skia2/gm/color4f.cpp

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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkColorMatrix.h"
static sk_sp<SkShader> make_opaque_color() {
return SkShaders::Color(0xFFFF0000);
}
static sk_sp<SkShader> make_alpha_color() {
return SkShaders::Color(0x80FF0000);
}
static sk_sp<SkColorFilter> make_cf_null() {
return nullptr;
}
static sk_sp<SkColorFilter> make_cf0() {
SkColorMatrix cm;
cm.setSaturation(0.75f);
return SkColorFilters::Matrix(cm);
}
static sk_sp<SkColorFilter> make_cf1() {
SkColorMatrix cm;
cm.setSaturation(0.75f);
auto a = SkColorFilters::Matrix(cm);
// CreateComposedFilter will try to concat these two matrices, resulting in a single
// filter (which is good for speed). For this test, we want to force a real compose of
// these two, so our inner filter has a scale-up, which disables the optimization of
// combining the two matrices.
cm.setScale(1.1f, 0.9f, 1);
return a->makeComposed(SkColorFilters::Matrix(cm));
}
static sk_sp<SkColorFilter> make_cf2() {
return SkColorFilters::Blend(0x8044CC88, SkBlendMode::kSrcATop);
}
static void draw_into_canvas(SkCanvas* canvas) {
const SkRect r = SkRect::MakeWH(50, 100);
sk_sp<SkShader> (*shaders[])() { make_opaque_color, make_alpha_color };
sk_sp<SkColorFilter> (*filters[])() { make_cf_null, make_cf0, make_cf1, make_cf2 };
SkPaint paint;
for (auto shProc : shaders) {
paint.setShader(shProc());
for (auto cfProc : filters) {
paint.setColorFilter(cfProc());
canvas->drawRect(r, paint);
canvas->translate(60, 0);
}
}
}
DEF_SIMPLE_GM(color4f, canvas, 1024, 260) {
canvas->translate(10, 10);
SkPaint bg;
// need the target to be opaque, so we can draw it to the screen
// even if it holds sRGB values.
bg.setColor(0xFFFFFFFF);
sk_sp<SkColorSpace> colorSpaces[]{
nullptr,
SkColorSpace::MakeSRGB()
};
for (auto colorSpace : colorSpaces) {
const SkImageInfo info = SkImageInfo::Make(1024, 100, kN32_SkColorType, kPremul_SkAlphaType,
colorSpace);
auto surface(SkSurface::MakeRaster(info));
surface->getCanvas()->drawPaint(bg);
draw_into_canvas(surface->getCanvas());
surface->draw(canvas, 0, 0, nullptr);
canvas->translate(0, 120);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
DEF_SIMPLE_GM(color4shader, canvas, 360, 480) {
canvas->translate(10, 10);
auto srgb = SkColorSpace::MakeSRGB();
auto spin = srgb->makeColorSpin(); // RGB -> GBR
const SkColor4f colors[] {
{ 1, 0, 0, 1 },
{ 0, 1, 0, 1 },
{ 0, 0, 1, 1 },
{ 0.5, 0.5, 0.5, 1 },
};
SkPaint paint;
SkRect r = SkRect::MakeWH(100, 100);
for (const auto& c4 : colors) {
sk_sp<SkShader> shaders[] {
SkShaders::Color(c4, nullptr),
SkShaders::Color(c4, srgb),
SkShaders::Color(c4, spin),
};
canvas->save();
for (const auto& s : shaders) {
paint.setShader(s);
canvas->drawRect(r, paint);
canvas->translate(r.width() * 6 / 5, 0);
}
canvas->restore();
canvas->translate(0, r.height() * 6 / 5);
}
}