本文整理汇总了C++中SkMatrix::invert方法的典型用法代码示例。如果您正苦于以下问题:C++ SkMatrix::invert方法的具体用法?C++ SkMatrix::invert怎么用?C++ SkMatrix::invert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SkMatrix
的用法示例。
在下文中一共展示了SkMatrix::invert方法的15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: drawPaint
void GrDrawContext::drawPaint(GrRenderTarget* rt,
const GrClip& clip,
const GrPaint& origPaint,
const SkMatrix& viewMatrix) {
RETURN_IF_ABANDONED
// set rect to be big enough to fill the space, but not super-huge, so we
// don't overflow fixed-point implementations
SkRect r;
r.setLTRB(0, 0,
SkIntToScalar(rt->width()),
SkIntToScalar(rt->height()));
SkTCopyOnFirstWrite<GrPaint> paint(origPaint);
// by definition this fills the entire clip, no need for AA
if (paint->isAntiAlias()) {
paint.writable()->setAntiAlias(false);
}
bool isPerspective = viewMatrix.hasPerspective();
// We attempt to map r by the inverse matrix and draw that. mapRect will
// map the four corners and bound them with a new rect. This will not
// produce a correct result for some perspective matrices.
if (!isPerspective) {
SkMatrix inverse;
if (!viewMatrix.invert(&inverse)) {
SkDebugf("Could not invert matrix\n");
return;
}
inverse.mapRect(&r);
this->drawRect(rt, clip, *paint, viewMatrix, r);
} else {
SkMatrix localMatrix;
if (!viewMatrix.invert(&localMatrix)) {
SkDebugf("Could not invert matrix\n");
return;
}
AutoCheckFlush acf(fContext);
if (!this->prepareToDraw(rt)) {
return;
}
GrPipelineBuilder pipelineBuilder(*paint, rt, clip);
fDrawTarget->drawBWRect(pipelineBuilder,
paint->getColor(),
SkMatrix::I(),
r,
NULL,
&localMatrix);
}
}
示例2: DrawToTargetWithPathMask
void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
GrDrawTarget* target,
GrPipelineBuilder* pipelineBuilder,
GrColor color,
const SkMatrix& viewMatrix,
const SkIRect& rect) {
SkMatrix invert;
if (!viewMatrix.invert(&invert)) {
return;
}
GrPipelineBuilder::AutoRestoreFragmentProcessors arfp(pipelineBuilder);
SkRect dstRect = SkRect::MakeLTRB(SK_Scalar1 * rect.fLeft,
SK_Scalar1 * rect.fTop,
SK_Scalar1 * rect.fRight,
SK_Scalar1 * rect.fBottom);
// We use device coords to compute the texture coordinates. We take the device coords and apply
// a translation so that the top-left of the device bounds maps to 0,0, and then a scaling
// matrix to normalized coords.
SkMatrix maskMatrix;
maskMatrix.setIDiv(texture->width(), texture->height());
maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
pipelineBuilder->addCoverageProcessor(
GrSimpleTextureEffect::Create(texture,
maskMatrix,
GrTextureParams::kNone_FilterMode,
kDevice_GrCoordSet))->unref();
target->drawRect(pipelineBuilder, color, SkMatrix::I(), dstRect, NULL, &invert);
}
示例3: invertPt
SkPoint invertPt(SkScalar x, SkScalar y) {
SkPoint pt;
SkMatrix m;
fMatrix.invert(&m);
m.mapXY(x, y, &pt);
return pt;
}
示例4: DrawToTargetWithShapeMask
void GrSWMaskHelper::DrawToTargetWithShapeMask(sk_sp<GrTextureProxy> proxy,
GrRenderTargetContext* renderTargetContext,
GrPaint&& paint,
const GrUserStencilSettings& userStencilSettings,
const GrClip& clip,
const SkMatrix& viewMatrix,
const SkIPoint& textureOriginInDeviceSpace,
const SkIRect& deviceSpaceRectToDraw) {
SkMatrix invert;
if (!viewMatrix.invert(&invert)) {
return;
}
GrResourceProvider* resourceProvider = renderTargetContext->resourceProvider();
SkRect dstRect = SkRect::Make(deviceSpaceRectToDraw);
// We use device coords to compute the texture coordinates. We take the device coords and apply
// a translation so that the top-left of the device bounds maps to 0,0, and then a scaling
// matrix to normalized coords.
SkMatrix maskMatrix = SkMatrix::MakeTrans(SkIntToScalar(-textureOriginInDeviceSpace.fX),
SkIntToScalar(-textureOriginInDeviceSpace.fY));
maskMatrix.preConcat(viewMatrix);
std::unique_ptr<GrLegacyMeshDrawOp> op = GrRectOpFactory::MakeNonAAFill(
paint.getColor(), SkMatrix::I(), dstRect, nullptr, &invert);
paint.addCoverageFragmentProcessor(GrSimpleTextureEffect::Make(
resourceProvider, std::move(proxy), nullptr, maskMatrix,
GrSamplerParams::kNone_FilterMode));
GrPipelineBuilder pipelineBuilder(std::move(paint), GrAAType::kNone);
pipelineBuilder.setUserStencil(&userStencilSettings);
renderTargetContext->addLegacyMeshDrawOp(std::move(pipelineBuilder), clip, std::move(op));
}
示例5: inverse_transform_bbox
static bool inverse_transform_bbox(const SkMatrix& matrix, SkRect* bbox) {
SkMatrix inverse;
if (!matrix.invert(&inverse)) {
return false;
}
inverse.mapRect(bbox);
return true;
}
示例6: NativeInvert
Boolean Matrix::NativeInvert(
/* [in] */ Int64 matrixHandle,
/* [in] */ Int64 inverseHandle)
{
SkMatrix* matrix = reinterpret_cast<SkMatrix*>(matrixHandle);
SkMatrix* inverse = reinterpret_cast<SkMatrix*>(inverseHandle);
return matrix->invert(inverse);
}
示例7: onDraw
virtual void onDraw(SkCanvas* canvas) {
SkMatrix m;
m.reset();
m.setRotate(33 * SK_Scalar1);
m.postScale(3000 * SK_Scalar1, 3000 * SK_Scalar1);
m.postTranslate(6000 * SK_Scalar1, -5000 * SK_Scalar1);
canvas->concat(m);
SkPaint paint;
paint.setColor(SK_ColorRED);
paint.setAntiAlias(true);
bool success = m.invert(&m);
SkASSERT(success);
(void) success; // silence compiler :(
SkPath path;
SkPoint pt = {10 * SK_Scalar1, 10 * SK_Scalar1};
SkScalar small = 1 / (500 * SK_Scalar1);
m.mapPoints(&pt, 1);
path.addCircle(pt.fX, pt.fY, small);
canvas->drawPath(path, paint);
pt.set(30 * SK_Scalar1, 10 * SK_Scalar1);
m.mapPoints(&pt, 1);
SkRect rect = {pt.fX - small, pt.fY - small,
pt.fX + small, pt.fY + small};
canvas->drawRect(rect, paint);
SkBitmap bmp;
bmp.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
bmp.allocPixels();
bmp.lockPixels();
uint32_t* pixels = reinterpret_cast<uint32_t*>(bmp.getPixels());
pixels[0] = SkPackARGB32(0xFF, 0xFF, 0x00, 0x00);
pixels[1] = SkPackARGB32(0xFF, 0x00, 0xFF, 0x00);
pixels[2] = SkPackARGB32(0x80, 0x00, 0x00, 0x00);
pixels[3] = SkPackARGB32(0xFF, 0x00, 0x00, 0xFF);
bmp.unlockPixels();
pt.set(30 * SK_Scalar1, 30 * SK_Scalar1);
m.mapPoints(&pt, 1);
SkShader* shader = SkShader::CreateBitmapShader(
bmp,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
SkMatrix s;
s.reset();
s.setScale(SK_Scalar1 / 1000, SK_Scalar1 / 1000);
shader->setLocalMatrix(s);
paint.setShader(shader)->unref();
paint.setAntiAlias(false);
paint.setFilterLevel(SkPaint::kLow_FilterLevel);
rect.setLTRB(pt.fX - small, pt.fY - small,
pt.fX + small, pt.fY + small);
canvas->drawRect(rect, paint);
}
示例8:
sk_sp<SkNormalSource> SkNormalSource::MakeFromNormalMap(sk_sp<SkShader> map, const SkMatrix& ctm) {
SkMatrix invCTM;
if (!ctm.invert(&invCTM) || !map) {
return nullptr;
}
return sk_make_sp<SkNormalMapSourceImpl>(std::move(map), invCTM);
}
示例9: computeNormTotalInverse
bool SkNormalMapSourceImpl::computeNormTotalInverse(const SkShaderBase::ContextRec& rec,
SkMatrix* normTotalInverse) const {
SkMatrix total = SkMatrix::Concat(*rec.fMatrix, fMapShader->getLocalMatrix());
if (rec.fLocalMatrix) {
total.preConcat(*rec.fLocalMatrix);
}
return total.invert(normTotalInverse);
}
示例10: createGeom
bool GrAAHairLinePathRenderer::createGeom(
const SkPath& path,
GrDrawTarget* target,
int* lineCnt,
int* quadCnt,
GrDrawTarget::AutoReleaseGeometry* arg) {
const GrDrawState& drawState = target->getDrawState();
int rtHeight = drawState.getRenderTarget()->height();
GrIRect devClipBounds;
target->getClip()->getConservativeBounds(drawState.getRenderTarget(),
&devClipBounds);
GrVertexLayout layout = GrDrawState::kEdge_VertexLayoutBit;
SkMatrix viewM = drawState.getViewMatrix();
PREALLOC_PTARRAY(128) lines;
PREALLOC_PTARRAY(128) quads;
IntArray qSubdivs;
*quadCnt = generate_lines_and_quads(path, viewM, devClipBounds,
&lines, &quads, &qSubdivs);
*lineCnt = lines.count() / 2;
int vertCnt = kVertsPerLineSeg * *lineCnt + kVertsPerQuad * *quadCnt;
GrAssert(sizeof(Vertex) == GrDrawState::VertexSize(layout));
if (!arg->set(target, layout, vertCnt, 0)) {
return false;
}
Vertex* verts = reinterpret_cast<Vertex*>(arg->vertices());
const SkMatrix* toDevice = NULL;
const SkMatrix* toSrc = NULL;
SkMatrix ivm;
if (viewM.hasPerspective()) {
if (viewM.invert(&ivm)) {
toDevice = &viewM;
toSrc = &ivm;
}
}
for (int i = 0; i < *lineCnt; ++i) {
add_line(&lines[2*i], rtHeight, toSrc, &verts);
}
int unsubdivQuadCnt = quads.count() / 3;
for (int i = 0; i < unsubdivQuadCnt; ++i) {
GrAssert(qSubdivs[i] >= 0);
add_quads(&quads[3*i], qSubdivs[i], toDevice, toSrc, &verts);
}
return true;
}
示例11: draw
void draw(SkCanvas* canvas) {
SkMatrix matrix;
matrix.setAll(1, 0, 0, 0, 1, 0, 0, 0, 0);
if (matrix.invert(&matrix)) {
SkScalar factor[2] = {2, 2};
bool result = matrix.getMinMaxScales(factor);
SkDebugf("matrix.getMinMaxScales() %s %g %g\n",
result ? "true" : "false", factor[0], factor[1]);
}
}
示例12: android_view_RenderNode_getInverseTransformMatrix
static void android_view_RenderNode_getInverseTransformMatrix(JNIEnv* env,
jobject clazz, jlong renderNodePtr, jlong outMatrixPtr) {
// load transform matrix
android_view_RenderNode_getTransformMatrix(env, clazz, renderNodePtr, outMatrixPtr);
SkMatrix* outMatrix = reinterpret_cast<SkMatrix*>(outMatrixPtr);
// return it inverted
if (!outMatrix->invert(outMatrix)) {
// failed to load inverse, pass back identity
outMatrix->setIdentity();
}
}
示例13: setupGLPaintShader
SkGLDevice::TexCache* SkGLDevice::setupGLPaintShader(const SkPaint& paint) {
SkGL::SetPaint(paint);
SkShader* shader = paint.getShader();
if (NULL == shader) {
return NULL;
}
if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) {
return NULL;
}
SkBitmap bitmap;
SkMatrix matrix;
SkShader::TileMode tileModes[2];
if (!shader->asABitmap(&bitmap, &matrix, tileModes)) {
return NULL;
}
bitmap.lockPixels();
if (!bitmap.readyToDraw()) {
return NULL;
}
// see if we've already cached the bitmap from the shader
SkPoint max;
GLuint name;
TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max);
// the lock has already called glBindTexture for us
SkGL::SetTexParams(paint.isFilterBitmap(), tileModes[0], tileModes[1]);
// since our texture coords will be in local space, we wack the texture
// matrix to map them back into 0...1 before we load it
SkMatrix localM;
if (shader->getLocalMatrix(&localM)) {
SkMatrix inverse;
if (localM.invert(&inverse)) {
matrix.preConcat(inverse);
}
}
matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height());
glMatrixMode(GL_TEXTURE);
SkGL::LoadMatrix(matrix);
glMatrixMode(GL_MODELVIEW);
// since we're going to use a shader/texture, we don't want the color,
// just its alpha
SkGL::SetAlpha(paint.getAlpha());
// report that we have setup the texture
return cache;
}
示例14: globalToLocal
bool SkView::globalToLocal(SkScalar x, SkScalar y, SkPoint* local) const {
if (local) {
SkMatrix m;
this->localToGlobal(&m);
if (!m.invert(&m)) {
return false;
}
SkPoint p;
m.mapXY(x, y, &p);
local->set(p.fX, p.fY);
}
return true;
}
示例15: calc_cubic_klm
// Solves linear system to extract klm
// P.K = k (similarly for l, m)
// Where P is matrix of control points
// K is coefficients for the line K
// k is vector of values of K evaluated at the control points
// Solving for K, thus K = P^(-1) . k
static void calc_cubic_klm(const SkPoint p[4], const SkScalar controlK[4],
const SkScalar controlL[4], const SkScalar controlM[4],
SkScalar k[3], SkScalar l[3], SkScalar m[3]) {
SkMatrix matrix;
matrix.setAll(p[0].fX, p[0].fY, 1.f,
p[1].fX, p[1].fY, 1.f,
p[2].fX, p[2].fY, 1.f);
SkMatrix inverse;
if (matrix.invert(&inverse)) {
inverse.mapHomogeneousPoints(k, controlK, 1);
inverse.mapHomogeneousPoints(l, controlL, 1);
inverse.mapHomogeneousPoints(m, controlM, 1);
}
}