Пример #1
0
    void onDrawContent(SkCanvas* canvas) override {
        fLightAngle += 0.015f;
        fColorFactor += 0.01f;
        if (fColorFactor > 1.0f) {
            fColorFactor = 0.0f;
        }

        SkLightingShader::Light light;
        light.fColor = SkColor3f::Make(1.0f, 1.0f, fColorFactor);
        light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
        light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
        light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);

        fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
                                               light, fAmbientColor, nullptr));

        SkPaint paint;
        paint.setShader(fShader);
        paint.setColor(SK_ColorBLACK);

        SkRect r = SkRect::MakeWH((SkScalar)fDiffuseBitmap.width(), 
                                  (SkScalar)fDiffuseBitmap.height());
        canvas->drawRect(r, paint);

        // so we're constantly updating
        this->inval(NULL);
    }
Пример #2
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 static SkPoint3 GetDistantDirection() {
     static SkScalar azimuthRad = SkDegreesToRadians(SkIntToScalar(225));
     static SkScalar elevationRad = SkDegreesToRadians(SkIntToScalar(5));
     static SkPoint3 distantDirection = SkPoint3::Make(SkScalarMul(SkScalarCos(azimuthRad),
                                                                   SkScalarCos(elevationRad)),
                                                       SkScalarMul(SkScalarSin(azimuthRad),
                                                                   SkScalarCos(elevationRad)),
                                                       SkScalarSin(elevationRad));
     return distantDirection;
 }
Пример #3
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static const SkLightingShader::Lights* create_lights(SkScalar angle, SkScalar blue) {

    const SkVector3 dir = SkVector3::Make(SkScalarSin(angle)*SkScalarSin(SK_ScalarPI*0.25f),
                                          SkScalarCos(angle)*SkScalarSin(SK_ScalarPI*0.25f),
                                          SkScalarCos(SK_ScalarPI*0.25f));

    SkLightingShader::Lights::Builder builder;

    builder.add(SkLight(SkColor3f::Make(1.0f, 1.0f, blue), dir));
    builder.add(SkLight(SkColor3f::Make(0.1f, 0.1f, 0.1f)));

    return builder.finish();
}
Пример #4
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static sk_sp<SkLights> create_lights(SkScalar angle, SkScalar blue) {

    const SkVector3 dir = SkVector3::Make(SkScalarSin(angle)*SkScalarSin(SK_ScalarPI*0.25f),
                                          SkScalarCos(angle)*SkScalarSin(SK_ScalarPI*0.25f),
                                          SkScalarCos(SK_ScalarPI*0.25f));

    SkLights::Builder builder;

    builder.add(SkLights::Light::MakeDirectional(SkColor3f::Make(1.0f, 1.0f, blue), dir));
    builder.setAmbientLightColor(SkColor3f::Make(0.1f, 0.1f, 0.1f));

    return builder.finish();
}
Пример #5
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    virtual void onDraw(SkCanvas* canvas) {
        SkScalar angle = kAngle*SK_ScalarPI + SkScalarHalf(SK_ScalarPI);
        SkScalar size = SkIntToScalar(SkMin32(kWidth, kHeight));
        SkPoint center = SkPoint::Make(SkScalarHalf(kWidth), SkScalarHalf(kHeight));
        SkScalar length = 5;
        SkScalar step = angle;

        SkPath path;
        path.moveTo(center);

        while (length < (SkScalarHalf(size) - 10.f))
        {
            SkPoint rp = SkPoint::Make(length*SkScalarCos(step) + center.fX,
                                       length*SkScalarSin(step) + center.fY);
            path.lineTo(rp);
            length += SkScalarDiv(angle, SkScalarHalf(SK_ScalarPI));
            step += angle;
        }
        path.close();

        SkPaint paint;
        paint.setAntiAlias(true);
        paint.setStyle(SkPaint::kStroke_Style);
        paint.setColor(0xFF007700);

        canvas->drawPath(path, paint);
    }
Пример #6
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    void onDraw(SkCanvas* canvas) override {
        SkScalar angle = kAngle*SK_ScalarPI + SkScalarHalf(SK_ScalarPI);
        SkScalar size = SkIntToScalar(SkMin32(kWidth, kHeight));
        SkPoint center = SkPoint::Make(SkScalarHalf(kWidth), SkScalarHalf(kHeight));
        SkScalar length = 5;
        SkScalar step = angle;

        SkPath path;
        path.moveTo(center);

        for (int i = 0; i < fNumSteps && length < (SkScalarHalf(size) - 10.f); ++i) {
            SkPoint rp = SkPoint::Make(length*SkScalarCos(step) + center.fX,
                                       length*SkScalarSin(step) + center.fY);
            path.lineTo(rp);
            length += angle / SkScalarHalf(SK_ScalarPI);
            step += angle;
        }

        SkPaint paint;
        paint.setAntiAlias(true);
        paint.setStyle(SkPaint::kStroke_Style);
        paint.setColor(sk_tool_utils::color_to_565(0xFF007700));

        canvas->drawPath(path, paint);
    }
Пример #7
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    void onDrawContent(SkCanvas* canvas) override {
        SkScalar angle = fAngle*SK_ScalarPI + SkScalarHalf(SK_ScalarPI);

        SkPoint center = SkPoint::Make(SkScalarHalf(this->width()), SkScalarHalf(this->height()));
        SkScalar length = 5;
        SkScalar step = angle;

        SkPath path;
        path.moveTo(center);

        while (length < (SkScalarHalf(SkMinScalar(this->width(), this->height())) - 10.f))
        {
            SkPoint rp = SkPoint::Make(length*SkScalarCos(step) + center.fX,
                                       length*SkScalarSin(step) + center.fY);
            path.lineTo(rp);
            length += SkScalarDiv(angle, SkScalarHalf(SK_ScalarPI));
            step += angle;
        }
        path.close();

        SkPaint paint;
        paint.setAntiAlias(true);
        paint.setStyle(SkPaint::kStroke_Style);
        paint.setColor(0xFF007700);

        canvas->drawPath(path, paint);
    }
Пример #8
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static SkScalar drawCell(SkCanvas* canvas, SkXfermode* mode, SkAlpha a0, SkAlpha a1)
    {

    SkPaint paint;
    paint.setAntiAlias(true);

    SkRect r = SkRect::MakeWH(W, H);
    r.inset(W/10, H/10);

    paint.setColor(SK_ColorBLUE);
    paint.setAlpha(a0);
    canvas->drawOval(r, paint);

    paint.setColor(SK_ColorRED);
    paint.setAlpha(a1);
    paint.setXfermode(mode);
    for (int angle = 0; angle < 24; ++angle)
        {
        SkScalar x = SkScalarCos(SkIntToScalar(angle) * (SK_ScalarPI * 2) / 24) * gWidth;
        SkScalar y = SkScalarSin(SkIntToScalar(angle) * (SK_ScalarPI * 2) / 24) * gHeight;
        paint.setStrokeWidth(SK_Scalar1 * angle * 2 / 24);
        canvas->drawLine(W/2, H/2, W/2 + x, H/2 + y, paint);
        }

    return H;
    }
Пример #9
0
    LightingView() {
        SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
        SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap);
        SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
        SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);

        fLightAngle = 0.0f;
        fColorFactor = 0;

        LightingShader::Light light;
        light.fColor = SkColorSetRGB(0xff, 0xff, 0xff);
        light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
        light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
        light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);

        SkColor ambient = SkColorSetRGB(0x1f, 0x1f, 0x1f);

        fShader.reset(SkNEW_ARGS(LightingShader, (fDiffuseBitmap, fNormalBitmap, light, ambient)));
    }
Пример #10
0
/*  Solve coeff(t) == 0, returning the number of roots that
    lie withing 0 < t < 1.
    coeff[0]t^3 + coeff[1]t^2 + coeff[2]t + coeff[3]

    Eliminates repeated roots (so that all tValues are distinct, and are always
    in increasing order.
*/
static int solve_cubic_poly(const SkScalar coeff[4], SkScalar tValues[3]) {
    if (SkScalarNearlyZero(coeff[0])) {  // we're just a quadratic
        return SkFindUnitQuadRoots(coeff[1], coeff[2], coeff[3], tValues);
    }

    SkScalar a, b, c, Q, R;

    {
        SkASSERT(coeff[0] != 0);

        SkScalar inva = SkScalarInvert(coeff[0]);
        a = coeff[1] * inva;
        b = coeff[2] * inva;
        c = coeff[3] * inva;
    }
    Q = (a*a - b*3) / 9;
    R = (2*a*a*a - 9*a*b + 27*c) / 54;

    SkScalar Q3 = Q * Q * Q;
    SkScalar R2MinusQ3 = R * R - Q3;
    SkScalar adiv3 = a / 3;

    SkScalar*   roots = tValues;
    SkScalar    r;

    if (R2MinusQ3 < 0) { // we have 3 real roots
        SkScalar theta = SkScalarACos(R / SkScalarSqrt(Q3));
        SkScalar neg2RootQ = -2 * SkScalarSqrt(Q);

        r = neg2RootQ * SkScalarCos(theta/3) - adiv3;
        if (is_unit_interval(r)) {
            *roots++ = r;
        }
        r = neg2RootQ * SkScalarCos((theta + 2*SK_ScalarPI)/3) - adiv3;
        if (is_unit_interval(r)) {
            *roots++ = r;
        }
        r = neg2RootQ * SkScalarCos((theta - 2*SK_ScalarPI)/3) - adiv3;
        if (is_unit_interval(r)) {
            *roots++ = r;
        }
        SkDEBUGCODE(test_collaps_duplicates();)
Пример #11
0
    LightingView() {
        SkString diffusePath = GetResourcePath("brickwork-texture.jpg");
        SkImageDecoder::DecodeFile(diffusePath.c_str(), &fDiffuseBitmap);
        SkString normalPath = GetResourcePath("brickwork_normal-map.jpg");
        SkImageDecoder::DecodeFile(normalPath.c_str(), &fNormalBitmap);

        fLightAngle = 0.0f;
        fColorFactor = 0.0f;

        SkLightingShader::Light light;
        light.fColor = SkColor3f::Make(1.0f, 1.0f, 1.0f);
        light.fDirection.fX = SkScalarSin(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
        light.fDirection.fY = SkScalarCos(fLightAngle)*SkScalarSin(SK_ScalarPI*0.25f);
        light.fDirection.fZ = SkScalarCos(SK_ScalarPI*0.25f);

        fAmbientColor = SkColor3f::Make(0.1f, 0.1f, 0.1f);

        fShader.reset(SkLightingShader::Create(fDiffuseBitmap, fNormalBitmap,
                                               light, fAmbientColor, nullptr));
    }
SkPath make_star(const SkRect& bounds, int numPts, int step) {
    SkPath path;
    path.setFillType(SkPath::kEvenOdd_FillType);
    path.moveTo(0,-1);
    for (int i = 1; i < numPts; ++i) {
        int idx = i*step;
        SkScalar theta = idx * 2*SK_ScalarPI/numPts + SK_ScalarPI/2;
        SkScalar x = SkScalarCos(theta);
        SkScalar y = -SkScalarSin(theta);
        path.lineTo(x, y);
    }
    path.transform(SkMatrix::MakeRectToRect(path.getBounds(), bounds, SkMatrix::kFill_ScaleToFit));
    return path;
}
Пример #13
0
    virtual void onDraw(SkCanvas* canvas) {
        if (!fInitialized) {
            make_bitmap();
            fInitialized = true;
        }
        canvas->clear(0xFF101010);
        SkPaint checkPaint;
        checkPaint.setColor(0xFF202020);
        for (int y = 0; y < HEIGHT; y += 16) {
          for (int x = 0; x < WIDTH; x += 16) {
            canvas->save();
            canvas->translate(SkIntToScalar(x), SkIntToScalar(y));
            canvas->drawRect(SkRect::MakeXYWH(8, 0, 8, 8), checkPaint);
            canvas->drawRect(SkRect::MakeXYWH(0, 8, 8, 8), checkPaint);
            canvas->restore();
          }
        }
        SkPoint3 pointLocation(0, 0, SkIntToScalar(10));
        SkScalar azimuthRad = SkDegreesToRadians(SkIntToScalar(225));
        SkScalar elevationRad = SkDegreesToRadians(SkIntToScalar(5));
        SkPoint3 distantDirection(SkScalarMul(SkScalarCos(azimuthRad), SkScalarCos(elevationRad)),
                                  SkScalarMul(SkScalarSin(azimuthRad), SkScalarCos(elevationRad)),
                                  SkScalarSin(elevationRad));
        SkPoint3 spotLocation(SkIntToScalar(-10), SkIntToScalar(-10), SkIntToScalar(20));
        SkPoint3 spotTarget(SkIntToScalar(40), SkIntToScalar(40), 0);
        SkScalar spotExponent = SK_Scalar1;
        SkScalar cutoffAngle = SkIntToScalar(15);
        SkScalar kd = SkIntToScalar(2);
        SkScalar ks = SkIntToScalar(1);
        SkScalar shininess = SkIntToScalar(8);
        SkScalar surfaceScale = SkIntToScalar(1);
        SkColor white(0xFFFFFFFF);
        SkPaint paint;

        SkImageFilter::CropRect cropRect(SkRect::MakeXYWH(20, 10, 60, 65));

        int y = 0;
        for (int i = 0; i < 2; i++) {
            const SkImageFilter::CropRect* cr = (i == 0) ? NULL : &cropRect;
            paint.setImageFilter(SkLightingImageFilter::CreatePointLitDiffuse(pointLocation, white, surfaceScale, kd, NULL, cr))->unref();
            drawClippedBitmap(canvas, paint, 0, y);

            paint.setImageFilter(SkLightingImageFilter::CreateDistantLitDiffuse(distantDirection, white, surfaceScale, kd, NULL, cr))->unref();
            drawClippedBitmap(canvas, paint, 110, y);

            paint.setImageFilter(SkLightingImageFilter::CreateSpotLitDiffuse(spotLocation, spotTarget, spotExponent, cutoffAngle, white, surfaceScale, kd, NULL, cr))->unref();
            drawClippedBitmap(canvas, paint, 220, y);

            y += 110;

            paint.setImageFilter(SkLightingImageFilter::CreatePointLitSpecular(pointLocation, white, surfaceScale, ks, shininess, NULL, cr))->unref();
            drawClippedBitmap(canvas, paint, 0, y);

            paint.setImageFilter(SkLightingImageFilter::CreateDistantLitSpecular(distantDirection, white, surfaceScale, ks, shininess, NULL, cr))->unref();
            drawClippedBitmap(canvas, paint, 110, y);

            paint.setImageFilter(SkLightingImageFilter::CreateSpotLitSpecular(spotLocation, spotTarget, spotExponent, cutoffAngle, white, surfaceScale, ks, shininess, NULL, cr))->unref();
            drawClippedBitmap(canvas, paint, 220, y);

            y += 110;
        }
    }
Пример #14
0
    void onOnceBeforeDraw() override {
        {
            SkPath* lineAnglesPath = &fPaths.push_back();
            enum {
                kNumAngles = 15,
                kRadius = 40,
            };
            for (int i = 0; i < kNumAngles; ++i) {
                SkScalar angle = SK_ScalarPI * SkIntToScalar(i) / kNumAngles;
                SkScalar x = kRadius * SkScalarCos(angle);
                SkScalar y = kRadius * SkScalarSin(angle);
                lineAnglesPath->moveTo(x, y);
                lineAnglesPath->lineTo(-x, -y);
            }
        }

        {
            SkPath* kindaTightQuad = &fPaths.push_back();
            kindaTightQuad->moveTo(0, -10 * SK_Scalar1);
            kindaTightQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100), -10 * SK_Scalar1, 0);
        }

        {
            SkPath* tightQuad = &fPaths.push_back();
            tightQuad->moveTo(0, -5 * SK_Scalar1);
            tightQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100), -5 * SK_Scalar1, 0);
        }

        {
            SkPath* tighterQuad = &fPaths.push_back();
            tighterQuad->moveTo(0, -2 * SK_Scalar1);
            tighterQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100), -2 * SK_Scalar1, 0);
        }

        {
            SkPath* unevenTighterQuad = &fPaths.push_back();
            unevenTighterQuad->moveTo(0, -1 * SK_Scalar1);
            SkPoint p;
            p.set(-2 * SK_Scalar1 + 3 * SkIntToScalar(102) / 4, SkIntToScalar(75));
            unevenTighterQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100), p.fX, p.fY);
        }

        {
            SkPath* reallyTightQuad = &fPaths.push_back();
            reallyTightQuad->moveTo(0, -1 * SK_Scalar1);
            reallyTightQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100), -1 * SK_Scalar1, 0);
        }

        {
            SkPath* closedQuad = &fPaths.push_back();
            closedQuad->moveTo(0, -0);
            closedQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100), 0, 0);
        }

        {
            SkPath* unevenClosedQuad = &fPaths.push_back();
            unevenClosedQuad->moveTo(0, -0);
            unevenClosedQuad->quadTo(SkIntToScalar(100), SkIntToScalar(100),
                                     SkIntToScalar(75), SkIntToScalar(75));
        }

        // Two problem cases for gpu hairline renderer found by shapeops testing. These used
        // to assert that the computed bounding box didn't contain all the vertices.
        {
            SkPath* problem1 = &fPaths.push_back();
            problem1->moveTo(SkIntToScalar(4), SkIntToScalar(6));
            problem1->cubicTo(SkIntToScalar(5), SkIntToScalar(6),
                              SkIntToScalar(5), SkIntToScalar(4),
                              SkIntToScalar(4), SkIntToScalar(0));
            problem1->close();
        }

        {
            SkPath* problem2 = &fPaths.push_back();
            problem2->moveTo(SkIntToScalar(5), SkIntToScalar(1));
            problem2->lineTo(4.32787323f, 1.67212653f);
            problem2->cubicTo(2.75223875f, 3.24776125f,
                              3.00581908f, 4.51236057f,
                              3.7580452f, 4.37367964f);
            problem2->cubicTo(4.66472578f, 3.888381f,
                              5.f, 2.875f,
                              5.f, 1.f);
            problem2->close();
        }

        // Three paths that show the same bug (missing end caps)
        {
            // A caret (crbug.com/131770)
            SkPath* bug0 = &fPaths.push_back();
            bug0->moveTo(6.5f,5.5f);
            bug0->lineTo(3.5f,0.5f);
            bug0->moveTo(0.5f,5.5f);
            bug0->lineTo(3.5f,0.5f);
        }

        {
            // An X (crbug.com/137317)
            SkPath* bug1 = &fPaths.push_back();

            bug1->moveTo(1, 1);
            bug1->lineTo(6, 6);
            bug1->moveTo(1, 6);
            bug1->lineTo(6, 1);
        }

        {
            // A right angle (crbug.com/137465 and crbug.com/256776)
            SkPath* bug2 = &fPaths.push_back();

            bug2->moveTo(5.5f, 5.5f);
            bug2->lineTo(5.5f, 0.5f);
            bug2->lineTo(0.5f, 0.5f);
        }

        {
            // Arc example to test imperfect truncation bug (crbug.com/295626)
            static const SkScalar kRad = SkIntToScalar(2000);
            static const SkScalar kStartAngle = 262.59717f;
            static const SkScalar kSweepAngle = SkScalarHalf(17.188717f);

            SkPath* bug = &fPaths.push_back();

            // Add a circular arc
            SkRect circle = SkRect::MakeLTRB(-kRad, -kRad, kRad, kRad);
            bug->addArc(circle, kStartAngle, kSweepAngle);

            // Now add the chord that should cap the circular arc
            SkScalar cosV, sinV = SkScalarSinCos(SkDegreesToRadians(kStartAngle), &cosV);

            SkPoint p0 = SkPoint::Make(kRad * cosV, kRad * sinV);

            sinV = SkScalarSinCos(SkDegreesToRadians(kStartAngle + kSweepAngle), &cosV);

            SkPoint p1 = SkPoint::Make(kRad * cosV, kRad * sinV);

            bug->moveTo(p0);
            bug->lineTo(p1);
        }
    }
Пример #15
0
void SkDisplayMath::executeFunction(SkDisplayable* target, int index,
        SkTDArray<SkScriptValue>& parameters, SkDisplayTypes type,
        SkScriptValue* scriptValue) {
    if (scriptValue == NULL)
        return;
    SkASSERT(target == this);
    SkScriptValue* array = parameters.begin();
    SkScriptValue* end = parameters.end();
    SkScalar input = parameters[0].fOperand.fScalar;
    SkScalar scalarResult;
    switch (index) {
        case SK_FUNCTION(abs):
            scalarResult = SkScalarAbs(input);
            break;
        case SK_FUNCTION(acos):
            scalarResult = SkScalarACos(input);
            break;
        case SK_FUNCTION(asin):
            scalarResult = SkScalarASin(input);
            break;
        case SK_FUNCTION(atan):
            scalarResult = SkScalarATan2(input, SK_Scalar1);
            break;
        case SK_FUNCTION(atan2):
            scalarResult = SkScalarATan2(input, parameters[1].fOperand.fScalar);
            break;
        case SK_FUNCTION(ceil):
            scalarResult = SkIntToScalar(SkScalarCeil(input));
            break;
        case SK_FUNCTION(cos):
            scalarResult = SkScalarCos(input);
            break;
        case SK_FUNCTION(exp):
            scalarResult = SkScalarExp(input);
            break;
        case SK_FUNCTION(floor):
            scalarResult = SkIntToScalar(SkScalarFloor(input));
            break;
        case SK_FUNCTION(log):
            scalarResult = SkScalarLog(input);
            break;
        case SK_FUNCTION(max):
            scalarResult = -SK_ScalarMax;
            while (array < end) {
                scalarResult = SkMaxScalar(scalarResult, array->fOperand.fScalar);
                array++;
            }
            break;
        case SK_FUNCTION(min):
            scalarResult = SK_ScalarMax;
            while (array < end) {
                scalarResult = SkMinScalar(scalarResult, array->fOperand.fScalar);
                array++;
            }
            break;
        case SK_FUNCTION(pow):
            // not the greatest -- but use x^y = e^(y * ln(x))
            scalarResult = SkScalarLog(input);
            scalarResult = SkScalarMul(parameters[1].fOperand.fScalar, scalarResult);
            scalarResult = SkScalarExp(scalarResult);
            break;
        case SK_FUNCTION(random):
            scalarResult = fRandom.nextUScalar1();
            break;
        case SK_FUNCTION(round):
            scalarResult = SkIntToScalar(SkScalarRound(input));
            break;
        case SK_FUNCTION(sin):
            scalarResult = SkScalarSin(input);
            break;
        case SK_FUNCTION(sqrt): {
            SkASSERT(parameters.count() == 1);
            SkASSERT(type == SkType_Float);
            scalarResult = SkScalarSqrt(input);
            } break;
        case SK_FUNCTION(tan):
            scalarResult = SkScalarTan(input);
            break;
        default:
            SkASSERT(0);
            scalarResult = SK_ScalarNaN;
    }
    scriptValue->fOperand.fScalar = scalarResult;
    scriptValue->fType = SkType_Float;
}
Пример #16
0
static SkPoint unit_vec(int degrees) {
    SkScalar rad = SkDegreesToRadians(SkIntToScalar(degrees));
    return SkPoint::Make(SkScalarCos(rad), SkScalarSin(rad));
}