示例#1
0
    void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override{
        const GrBitmapTextGeoProc& cte = args.fGP.cast<GrBitmapTextGeoProc>();
        const BitmapTextBatchTracker& local = args.fBT.cast<BitmapTextBatchTracker>();

        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
        this->setupColorPassThrough(pb, local.fInputColorType, args.fOutputColor, cte.inColor(),
                                    &fColorUniform);

        // Setup position
        this->setupPosition(pb, gpArgs, cte.inPosition()->fName, cte.viewMatrix());

        // emit transforms
        this->emitTransforms(args.fPB, gpArgs->fPositionVar, cte.inPosition()->fName,
                             cte.localMatrix(), args.fTransformsIn, args.fTransformsOut);

        GrGLGPFragmentBuilder* 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(";");
        }
    }