skia2/gm/vertices.cpp
Ben Wagner 7fde8e1728 IWYU for gms.
This almost gets gms to be iwyu clean. The last bit is around gm.cpp
and the tracing framework and its use of atomic. Will also need a way
of keeping things from regressing, which is difficult due to needing to
do this outside-in.

Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
2019-05-02 17:48:53 +00:00

269 lines
9.1 KiB
C++

/*
* 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/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/SkMatrix.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include "include/core/SkShader.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkTileMode.h"
#include "include/core/SkTypes.h"
#include "include/core/SkVertices.h"
#include "include/effects/SkGradientShader.h"
#include "include/private/SkTDArray.h"
#include "include/utils/SkRandom.h"
#include "src/shaders/SkLocalMatrixShader.h"
#include <initializer_list>
#include <utility>
static constexpr SkScalar kShaderSize = 40;
static sk_sp<SkShader> 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<SkShader> 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<SkLocalMatrixShader>(
sk_make_sp<SkLocalMatrixShader>(std::move(grad), SkMatrix::MakeTrans(-10, 0)),
SkMatrix::MakeTrans(10, 0));
}
static sk_sp<SkShader> make_shader2() {
return SkShaders::Color(SK_ColorBLUE);
}
static sk_sp<SkColorFilter> 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<SkShader> fShader1;
sk_sp<SkShader> fShader2;
sk_sp<SkColorFilter> 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<SkColorFilter>(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<SkMatrix> 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);
}