52337de95c
PS2 adds a rewrite for Skia #include <...> to #include "...", letting them be otherwise rewritten and sorted too. (We do need one exception for the Vulkan headers, which will otherwise be rewritten to always point to our own.) I don't think it's particularly important to favor "" or <>, but picking one keeps things consistent. PS3 adds a missing SkMutex.h include. PS4 fixes a terrible readability problem. Change-Id: Id9fe752727ef30e802b1daf755ee2ed15e267577 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229742 Commit-Queue: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: Mike Klein <mtklein@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "include/core/SkCanvas.h"
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#include "include/core/SkShader.h"
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#include "include/effects/SkGradientShader.h"
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#include "samplecode/DecodeFile.h"
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#include "samplecode/Sample.h"
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#include "tools/Resources.h"
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namespace {
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static sk_sp<SkShader> make_bitmapfade(const SkBitmap& bm) {
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SkPoint pts[2] = {
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{0, 0},
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{0, (float)bm.height()},
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};
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SkColor colors[2] = {
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SkColorSetARGB(255, 0, 0, 0),
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SkColorSetARGB(0, 0, 0, 0),
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};
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return SkShaders::Blend(SkBlendMode::kDstIn,
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bm.makeShader(),
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SkGradientShader::MakeLinear(pts, colors, nullptr, 2,
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SkTileMode::kClamp));
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}
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static sk_sp<SkShader> make_blend_shader() {
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SkPoint pts[2];
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SkColor colors[2];
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pts[0].set(0, 0);
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pts[1].set(SkIntToScalar(100), 0);
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colors[0] = SK_ColorRED;
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colors[1] = SK_ColorBLUE;
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auto shaderA = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
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pts[0].set(0, 0);
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pts[1].set(0, SkIntToScalar(100));
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colors[0] = SK_ColorBLACK;
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colors[1] = SkColorSetARGB(0x80, 0, 0, 0);
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auto shaderB = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
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return SkShaders::Blend(SkBlendMode::kDstIn, std::move(shaderA), std::move(shaderB));
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}
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struct ShaderView : public Sample {
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sk_sp<SkShader> fShader;
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sk_sp<SkShader> fShaderFade;
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SkBitmap fBitmap;
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void onOnceBeforeDraw() override {
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decode_file(GetResourceAsData("images/dog.jpg"), &fBitmap);
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fShader = make_blend_shader();
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fShaderFade = make_bitmapfade(fBitmap);
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}
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SkString name() override { return SkString("Shaders"); }
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void onDrawContent(SkCanvas* canvas) override {
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canvas->drawBitmap(fBitmap, 0, 0);
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canvas->translate(20, 120);
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SkPaint paint;
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paint.setColor(SK_ColorGREEN);
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canvas->drawRect(SkRect{0, 0, 100, 100}, paint);
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paint.setShader(fShader);
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canvas->drawRect(SkRect{0, 0, 100, 100}, paint);
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canvas->translate(SkIntToScalar(110), 0);
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paint.setShader(nullptr);
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canvas->drawRect(SkRect{0, 0, 120, 80}, paint);
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paint.setShader(fShaderFade);
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canvas->drawRect(SkRect{0, 0, 120, 80}, paint);
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}
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};
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} // namespace
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DEF_SAMPLE( return new ShaderView(); )
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