/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. * */ #include "include/gpu/GrBackendSurface.h" #include "include/gpu/GrDirectContext.h" #include "SDL.h" #include "include/core/SkCanvas.h" #include "include/core/SkFont.h" #include "include/core/SkSurface.h" #include "include/utils/SkRandom.h" #include "include/gpu/gl/GrGLInterface.h" #include "src/gpu/gl/GrGLUtil.h" #if defined(SK_BUILD_FOR_ANDROID) #include #elif defined(SK_BUILD_FOR_UNIX) #include #elif defined(SK_BUILD_FOR_MAC) #include #elif defined(SK_BUILD_FOR_IOS) #include #endif /* * This application is a simple example of how to combine SDL and Skia it demonstrates: * how to setup gpu rendering to the main window * how to perform cpu-side rendering and draw the result to the gpu-backed screen * draw simple primitives (rectangles) * draw more complex primitives (star) */ struct ApplicationState { ApplicationState() : fQuit(false) {} // Storage for the user created rectangles. The last one may still be being edited. SkTArray fRects; bool fQuit; }; static void handle_error() { const char* error = SDL_GetError(); SkDebugf("SDL Error: %s\n", error); SDL_ClearError(); } static void handle_events(ApplicationState* state, SkCanvas* canvas) { SDL_Event event; while(SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEMOTION: if (event.motion.state == SDL_PRESSED) { SkRect& rect = state->fRects.back(); rect.fRight = event.motion.x; rect.fBottom = event.motion.y; } break; case SDL_MOUSEBUTTONDOWN: if (event.button.state == SDL_PRESSED) { state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x), SkIntToScalar(event.button.y), SkIntToScalar(event.button.x), SkIntToScalar(event.button.y)); } break; case SDL_KEYDOWN: { SDL_Keycode key = event.key.keysym.sym; if (key == SDLK_ESCAPE) { state->fQuit = true; } break; } case SDL_QUIT: state->fQuit = true; break; default: break; } } } // Creates a star type shape using a SkPath static SkPath create_star() { static const int kNumPoints = 5; SkPath concavePath; SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} }; SkMatrix rot; rot.setRotate(SkIntToScalar(360) / kNumPoints); for (int i = 1; i < kNumPoints; ++i) { rot.mapPoints(points + i, points + i - 1, 1); } concavePath.moveTo(points[0]); for (int i = 0; i < kNumPoints; ++i) { concavePath.lineTo(points[(2 * i) % kNumPoints]); } concavePath.setFillType(SkPathFillType::kEvenOdd); SkASSERT(!concavePath.isConvex()); concavePath.close(); return concavePath; } #if defined(SK_BUILD_FOR_ANDROID) int SDL_main(int argc, char** argv) { #else int main(int argc, char** argv) { #endif uint32_t windowFlags = 0; SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); SDL_GLContext glContext = nullptr; #if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS) // For Android/iOS we need to set up for OpenGL ES and we make the window hi res & full screen SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_ALLOW_HIGHDPI; #else // For all other clients we use the core profile and operate in a window SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; #endif static const int kStencilBits = 8; // Skia needs 8 stencil bits SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // If you want multisampling, uncomment the below lines and set a sample count static const int kMsaaSampleCount = 0; //4; // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount); /* * In a real application you might want to initialize more subsystems */ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { handle_error(); return 1; } // Setup window // This code will create a window with the same resolution as the user's desktop. SDL_DisplayMode dm; if (SDL_GetDesktopDisplayMode(0, &dm) != 0) { handle_error(); return 1; } SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags); if (!window) { handle_error(); return 1; } // To go fullscreen // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN); // try and setup a GL context glContext = SDL_GL_CreateContext(window); if (!glContext) { handle_error(); return 1; } int success = SDL_GL_MakeCurrent(window, glContext); if (success != 0) { handle_error(); return success; } uint32_t windowFormat = SDL_GetWindowPixelFormat(window); int contextType; SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &contextType); int dw, dh; SDL_GL_GetDrawableSize(window, &dw, &dh); glViewport(0, 0, dw, dh); glClearColor(1, 1, 1, 1); glClearStencil(0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // setup GrContext auto interface = GrGLMakeNativeInterface(); // setup contexts sk_sp grContext(GrDirectContext::MakeGL(interface)); SkASSERT(grContext); // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can // render to it GrGLint buffer; GR_GL_GetIntegerv(interface.get(), GR_GL_FRAMEBUFFER_BINDING, &buffer); GrGLFramebufferInfo info; info.fFBOID = (GrGLuint) buffer; SkColorType colorType; //SkDebugf("%s", SDL_GetPixelFormatName(windowFormat)); // TODO: the windowFormat is never any of these? if (SDL_PIXELFORMAT_RGBA8888 == windowFormat) { info.fFormat = GR_GL_RGBA8; colorType = kRGBA_8888_SkColorType; } else { colorType = kBGRA_8888_SkColorType; if (SDL_GL_CONTEXT_PROFILE_ES == contextType) { info.fFormat = GR_GL_BGRA8; } else { // We assume the internal format is RGBA8 on desktop GL info.fFormat = GR_GL_RGBA8; } } GrBackendRenderTarget target(dw, dh, kMsaaSampleCount, kStencilBits, info); // setup SkSurface // To use distance field text, use commented out SkSurfaceProps instead // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag, // SkSurfaceProps::kUnknown_SkPixelGeometry); SkSurfaceProps props; sk_sp surface(SkSurface::MakeFromBackendRenderTarget(grContext.get(), target, kBottomLeft_GrSurfaceOrigin, colorType, nullptr, &props)); SkCanvas* canvas = surface->getCanvas(); canvas->scale((float)dw/dm.w, (float)dh/dm.h); ApplicationState state; const char* helpMessage = "Click and drag to create rects. Press esc to quit."; SkPaint paint; // create a surface for CPU rasterization sk_sp cpuSurface(SkSurface::MakeRaster(canvas->imageInfo())); SkCanvas* offscreen = cpuSurface->getCanvas(); offscreen->save(); offscreen->translate(50.0f, 50.0f); offscreen->drawPath(create_star(), paint); offscreen->restore(); sk_sp image = cpuSurface->makeImageSnapshot(); int rotation = 0; SkFont font; while (!state.fQuit) { // Our application loop SkRandom rand; canvas->clear(SK_ColorWHITE); handle_events(&state, canvas); paint.setColor(SK_ColorBLACK); canvas->drawString(helpMessage, 100.0f, 100.0f, font, paint); for (int i = 0; i < state.fRects.count(); i++) { paint.setColor(rand.nextU() | 0x44808080); canvas->drawRect(state.fRects[i], paint); } // draw offscreen canvas canvas->save(); canvas->translate(dm.w / 2.0, dm.h / 2.0); canvas->rotate(rotation++); canvas->drawImage(image, -50.0f, -50.0f); canvas->restore(); canvas->flush(); SDL_GL_SwapWindow(window); } if (glContext) { SDL_GL_DeleteContext(glContext); } //Destroy window SDL_DestroyWindow(window); //Quit SDL subsystems SDL_Quit(); return 0; }