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)));
    }
}
Esempio n. 3
0
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);
}
Esempio n. 4
0
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));
}