本文整理汇总了C++中GrPaint::setBlendFunc方法的典型用法代码示例。如果您正苦于以下问题:C++ GrPaint::setBlendFunc方法的具体用法?C++ GrPaint::setBlendFunc怎么用?C++ GrPaint::setBlendFunc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GrPaint
的用法示例。
在下文中一共展示了GrPaint::setBlendFunc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: filterImageGPU
bool SkXfermodeImageFilter::filterImageGPU(Proxy* proxy,
const SkBitmap& src,
const SkMatrix& ctm,
SkBitmap* result,
SkIPoint* offset) {
SkBitmap background;
SkIPoint backgroundOffset = SkIPoint::Make(0, 0);
if (!SkImageFilterUtils::GetInputResultGPU(getInput(0), proxy, src, ctm, &background,
&backgroundOffset)) {
return false;
}
GrTexture* backgroundTex = background.getTexture();
SkBitmap foreground;
SkIPoint foregroundOffset = SkIPoint::Make(0, 0);
if (!SkImageFilterUtils::GetInputResultGPU(getInput(1), proxy, src, ctm, &foreground,
&foregroundOffset)) {
return false;
}
GrTexture* foregroundTex = foreground.getTexture();
GrContext* context = foregroundTex->getContext();
GrEffectRef* xferEffect = NULL;
GrTextureDesc desc;
desc.fFlags = kRenderTarget_GrTextureFlagBit | kNoStencil_GrTextureFlagBit;
desc.fWidth = src.width();
desc.fHeight = src.height();
desc.fConfig = kSkia8888_GrPixelConfig;
GrAutoScratchTexture ast(context, desc);
SkAutoTUnref<GrTexture> dst(ast.detach());
GrContext::AutoRenderTarget art(context, dst->asRenderTarget());
SkXfermode::Coeff sm, dm;
if (!SkXfermode::AsNewEffectOrCoeff(fMode, &xferEffect, &sm, &dm, backgroundTex)) {
return false;
}
SkMatrix foregroundMatrix = GrEffect::MakeDivByTextureWHMatrix(foregroundTex);
foregroundMatrix.preTranslate(SkIntToScalar(backgroundOffset.fX-foregroundOffset.fX),
SkIntToScalar(backgroundOffset.fY-foregroundOffset.fY));
SkRect srcRect;
src.getBounds(&srcRect);
if (NULL != xferEffect) {
GrPaint paint;
paint.addColorTextureEffect(foregroundTex, foregroundMatrix);
paint.addColorEffect(xferEffect)->unref();
context->drawRect(paint, srcRect);
} else {
GrPaint backgroundPaint;
SkMatrix backgroundMatrix = GrEffect::MakeDivByTextureWHMatrix(backgroundTex);
backgroundPaint.addColorTextureEffect(backgroundTex, backgroundMatrix);
context->drawRect(backgroundPaint, srcRect);
GrPaint foregroundPaint;
foregroundPaint.setBlendFunc(sk_blend_to_grblend(sm), sk_blend_to_grblend(dm));
foregroundPaint.addColorTextureEffect(foregroundTex, foregroundMatrix);
context->drawRect(foregroundPaint, srcRect);
}
offset->fX += backgroundOffset.fX;
offset->fY += backgroundOffset.fY;
return SkImageFilterUtils::WrapTexture(dst, src.width(), src.height(), result);
}
示例2: onDraw
virtual void onDraw(SkCanvas* canvas) {
SkBaseDevice* device = canvas->getTopDevice();
GrRenderTarget* target = device->accessRenderTarget();
GrContext* ctx = GetGr();
if (ctx && target) {
SkPMColor gTextureData[(2 * S) * (2 * S)];
static const int stride = 2 * S;
static const SkPMColor gray = SkPackARGB32(0x40, 0x40, 0x40, 0x40);
static const SkPMColor white = SkPackARGB32(0xff, 0xff, 0xff, 0xff);
static const SkPMColor red = SkPackARGB32(0x80, 0x80, 0x00, 0x00);
static const SkPMColor blue = SkPackARGB32(0x80, 0x00, 0x00, 0x80);
static const SkPMColor green = SkPackARGB32(0x80, 0x00, 0x80, 0x00);
static const SkPMColor black = SkPackARGB32(0x00, 0x00, 0x00, 0x00);
for (int i = 0; i < 2; ++i) {
int offset = 0;
// fill upper-left
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = gray;
}
}
// fill upper-right
offset = S;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = white;
}
}
// fill lower left
offset = S * stride;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = black;
}
}
// fill lower right
offset = S * stride + S;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = gray;
}
}
GrTextureDesc desc;
// use RT flag bit because in GL it makes the texture be bottom-up
desc.fFlags = i ? kRenderTarget_GrTextureFlagBit :
kNone_GrTextureFlags;
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fWidth = 2 * S;
desc.fHeight = 2 * S;
GrTexture* texture =
ctx->createUncachedTexture(desc, gTextureData, 0);
if (!texture) {
return;
}
GrAutoUnref au(texture);
GrContext::AutoClip acs(ctx, SkRect::MakeWH(2*S, 2*S));
ctx->setRenderTarget(target);
GrPaint paint;
paint.setBlendFunc(kOne_GrBlendCoeff, kISA_GrBlendCoeff);
SkMatrix vm;
if (i) {
vm.setRotate(90 * SK_Scalar1,
S * SK_Scalar1,
S * SK_Scalar1);
} else {
vm.reset();
}
ctx->setMatrix(vm);
SkMatrix tm;
tm = vm;
tm.postIDiv(2*S, 2*S);
paint.addColorTextureEffect(texture, tm);
ctx->drawRect(paint, SkRect::MakeWH(2*S, 2*S));
// now update the lower right of the texture in first pass
// or upper right in second pass
offset = 0;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] =
((x + y) % 2) ? (i ? green : red) : blue;
}
}
texture->writePixels(S, (i ? 0 : S), S, S,
texture->config(), gTextureData,
4 * stride);
ctx->drawRect(paint, SkRect::MakeWH(2*S, 2*S));
}
}
}