skia2/gm/vertices.cpp

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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkColorFilter.h"
#include "SkGradientShader.h"
#include "SkLocalMatrixShader.h"
#include "SkRandom.h"
#include "SkVertices.h"
static constexpr SkScalar kShaderSize = 40;
static sk_sp<SkShader> make_shader1(SkScalar shaderScale) {
const SkColor colors[] = {
SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
};
const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
const SkMatrix localMatrix = SkMatrix::MakeScale(shaderScale, shaderScale);
sk_sp<SkShader> grad = SkGradientShader::MakeLinear(pts, colors, nullptr,
SK_ARRAY_COUNT(colors),
SkTileMode::kMirror, 0,
&localMatrix);
// Throw in a couple of local matrix wrappers for good measure.
return shaderScale == 1
? grad
: sk_make_sp<SkLocalMatrixShader>(
sk_make_sp<SkLocalMatrixShader>(std::move(grad), SkMatrix::MakeTrans(-10, 0)),
SkMatrix::MakeTrans(10, 0));
}
static sk_sp<SkShader> make_shader2() {
return SkShaders::Color(SK_ColorBLUE);
}
static sk_sp<SkColorFilter> make_color_filter() {
return SkColorFilters::Blend(0xFFAABBCC, SkBlendMode::kDarken);
}
static constexpr SkScalar kMeshSize = 30;
// start with the center of a 3x3 grid of vertices.
static constexpr uint16_t kMeshFan[] = {
4,
0, 1, 2, 5, 8, 7, 6, 3, 0
};
static const int kMeshIndexCnt = (int)SK_ARRAY_COUNT(kMeshFan);
static const int kMeshVertexCnt = 9;
static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
SkColor colors[kMeshVertexCnt], SkScalar shaderScale) {
pts[0].set(0, 0);
pts[1].set(kMeshSize / 2, 3);
pts[2].set(kMeshSize, 0);
pts[3].set(3, kMeshSize / 2);
pts[4].set(kMeshSize / 2, kMeshSize / 2);
pts[5].set(kMeshSize - 3, kMeshSize / 2);
pts[6].set(0, kMeshSize);
pts[7].set(kMeshSize / 2, kMeshSize - 3);
pts[8].set(kMeshSize, kMeshSize);
const auto shaderSize = kShaderSize * shaderScale;
texs[0].set(0, 0);
texs[1].set(shaderSize / 2, 0);
texs[2].set(shaderSize, 0);
texs[3].set(0, shaderSize / 2);
texs[4].set(shaderSize / 2, shaderSize / 2);
texs[5].set(shaderSize, shaderSize / 2);
texs[6].set(0, shaderSize);
texs[7].set(shaderSize / 2, shaderSize);
texs[8].set(shaderSize, shaderSize);
SkRandom rand;
for (size_t i = 0; i < kMeshVertexCnt; ++i) {
colors[i] = rand.nextU() | 0xFF000000;
}
}
class VerticesGM : public skiagm::GM {
SkPoint fPts[kMeshVertexCnt];
SkPoint fTexs[kMeshVertexCnt];
SkColor fColors[kMeshVertexCnt];
sk_sp<SkShader> fShader1;
sk_sp<SkShader> fShader2;
sk_sp<SkColorFilter> fColorFilter;
SkScalar fShaderScale;
public:
VerticesGM(SkScalar shaderScale) : fShaderScale(shaderScale) {}
protected:
void onOnceBeforeDraw() override {
fill_mesh(fPts, fTexs, fColors, fShaderScale);
fShader1 = make_shader1(fShaderScale);
fShader2 = make_shader2();
fColorFilter = make_color_filter();
}
SkString onShortName() override {
SkString name("vertices");
if (fShaderScale != 1) {
name.append("_scaled_shader");
}
return name;
}
SkISize onISize() override {
return SkISize::Make(975, 1175);
}
void onDraw(SkCanvas* canvas) override {
const SkBlendMode modes[] = {
SkBlendMode::kClear,
SkBlendMode::kSrc,
SkBlendMode::kDst,
SkBlendMode::kSrcOver,
SkBlendMode::kDstOver,
SkBlendMode::kSrcIn,
SkBlendMode::kDstIn,
SkBlendMode::kSrcOut,
SkBlendMode::kDstOut,
SkBlendMode::kSrcATop,
SkBlendMode::kDstATop,
SkBlendMode::kXor,
SkBlendMode::kPlus,
SkBlendMode::kModulate,
SkBlendMode::kScreen,
SkBlendMode::kOverlay,
SkBlendMode::kDarken,
SkBlendMode::kLighten,
SkBlendMode::kColorDodge,
SkBlendMode::kColorBurn,
SkBlendMode::kHardLight,
SkBlendMode::kSoftLight,
SkBlendMode::kDifference,
SkBlendMode::kExclusion,
SkBlendMode::kMultiply,
SkBlendMode::kHue,
SkBlendMode::kSaturation,
SkBlendMode::kColor,
SkBlendMode::kLuminosity,
};
SkPaint paint;
canvas->translate(4, 4);
int x = 0;
for (auto mode : modes) {
canvas->save();
for (float alpha : {1.0f, 0.5f}) {
for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
for (const auto& shader : {fShader1, fShader2}) {
static constexpr struct {
bool fHasColors;
bool fHasTexs;
} kAttrs[] = {{true, false}, {false, true}, {true, true}};
for (auto attrs : kAttrs) {
paint.setShader(shader);
paint.setColorFilter(cf);
paint.setAlphaf(alpha);
const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
auto v = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
kMeshVertexCnt, fPts, texs, colors,
kMeshIndexCnt, kMeshFan);
canvas->drawVertices(v, mode, paint);
canvas->translate(40, 0);
++x;
}
}
}
}
canvas->restore();
canvas->translate(0, 40);
}
}
private:
typedef skiagm::GM INHERITED;
};
/////////////////////////////////////////////////////////////////////////////////////
DEF_GM(return new VerticesGM(1);)
DEF_GM(return new VerticesGM(1 / kShaderSize);)
static void draw_batching(SkCanvas* canvas) {
// Triangle fans can't batch so we convert to regular triangles,
static constexpr int kNumTris = kMeshIndexCnt - 2;
SkVertices::Builder builder(SkVertices::kTriangles_VertexMode, kMeshVertexCnt, 3 * kNumTris,
SkVertices::kHasColors_BuilderFlag |
SkVertices::kHasTexCoords_BuilderFlag);
SkPoint* pts = builder.positions();
SkPoint* texs = builder.texCoords();
SkColor* colors = builder.colors();
fill_mesh(pts, texs, colors, 1);
SkTDArray<SkMatrix> matrices;
matrices.push()->reset();
matrices.push()->setTranslate(0, 40);
SkMatrix* m = matrices.push();
m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
m->postTranslate(0, 80);
auto shader = make_shader1(1);
uint16_t* indices = builder.indices();
for (size_t i = 0; i < kNumTris; ++i) {
indices[3 * i] = kMeshFan[0];
indices[3 * i + 1] = kMeshFan[i + 1];
indices[3 * i + 2] = kMeshFan[i + 2];
}
canvas->save();
canvas->translate(10, 10);
for (bool useShader : {false, true}) {
for (bool useTex : {false, true}) {
for (const auto& m : matrices) {
canvas->save();
canvas->concat(m);
SkPaint paint;
paint.setShader(useShader ? shader : nullptr);
const SkPoint* t = useTex ? texs : nullptr;
auto v = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, kMeshVertexCnt,
pts, t, colors, kNumTris * 3, indices);
canvas->drawVertices(v, SkBlendMode::kModulate, paint);
canvas->restore();
}
canvas->translate(0, 120);
}
}
canvas->restore();
}
// This test exists to exercise batching in the gpu backend.
DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
draw_batching(canvas);
canvas->translate(50, 0);
draw_batching(canvas);
}