void filter_span(const float array[], const T src[], int count, T dst[]) { // c0-c3 are already in [0,1]. const Sk4f c0 = Sk4f::Load(array + 0); const Sk4f c1 = Sk4f::Load(array + 4); const Sk4f c2 = Sk4f::Load(array + 8); const Sk4f c3 = Sk4f::Load(array + 12); // c4 (the translate vector) is in [0, 255]. Bring it back to [0,1]. const Sk4f c4 = Sk4f::Load(array + 16)*Sk4f(1.0f/255); // todo: we could cache this in the constructor... T matrix_translate_pmcolor = Adaptor::From4f(premul(clamp_0_1(c4))); for (int i = 0; i < count; i++) { Sk4f srcf = Adaptor::To4f(src[i]); float srcA = srcf.kth<SkPM4f::A>(); if (0 == srcA) { dst[i] = matrix_translate_pmcolor; continue; } if (1 != srcA) { srcf = unpremul(srcf); } Sk4f r4 = SkNx_dup<SK_R32_SHIFT/8>(srcf); Sk4f g4 = SkNx_dup<SK_G32_SHIFT/8>(srcf); Sk4f b4 = SkNx_dup<SK_B32_SHIFT/8>(srcf); Sk4f a4 = SkNx_dup<SK_A32_SHIFT/8>(srcf); // apply matrix Sk4f dst4 = c0 * r4 + c1 * g4 + c2 * b4 + c3 * a4 + c4; dst[i] = Adaptor::From4f(premul(clamp_0_1(dst4))); } }
void filter_span(const float array[], const T src[], int count, T dst[]) { const Sk4f c0 = Sk4f::Load(array + 0); const Sk4f c1 = Sk4f::Load(array + 4); const Sk4f c2 = Sk4f::Load(array + 8); const Sk4f c3 = Sk4f::Load(array + 12); const Sk4f c4 = Sk4f::Load(array + 16); // todo: we could cache this in the constructor... T matrix_translate_pmcolor = Adaptor::From4f(premul(clamp_0_1(c4))); for (int i = 0; i < count; i++) { Sk4f srcf = Adaptor::To4f(src[i]); float srcA = srcf[SkPM4f::A]; if (0 == srcA) { dst[i] = matrix_translate_pmcolor; continue; } if (1 != srcA) { srcf = unpremul(srcf); } Sk4f r4 = srcf[Adaptor::R]; Sk4f g4 = srcf[Adaptor::G]; Sk4f b4 = srcf[Adaptor::B]; Sk4f a4 = srcf[Adaptor::A]; // apply matrix Sk4f dst4 = c0 * r4 + c1 * g4 + c2 * b4 + c3 * a4 + c4; dst[i] = Adaptor::From4f(premul(clamp_0_1(dst4))); } }
void draw_aa_line(Line l,float width,vec4 color,float stipple) { // stretch line to quad vec2 linedir = normalized(l.p2 - l.p1); // line direction vector linedir *= 0.001 * width; // scale normalized vector with line width vec2 p1_a = vec2(+linedir[1],-linedir[0]) + l.p1; // rotate vector 90 degrees and add to p1 vec2 p1_b = vec2(-linedir[1],+linedir[0]) + l.p1; // rotate vector 270 degrees and add to p1 vec2 p2_a = vec2(+linedir[1],-linedir[0]) + l.p2; // rotate vector 90 degrees and add to p2 vec2 p2_b = vec2(-linedir[1],+linedir[0]) + l.p2; // rotate vector 270 degrees and add to p2 float len = length(l.p2 - l.p1); glBindTexture(GL_TEXTURE_2D,g_resources.texture_line); len *= stipple; g_resources.shader_line->use(); my_glUniform1f(g_resources.shader_line->get_uni_loc("stipple"),clamp_0_1(stipple)); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor(color); glBegin(GL_QUADS); glTexCoord2f(0.0,0.0); glVertex(p1_a); glTexCoord2f(0.0,1.0); glVertex(p1_b); glTexCoord2f(len,1.0); glVertex(p2_b); glTexCoord2f(len,0.0); glVertex(p2_a); glEnd(); g_resources.shader_line->unuse(); glDisable(GL_TEXTURE_2D); }
bool CircleLineIntersect(const Circle& circle, const Line& line) { vec2 ac = circle.pos - line.p1; vec2 ab = line.p2 - line.p1; float t = dot(ac,ab) / dot(ab,ab); t = clamp_0_1(t); vec2 h = line.p1 + t * ab - circle.pos; return (dot(h,h) <= (circle.r * circle.r)); }