virtual void emitCode(EmitArgs& args) override { GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); fsBuilder->codeAppendf("\t%s = ", args.fOutputColor); fsBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fSamplers[0], args.fCoords[0].c_str(), args.fCoords[0].getType()); fsBuilder->codeAppend(";\n"); }
void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{ const GrBitmapTextGeoProc& cte = args.fGP.cast<GrBitmapTextGeoProc>(); GrGLGPBuilder* pb = args.fPB; GrGLVertexBuilder* vsBuilder = pb->getVertexShaderBuilder(); // emit attributes vsBuilder->emitAttributes(cte); GrGLVertToFrag v(kVec2f_GrSLType); pb->addVarying("TextureCoords", &v); // this is only used with text, so our texture bounds always match the glyph atlas if (cte.maskFormat() == kA8_GrMaskFormat) { vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_A8_RECIP_WIDTH ", " GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", v.vsOut(), cte.inTextureCoords()->fName); } else { vsBuilder->codeAppendf("%s = vec2(" GR_FONT_ATLAS_RECIP_WIDTH ", " GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", v.vsOut(), cte.inTextureCoords()->fName); } // Setup pass through color if (!cte.colorIgnored()) { if (cte.hasVertexColor()) { pb->addPassThroughAttribute(cte.inColor(), args.fOutputColor); } else { this->setupUniformColor(pb, args.fOutputColor, &fColorUniform); } } // Setup position this->setupPosition(pb, gpArgs, cte.inPosition()->fName); // emit transforms this->emitTransforms(args.fPB, gpArgs->fPositionVar, cte.inPosition()->fName, cte.localMatrix(), args.fTransformsIn, args.fTransformsOut); GrGLFragmentBuilder* fsBuilder = pb->getFragmentShaderBuilder(); if (cte.maskFormat() == kARGB_GrMaskFormat) { fsBuilder->codeAppendf("%s = ", args.fOutputColor); fsBuilder->appendTextureLookupAndModulate(args.fOutputColor, args.fSamplers[0], v.fsIn(), kVec2f_GrSLType); fsBuilder->codeAppend(";"); fsBuilder->codeAppendf("%s = vec4(1);", args.fOutputCoverage); } else { fsBuilder->codeAppendf("%s = ", args.fOutputCoverage); fsBuilder->appendTextureLookup(args.fSamplers[0], v.fsIn(), kVec2f_GrSLType); fsBuilder->codeAppend(";"); } }
virtual void emitCode(GrGLFPBuilder* builder, const GrFragmentProcessor& fp, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) override { GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); fsBuilder->codeAppendf("\t%s = ", outputColor); fsBuilder->appendTextureLookupAndModulate(inputColor, samplers[0], coords[0].c_str(), coords[0].getType()); fsBuilder->codeAppend(";\n"); }
void emitCode(GrGLFPBuilder* builder, const GrFragmentProcessor& fp, const char* outputColor, const char* inputColor, const TransformedCoordsArray& coords, const TextureSamplerArray& samplers) override { GrGLFragmentBuilder* fpb = builder->getFragmentShaderBuilder(); // add uniforms const char* lightDirUniName = NULL; fLightDirUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec3f_GrSLType, kDefault_GrSLPrecision, "LightDir", &lightDirUniName); const char* lightColorUniName = NULL; fLightColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "LightColor", &lightColorUniName); const char* ambientColorUniName = NULL; fAmbientColorUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility, kVec4f_GrSLType, kDefault_GrSLPrecision, "AmbientColor", &ambientColorUniName); fpb->codeAppend("vec4 diffuseColor = "); fpb->appendTextureLookupAndModulate(inputColor, samplers[0], coords[0].c_str(), coords[0].getType()); fpb->codeAppend(";"); fpb->codeAppend("vec4 normalColor = "); fpb->appendTextureLookup(samplers[1], coords[0].c_str(), coords[0].getType()); fpb->codeAppend(";"); fpb->codeAppend("vec3 normal = normalize(2.0*(normalColor.rgb - vec3(0.5)));"); fpb->codeAppendf("vec3 lightDir = normalize(%s);", lightDirUniName); fpb->codeAppend("float NdotL = dot(normal, lightDir);"); // diffuse light fpb->codeAppendf("vec3 result = %s.rgb*diffuseColor.rgb*NdotL;", lightColorUniName); // ambient light fpb->codeAppendf("result += %s.rgb;", ambientColorUniName); fpb->codeAppendf("%s = vec4(result.rgb, diffuseColor.a);", outputColor); }