skia2/gm/samplerstress.cpp

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/*
* Copyright 2012 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 "SkShader.h"
#include "SkMaskFilter.h"
namespace skiagm {
/**
* Simple MaskFilter that creates a screen door stipple pattern
*/
class SkStippleMaskFilter : public SkMaskFilter {
public:
SkStippleMaskFilter() : INHERITED() {
}
virtual ~SkStippleMaskFilter() {
}
virtual bool filterMask(SkMask* dst, const SkMask& src, const SkMatrix&,
SkIPoint* margin) SK_OVERRIDE {
if (src.fFormat != SkMask::kA8_Format) {
return false;
}
dst->fBounds = src.fBounds;
dst->fRowBytes = dst->fBounds.width();
dst->fFormat = SkMask::kA8_Format;
dst->fImage = NULL;
if (NULL != src.fImage) {
size_t dstSize = dst->computeImageSize();
if (0 == dstSize) {
return false; // too big to allocate, abort
}
dst->fImage = SkMask::AllocImage(dstSize);
uint8_t* srcScanLine = src.fImage;
uint8_t* scanline = dst->fImage;
for (int y = 0; y < src.fBounds.height(); ++y) {
for (int x = 0; x < src.fBounds.width(); ++x) {
SkASSERT(unsigned int(scanline - dst->fImage) < dstSize);
scanline[x] = srcScanLine[x] && ((x+y) % 2) ? 0xFF : 0x00;
}
scanline += dst->fRowBytes;
srcScanLine += src.fRowBytes;
}
}
return true;
}
static SkFlattenable* CreateProc(SkFlattenableReadBuffer& buffer) {
return SkNEW(SkStippleMaskFilter);
}
virtual void flatten(SkFlattenableWriteBuffer& buffer) const SK_OVERRIDE {}
// getFactory is from SkFlattenable
virtual Factory getFactory() SK_OVERRIDE {
return CreateProc;
}
// getFormat is from SkMaskFilter
virtual SkMask::Format getFormat() SK_OVERRIDE {
return SkMask::kA8_Format;
}
protected:
private:
typedef SkMaskFilter INHERITED;
};
/**
* Stress test the samplers by rendering a textured glyph with a mask and
* an AA clip
*/
class SamplerStressGM : public GM {
public:
SamplerStressGM()
: fTextureCreated(false)
, fShader(NULL)
, fMaskFilter(NULL) {
}
virtual ~SamplerStressGM() {
}
protected:
virtual SkString onShortName() {
return SkString("samplerstress");
}
virtual SkISize onISize() {
return make_isize(640, 480);
}
/**
* Create a red & green stripes on black texture
*/
void createTexture() {
if (fTextureCreated) {
return;
}
static const int xSize = 16;
static const int ySize = 16;
fTexture.setConfig(SkBitmap::kARGB_8888_Config,
xSize,
ySize,
xSize*sizeof(SkColor));
fTexture.allocPixels();
fTexture.lockPixels();
SkPMColor* addr = fTexture.getAddr32(0, 0);
for (int y = 0; y < ySize; ++y) {
for (int x = 0; x < xSize; ++x) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK);
if ((y % 5) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED);
}
if ((x % 7) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN);
}
}
}
fTexture.unlockPixels();
fTextureCreated = true;
}
void createShader() {
if (NULL != fShader.get()) {
return;
}
createTexture();
fShader.reset(SkShader::CreateBitmapShader(fTexture,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode));
}
void createMaskFilter() {
if (NULL != fMaskFilter.get()) {
return;
}
fMaskFilter.reset(SkNEW(SkStippleMaskFilter));
}
virtual void onDraw(SkCanvas* canvas) {
createShader();
createMaskFilter();
canvas->save();
// draw a letter "M" with a green & red striped texture and a
// stipple mask with a round rect soft clip
SkPaint paint;
paint.setAntiAlias(true);
paint.setTextSize(72);
paint.setShader(fShader.get());
paint.setMaskFilter(fMaskFilter.get());
SkRect temp;
temp.set(SkIntToScalar(115),
SkIntToScalar(75),
SkIntToScalar(144),
SkIntToScalar(110));
SkPath path;
path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint);
canvas->restore();
// Now draw stroked versions of the "M" and the round rect so we can
// see what is going on
SkPaint paint2;
paint2.setColor(SK_ColorBLACK);
paint2.setAntiAlias(true);
paint2.setTextSize(72);
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(1);
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint2);
paint2.setColor(SK_ColorGRAY);
canvas->drawPath(path, paint2);
}
private:
SkBitmap fTexture;
bool fTextureCreated;
SkAutoTUnref<SkShader> fShader;
SkAutoTUnref<SkMaskFilter> fMaskFilter;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new SamplerStressGM; }
static GMRegistry reg(MyFactory);
}