/* * 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 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 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( sk_make_sp(std::move(grad), SkMatrix::MakeTrans(-10, 0)), SkMatrix::MakeTrans(10, 0)); } static sk_sp make_shader2() { return SkShaders::Color(SK_ColorBLUE); } static sk_sp 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 fShader1; sk_sp fShader2; sk_sp 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(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 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); }