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C++ SkMatrix::preConcat方法代码示例

本文整理汇总了C++中SkMatrix::preConcat方法的典型用法代码示例。如果您正苦于以下问题:C++ SkMatrix::preConcat方法的具体用法?C++ SkMatrix::preConcat怎么用?C++ SkMatrix::preConcat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SkMatrix的用法示例。


在下文中一共展示了SkMatrix::preConcat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: compute_source_rect

// Compute the source rect and return false if it is empty.
static bool compute_source_rect(const SkLayerInfo::BlockInfo& info, const SkMatrix& initialMat,
                                const SkIRect& dstIR, SkIRect* srcIR) {
    SkIRect clipBounds = dstIR;

    SkMatrix totMat = initialMat;
    totMat.preConcat(info.fPreMat);
    totMat.preConcat(info.fLocalMat);

    if (info.fPaint && info.fPaint->getImageFilter()) {
        info.fPaint->getImageFilter()->filterBounds(clipBounds, totMat, &clipBounds);
    }

    if (!info.fSrcBounds.isEmpty()) {
        SkRect r;

        totMat.mapRect(&r, info.fSrcBounds);
        r.roundOut(srcIR);

        if (!srcIR->intersect(clipBounds)) {
            return false;
        }
    } else {
        *srcIR = clipBounds;
    }

    return true;
}
开发者ID:YangchenVR,项目名称:skia,代码行数:28,代码来源:GrLayerHoister.cpp

示例2: MulOutputByInputAlpha

sk_sp<GrFragmentProcessor> SkPerlinNoiseShader::asFragmentProcessor(const AsFPArgs& args) const {
    SkASSERT(args.fContext);

    SkMatrix localMatrix = this->getLocalMatrix();
    if (args.fLocalMatrix) {
        localMatrix.preConcat(*args.fLocalMatrix);
    }

    SkMatrix matrix = *args.fViewMatrix;
    matrix.preConcat(localMatrix);

    if (0 == fNumOctaves) {
        if (kFractalNoise_Type == fType) {
            // Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2)
            // TODO: Either treat the output of this shader as sRGB or allow client to specify a
            // color space of the noise. Either way, this case (and the GLSL) need to convert to
            // the destination.
            sk_sp<GrFragmentProcessor> inner(
                GrConstColorProcessor::Make(GrColor4f::FromGrColor(0x80404040),
                                            GrConstColorProcessor::kModulateRGBA_InputMode));
            return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
        }
        // Emit zero.
        return GrConstColorProcessor::Make(GrColor4f::TransparentBlack(),
                                           GrConstColorProcessor::kIgnore_InputMode);
    }

    // Either we don't stitch tiles, either we have a valid tile size
    SkASSERT(!fStitchTiles || !fTileSize.isEmpty());

    SkPerlinNoiseShader::PaintingData* paintingData =
            new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix);
    sk_sp<GrTextureProxy> permutationsProxy(GrMakeCachedBitmapProxy(
                                                            args.fContext->resourceProvider(),
                                                            paintingData->getPermutationsBitmap()));
    sk_sp<GrTextureProxy> noiseProxy(GrMakeCachedBitmapProxy(args.fContext->resourceProvider(),
                                                             paintingData->getNoiseBitmap()));

    SkMatrix m = *args.fViewMatrix;
    m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
    m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
    if (permutationsProxy && noiseProxy) {
        sk_sp<GrFragmentProcessor> inner(
            GrPerlinNoiseEffect::Make(args.fContext->resourceProvider(),
                                      fType,
                                      fNumOctaves,
                                      fStitchTiles,
                                      paintingData,
                                      std::move(permutationsProxy),
                                      std::move(noiseProxy),
                                      m));
        return GrFragmentProcessor::MulOutputByInputAlpha(std::move(inner));
    }
    delete paintingData;
    return nullptr;
}
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:56,代码来源:SkPerlinNoiseShader.cpp

示例3: asFragmentProcessor

const GrFragmentProcessor* SkPerlinNoiseShader::asFragmentProcessor(
                                                    GrContext* context,
                                                    const SkMatrix& viewM,
                                                    const SkMatrix* externalLocalMatrix,
                                                    SkFilterQuality) const {
    SkASSERT(context);

    SkMatrix localMatrix = this->getLocalMatrix();
    if (externalLocalMatrix) {
        localMatrix.preConcat(*externalLocalMatrix);
    }

    SkMatrix matrix = viewM;
    matrix.preConcat(localMatrix);

    if (0 == fNumOctaves) {
        if (kFractalNoise_Type == fType) {
            // Extract the incoming alpha and emit rgba = (a/4, a/4, a/4, a/2)
            SkAutoTUnref<const GrFragmentProcessor> inner(
                GrConstColorProcessor::Create(0x80404040,
                                              GrConstColorProcessor::kModulateRGBA_InputMode));
            return GrFragmentProcessor::MulOutputByInputAlpha(inner);
        }
        // Emit zero.
        return GrConstColorProcessor::Create(0x0, GrConstColorProcessor::kIgnore_InputMode);
    }

    // Either we don't stitch tiles, either we have a valid tile size
    SkASSERT(!fStitchTiles || !fTileSize.isEmpty());

    SkPerlinNoiseShader::PaintingData* paintingData =
            new PaintingData(fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix);
    SkAutoTUnref<GrTexture> permutationsTexture(
        GrRefCachedBitmapTexture(context, paintingData->getPermutationsBitmap(),
                                 GrTextureParams::ClampNoFilter()));
    SkAutoTUnref<GrTexture> noiseTexture(
        GrRefCachedBitmapTexture(context, paintingData->getNoiseBitmap(),
                                 GrTextureParams::ClampNoFilter()));

    SkMatrix m = viewM;
    m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
    m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
    if ((permutationsTexture) && (noiseTexture)) {
        SkAutoTUnref<GrFragmentProcessor> inner(
            GrPerlinNoiseEffect::Create(fType,
                                        fNumOctaves,
                                        fStitchTiles,
                                        paintingData,
                                        permutationsTexture, noiseTexture,
                                        m));
        return GrFragmentProcessor::MulOutputByInputAlpha(inner);
    }
    delete paintingData;
    return nullptr;
}
开发者ID:BertiKarsunke,项目名称:skia,代码行数:55,代码来源:SkPerlinNoiseShader.cpp

示例4: INHERITED

SkPerlinNoiseShader::PerlinNoiseShaderContext::PerlinNoiseShaderContext(
        const SkPerlinNoiseShader& shader, const ContextRec& rec)
    : INHERITED(shader, rec)
{
    SkMatrix newMatrix = *rec.fMatrix;
    newMatrix.preConcat(shader.getLocalMatrix());
    if (rec.fLocalMatrix) {
        newMatrix.preConcat(*rec.fLocalMatrix);
    }
    // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
    // (as opposed to 0 based, usually). The same adjustment is in the setData() function.
    fMatrix.setTranslate(-newMatrix.getTranslateX() + SK_Scalar1, -newMatrix.getTranslateY() + SK_Scalar1);
    fPaintingData = SkNEW_ARGS(PaintingData, (shader.fTileSize, shader.fSeed, shader.fBaseFrequencyX, shader.fBaseFrequencyY, newMatrix));
}
开发者ID:Arternis,项目名称:skia,代码行数:14,代码来源:SkPerlinNoiseShader.cpp

示例5: drawPathWithMaskFilter

void GrBlurUtils::drawPathWithMaskFilter(GrContext* context,
                                         GrDrawContext* drawContext,
                                         const GrClip& clip,
                                         const SkPath& origPath,
                                         const SkPaint& paint,
                                         const SkMatrix& origViewMatrix,
                                         const SkMatrix* prePathMatrix,
                                         const SkIRect& clipBounds,
                                         bool pathIsMutable) {
    SkASSERT(!pathIsMutable || origPath.isVolatile());

    GrStyle style(paint);
    // If we have a prematrix, apply it to the path, optimizing for the case
    // where the original path can in fact be modified in place (even though
    // its parameter type is const).

    const SkPath* path = &origPath;
    SkTLazy<SkPath> tmpPath;

    SkMatrix viewMatrix = origViewMatrix;

    if (prePathMatrix) {
        // Styling, blurs, and shading are supposed to be applied *after* the prePathMatrix.
        if (!paint.getMaskFilter() && !paint.getShader() && !style.applies()) {
            viewMatrix.preConcat(*prePathMatrix);
        } else {
            SkPath* result = pathIsMutable ? const_cast<SkPath*>(path) : tmpPath.init();
            pathIsMutable = true;
            path->transform(*prePathMatrix, result);
            path = result;
            result->setIsVolatile(true);
        }
    }
    // at this point we're done with prePathMatrix
    SkDEBUGCODE(prePathMatrix = (const SkMatrix*)0x50FF8001;)
开发者ID:C-Tillion,项目名称:skia,代码行数:35,代码来源:GrBlurUtils.cpp

示例6: localToAncestor

void Layer::localToAncestor(const Layer* ancestor, SkMatrix* matrix) const {
    if (this == ancestor) {
        matrix->setIdentity();
        return;
    }

    getLocalTransform(matrix);

    // Fixed position layers simply use the root layer's transform.
    if (shouldInheritFromRootTransform()) {
        ASSERT(!ancestor);
        matrix->postConcat(getRootLayer()->getMatrix());
        return;
    }

    // Apply the local and child transforms for every layer between this layer
    // and ancestor.
    ASSERT(isAncestor(ancestor));
    for (const Layer* layer = this->fParent; layer != ancestor; layer = layer->fParent) {
        SkMatrix tmp;
        layer->getLocalTransform(&tmp);
        tmp.preConcat(layer->getChildrenMatrix());
        matrix->postConcat(tmp);
    }

    // If ancestor is not the root layer, apply its child transformation too.
    if (ancestor)
        matrix->postConcat(ancestor->getChildrenMatrix());
}
开发者ID:ACSOP,项目名称:android_external_webkit,代码行数:29,代码来源:Layer.cpp

示例7: parseTransform

// https://www.w3.org/TR/SVG/coords.html#TransformAttribute
bool SkSVGAttributeParser::parseTransform(SkSVGTransformType* t) {
    SkMatrix matrix = SkMatrix::I();

    bool parsed = false;
    while (true) {
        SkMatrix m;

        if (!( this->parseMatrixToken(&m)
            || this->parseTranslateToken(&m)
            || this->parseScaleToken(&m)
            || this->parseRotateToken(&m)
            || this->parseSkewXToken(&m)
            || this->parseSkewYToken(&m))) {
            break;
        }

        matrix.preConcat(m);
        parsed = true;
    }

    this->parseWSToken();
    if (!parsed || !this->parseEOSToken()) {
        return false;
    }

    *t = SkSVGTransformType(matrix);
    return true;
}
开发者ID:android,项目名称:platform_external_skia,代码行数:29,代码来源:SkSVGAttributeParser.cpp

示例8: DrawToTargetWithPathMask

void GrSWMaskHelper::DrawToTargetWithPathMask(GrTexture* texture,
        GrDrawTarget* target,
        const SkIRect& rect) {
    GrDrawState* drawState = target->drawState();

    GrDrawState::AutoViewMatrixRestore avmr;
    if (!avmr.setIdentity(drawState)) {
        return;
    }
    GrDrawState::AutoRestoreEffects are(drawState);

    SkRect dstRect = SkRect::MakeLTRB(SK_Scalar1 * rect.fLeft,
                                      SK_Scalar1 * rect.fTop,
                                      SK_Scalar1 * rect.fRight,
                                      SK_Scalar1 * rect.fBottom);

    // We want to use device coords to compute the texture coordinates. We set our matrix to be
    // equal to the view matrix followed by a translation so that the top-left of the device bounds
    // maps to 0,0, and then a scaling matrix to normalized coords. We apply this matrix to the
    // vertex positions rather than local coords.
    SkMatrix maskMatrix;
    maskMatrix.setIDiv(texture->width(), texture->height());
    maskMatrix.preTranslate(SkIntToScalar(-rect.fLeft), SkIntToScalar(-rect.fTop));
    maskMatrix.preConcat(drawState->getViewMatrix());

    drawState->addCoverageEffect(
        GrSimpleTextureEffect::Create(texture,
                                      maskMatrix,
                                      GrTextureParams::kNone_FilterMode,
                                      kPosition_GrCoordSet))->unref();

    target->drawSimpleRect(dstRect);
}
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:33,代码来源:GrSWMaskHelper.cpp

示例9: 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));
}
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:32,代码来源:GrSWMaskHelper.cpp

示例10: NativePreConcat

void Matrix::NativePreConcat(
    /* [in] */ Int64 objHandle,
    /* [in] */ Int64 otherHandle)
{
    SkMatrix* obj = reinterpret_cast<SkMatrix*>(objHandle);
    SkMatrix* other = reinterpret_cast<SkMatrix*>(otherHandle);
    obj->preConcat(*other);
}
开发者ID:maerson,项目名称:CPP_Framework_Elastos5,代码行数:8,代码来源:Matrix.cpp

示例11: asFragmentProcessor

const GrFragmentProcessor* SkImageShader::asFragmentProcessor(GrContext* context,
        const SkMatrix& viewM,
        const SkMatrix* localMatrix,
        SkFilterQuality filterQuality,
        GrProcessorDataManager* mgr) const {
    SkMatrix matrix;
    matrix.setIDiv(fImage->width(), fImage->height());

    SkMatrix lmInverse;
    if (!this->getLocalMatrix().invert(&lmInverse)) {
        return nullptr;
    }
    if (localMatrix) {
        SkMatrix inv;
        if (!localMatrix->invert(&inv)) {
            return nullptr;
        }
        lmInverse.postConcat(inv);
    }
    matrix.preConcat(lmInverse);

    SkShader::TileMode tm[] = { fTileModeX, fTileModeY };

    // Must set wrap and filter on the sampler before requesting a texture. In two places below
    // we check the matrix scale factors to determine how to interpret the filter quality setting.
    // This completely ignores the complexity of the drawVertices case where explicit local coords
    // are provided by the caller.
    bool doBicubic;
    GrTextureParams::FilterMode textureFilterMode =
        GrSkFilterQualityToGrFilterMode(filterQuality, viewM, this->getLocalMatrix(), &doBicubic);
    GrTextureParams params(tm, textureFilterMode);

    SkImageUsageType usageType;
    if (kClamp_TileMode == fTileModeX && kClamp_TileMode == fTileModeY) {
        usageType = kUntiled_SkImageUsageType;
    } else if (GrTextureParams::kNone_FilterMode == textureFilterMode) {
        usageType = kTiled_Unfiltered_SkImageUsageType;
    } else {
        usageType = kTiled_Filtered_SkImageUsageType;
    }

    SkAutoTUnref<GrTexture> texture(as_IB(fImage)->asTextureRef(context, usageType));
    if (!texture) {
        return nullptr;
    }

    SkAutoTUnref<GrFragmentProcessor> inner;
    if (doBicubic) {
        inner.reset(GrBicubicEffect::Create(mgr, texture, matrix, tm));
    } else {
        inner.reset(GrSimpleTextureEffect::Create(mgr, texture, matrix, params));
    }

    if (GrPixelConfigIsAlphaOnly(texture->config())) {
        return SkRef(inner.get());
    }
    return GrFragmentProcessor::MulOuputByInputAlpha(inner);
}
开发者ID:shahrzadmn,项目名称:skia,代码行数:58,代码来源:SkImageShader.cpp

示例12: 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);
}
开发者ID:MIPS,项目名称:external-skia,代码行数:9,代码来源:SkNormalMapSource.cpp

示例13: drawBitmap

void SkSVGDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap,
                             const SkMatrix& matrix, const SkPaint& paint) {
    SkMatrix adjustedMatrix = *draw.fMatrix;
    adjustedMatrix.preConcat(matrix);
    SkDraw adjustedDraw(draw);
    adjustedDraw.fMatrix = &adjustedMatrix;

    drawBitmapCommon(adjustedDraw, bitmap, paint);
}
开发者ID:Jichao,项目名称:skia,代码行数:9,代码来源:SkSVGDevice.cpp

示例14: asFragmentProcessor

bool SkBitmapProcShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
                                             const SkMatrix& viewM,
                                             const SkMatrix* localMatrix, GrColor* paintColor,
                                             GrProcessorDataManager* procDataManager,
                                             GrFragmentProcessor** fp) const {
    SkMatrix matrix;
    matrix.setIDiv(fRawBitmap.width(), fRawBitmap.height());

    SkMatrix lmInverse;
    if (!this->getLocalMatrix().invert(&lmInverse)) {
        return false;
    }
    if (localMatrix) {
        SkMatrix inv;
        if (!localMatrix->invert(&inv)) {
            return false;
        }
        lmInverse.postConcat(inv);
    }
    matrix.preConcat(lmInverse);

    SkShader::TileMode tm[] = {
        (TileMode)fTileModeX,
        (TileMode)fTileModeY,
    };

    // Must set wrap and filter on the sampler before requesting a texture. In two places below
    // we check the matrix scale factors to determine how to interpret the filter quality setting.
    // This completely ignores the complexity of the drawVertices case where explicit local coords
    // are provided by the caller.
    bool doBicubic;
    GrTextureParams::FilterMode textureFilterMode =
            GrSkFilterQualityToGrFilterMode(paint.getFilterQuality(), viewM, this->getLocalMatrix(),
                                            &doBicubic);
    GrTextureParams params(tm, textureFilterMode);
    SkAutoTUnref<GrTexture> texture(GrRefCachedBitmapTexture(context, fRawBitmap, &params));

    if (!texture) {
        SkErrorInternals::SetError( kInternalError_SkError,
                                    "Couldn't convert bitmap to texture.");
        return false;
    }

    *paintColor = (kAlpha_8_SkColorType == fRawBitmap.colorType()) ?
                                                SkColor2GrColor(paint.getColor()) :
                                                SkColor2GrColorJustAlpha(paint.getColor());

    if (doBicubic) {
        *fp = GrBicubicEffect::Create(procDataManager, texture, matrix, tm);
    } else {
        *fp = GrSimpleTextureEffect::Create(procDataManager, texture, matrix, params);
    }

    return true;
}
开发者ID:nikolayvoronchikhin,项目名称:skia,代码行数:55,代码来源:SkBitmapProcShader.cpp

示例15: writeDeltaMat

void SkMatrixClipStateMgr::writeDeltaMat(int currentMatID, int desiredMatID) {
    const SkMatrix& current = this->lookupMat(currentMatID);
    const SkMatrix& desired = this->lookupMat(desiredMatID);

    SkMatrix delta;
    bool result = current.invert(&delta);
    if (result) {
        delta.preConcat(desired);
    }
    fPicRecord->recordConcat(delta);
}
开发者ID:CodeSpeaker,项目名称:gecko-dev,代码行数:11,代码来源:SkMatrixClipStateMgr.cpp


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