]),
GrScalarToFloat(m[GrMatrix::kMPersp2])
};
fCurrentProgram->fUniformManager.setMatrix3f(fCurrentProgram->fUniforms.fViewMatrixUni, mt);
fCurrentProgram->fViewMatrix = vm;
fCurrentProgram->fViewportSize = viewportSize;
}
}