/* * 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 "SkBitmap.h" #include "SkPaint.h" #include "SkShader.h" #include "GrCaps.h" #include "GrContext.h" #include "GrContextPriv.h" namespace skiagm { static void draw_bm(SkBitmap* bm) { SkPaint bluePaint; bluePaint.setColor(SK_ColorBLUE); bm->allocN32Pixels(20, 20); bm->eraseColor(SK_ColorRED); SkCanvas canvas(*bm); canvas.drawCircle(10, 10, 5, bluePaint); } static void draw_mask(SkBitmap* bm) { SkPaint circlePaint; circlePaint.setColor(SK_ColorBLACK); bm->allocPixels(SkImageInfo::MakeA8(20, 20)); bm->eraseColor(SK_ColorTRANSPARENT); SkCanvas canvas(*bm); canvas.drawCircle(10, 10, 10, circlePaint); } class BitmapShaderGM : public GM { protected: void onOnceBeforeDraw() override { this->setBGColor(SK_ColorGRAY); draw_bm(&fBitmap); draw_mask(&fMask); } SkString onShortName() override { return SkString("bitmapshaders"); } SkISize onISize() override { return SkISize::Make(150, 100); } void onDraw(SkCanvas* canvas) override { SkPaint paint; for (int i = 0; i < 2; i++) { SkMatrix s; s.reset(); if (1 == i) { s.setScale(1.5f, 1.5f); s.postTranslate(2, 2); } canvas->save(); paint.setShader(SkShader::MakeBitmapShader(fBitmap, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, &s)); // draw the shader with a bitmap mask canvas->drawBitmap(fMask, 0, 0, &paint); // no blue circle expected (the bitmap shader's coordinates are aligned to CTM still) canvas->drawBitmap(fMask, 30, 0, &paint); canvas->translate(0, 25); canvas->drawCircle(10, 10, 10, paint); canvas->drawCircle(40, 10, 10, paint); // no blue circle expected canvas->translate(0, 25); // clear the shader, colorized by a solid color with a bitmap mask paint.setShader(nullptr); paint.setColor(SK_ColorGREEN); canvas->drawBitmap(fMask, 0, 0, &paint); canvas->drawBitmap(fMask, 30, 0, &paint); canvas->translate(0, 25); paint.setShader(SkShader::MakeBitmapShader(fMask, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode, &s)); paint.setColor(SK_ColorRED); // draw the mask using the shader and a color canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint); canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint); canvas->restore(); canvas->translate(60, 0); } } private: SkBitmap fBitmap; SkBitmap fMask; typedef GM INHERITED; }; DEF_SIMPLE_GM(hugebitmapshader, canvas, 100, 100) { SkPaint paint; SkBitmap bitmap; // The huge height will exceed GL_MAX_TEXTURE_SIZE. We test that the GL backend will at least // draw something with a default paint instead of drawing nothing. // // (See https://skia-review.googlesource.com/c/skia/+/73200) int bitmapW = 1; int bitmapH = 60000; if (auto* ctx = canvas->getGrContext()) { bitmapH = ctx->priv().caps()->maxTextureSize() + 1; } bitmap.setInfo(SkImageInfo::MakeA8(bitmapW, bitmapH), bitmapW); uint8_t* pixels = new uint8_t[bitmapH]; for(int i = 0; i < bitmapH; ++i) { pixels[i] = i & 0xff; } bitmap.setPixels(pixels); paint.setShader(SkShader::MakeBitmapShader(bitmap, SkShader::kMirror_TileMode, SkShader::kMirror_TileMode)); paint.setColor(SK_ColorRED); paint.setAntiAlias(true); canvas->drawCircle(50, 50, 50, paint); delete [] pixels; } ////////////////////////////////////////////////////////////////////////////// DEF_GM( return new BitmapShaderGM; ) }