255f1c87a2
Change-Id: Ic2052c326581f67bd9b9480ed1912997272471f6 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/550219 Reviewed-by: Ben Wagner <bungeman@google.com> Commit-Queue: Herb Derby <herb@google.com>
634 lines
25 KiB
C++
634 lines
25 KiB
C++
/*
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* Copyright 2021 Google LLC
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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 "gm/gm.h"
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#include "include/core/SkBlender.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColorSpace.h"
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#include "include/core/SkData.h"
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#include "include/core/SkMesh.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/gpu/GrDirectContext.h"
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#include "src/core/SkCanvasPriv.h"
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#include "src/core/SkMeshPriv.h"
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#include "tools/timer/TimeUtils.h"
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#include <memory>
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namespace skiagm {
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class MeshGM : public skiagm::GM {
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public:
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MeshGM() {}
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protected:
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using Attribute = SkMeshSpecification::Attribute;
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using Varying = SkMeshSpecification::Varying;
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SkISize onISize() override { return {435, 1180}; }
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void onOnceBeforeDraw() override {
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{
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static const Attribute kAttributes[]{
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{Attribute::Type::kFloat4, 8, SkString{"xuyv"}},
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{Attribute::Type::kUByte4_unorm, 4, SkString{"brag"}},
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};
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static const Varying kVaryings[]{
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{Varying::Type::kHalf4, SkString{"color"}},
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{Varying::Type::kFloat2, SkString{"uv"} },
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};
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static constexpr char kVS[] = R"(
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half4 unswizzle_color(half4 color) { return color.garb; }
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float2 main(in Attributes attributes, out Varyings varyings) {
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varyings.color = unswizzle_color(attributes.brag);
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varyings.uv = attributes.xuyv.yw;
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return attributes.xuyv.xz;
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}
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)";
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static constexpr char kFS[] = R"(
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float2 main(in Varyings varyings, out float4 color) {
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color = varyings.color;
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return varyings.uv;
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}
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)";
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auto[spec, error] =
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SkMeshSpecification::Make(kAttributes,
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sizeof(ColorVertex),
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kVaryings,
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SkString(kVS),
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SkString(kFS));
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if (!spec) {
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SkDebugf("%s\n", error.c_str());
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}
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fSpecWithColor = std::move(spec);
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}
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{
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static const Attribute kAttributes[]{
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{Attribute::Type::kFloat4, 0, SkString{"xuyv"}},
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};
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static const Varying kVaryings[]{
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{Varying::Type::kFloat2, SkString{"vux2"}},
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};
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static constexpr char kVS[] = R"(
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float2 main(in Attributes a, out Varyings v) {
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v.vux2 = 2*a.xuyv.wy;
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return a.xuyv.xz;
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}
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)";
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static constexpr char kFS[] = R"(
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float2 helper(in float2 vux2) { return vux2.yx/2; }
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float2 main(in Varyings varyings) {
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return helper(varyings.vux2);
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}
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)";
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auto[spec, error] =
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SkMeshSpecification::Make(kAttributes,
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sizeof(NoColorVertex),
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kVaryings,
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SkString(kVS),
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SkString(kFS));
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if (!spec) {
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SkDebugf("%s\n", error.c_str());
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}
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fSpecWithNoColor = std::move(spec);
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}
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static constexpr SkColor kColors[] = {SK_ColorTRANSPARENT, SK_ColorWHITE};
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fShader = SkGradientShader::MakeRadial({10, 10},
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3,
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kColors,
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nullptr,
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2,
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SkTileMode::kMirror);
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}
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DrawResult onGpuSetup(GrDirectContext* context, SkString* string) override {
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this->ensureBuffers();
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if (!context || context->abandoned()) {
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return DrawResult::kOk;
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}
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fColorVB = SkMesh::MakeVertexBuffer(context, CpuVBAsData(fColorVB));
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fColorIndexedVB = SkMesh::MakeVertexBuffer(context, CpuVBAsData(fColorIndexedVB));
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fIB[1] = SkMesh::MakeIndexBuffer (context, CpuIBAsData(fIB[0]));
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if (!fColorVB || !fColorIndexedVB || !fIB[1]) {
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return DrawResult::kFail;
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}
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return DrawResult::kOk;
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}
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void onGpuTeardown() override {
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// Destroy the GPU buffers and recreate on CPU
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fColorVB = nullptr;
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fColorIndexedVB = nullptr;
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fIB[1] = nullptr;
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this->ensureBuffers();
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}
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SkString onShortName() override { return SkString("custommesh"); }
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DrawResult onDraw(SkCanvas* canvas, SkString*) override {
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int i = 0;
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for (const sk_sp<SkBlender>& blender : {SkBlender::Mode(SkBlendMode::kDst),
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SkBlender::Mode(SkBlendMode::kSrc),
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SkBlender::Mode(SkBlendMode::kSaturation)}) {
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canvas->save();
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for (uint8_t alpha : {0xFF , 0x40})
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for (bool colors : {false, true})
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for (bool shader : {false, true}) {
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SkMesh mesh;
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// Rather than pile onto the combinatorics we draw every other test case indexed.
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if ((i & 1) == 0) {
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if (colors) {
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mesh = SkMesh::Make(fSpecWithColor,
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SkMesh::Mode::kTriangleStrip,
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fColorVB,
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/*vertexCount= */4,
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/*vertexOffset=*/0,
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/*uniforms= */nullptr,
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kRect);
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} else {
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mesh = SkMesh::Make(fSpecWithNoColor,
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SkMesh::Mode::kTriangleStrip,
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fNoColorVB,
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/*vertexCount=*/4,
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kNoColorOffset,
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/*uniforms=*/nullptr,
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kRect);
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}
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} else {
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// Alternate between CPU and GPU-backend index buffers.
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auto ib = (i%4 == 0) ? fIB[0] : fIB[1];
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if (colors) {
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mesh = SkMesh::MakeIndexed(fSpecWithColor,
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SkMesh::Mode::kTriangles,
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fColorIndexedVB,
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/*vertexCount=*/6,
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kColorIndexedOffset,
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std::move(ib),
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/*indexCount=*/6,
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kIndexOffset,
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/*uniforms=*/nullptr,
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kRect);
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} else {
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mesh = SkMesh::MakeIndexed(fSpecWithNoColor,
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SkMesh::Mode::kTriangles,
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fNoColorIndexedVB,
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/*vertexCount=*/6,
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/*vertexOffset=*/0,
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std::move(ib),
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/*indexCount=*/6,
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kIndexOffset,
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/*uniforms=*/nullptr,
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kRect);
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}
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}
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SkPaint paint;
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paint.setColor(SK_ColorGREEN);
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paint.setShader(shader ? fShader : nullptr);
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paint.setAlpha(alpha);
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SkCanvasPriv::DrawMesh(canvas, mesh, blender, paint);
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canvas->translate(0, 150);
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++i;
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}
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canvas->restore();
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canvas->translate(150, 0);
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}
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return DrawResult::kOk;
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}
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private:
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static sk_sp<const SkData> CpuVBAsData(sk_sp<SkMesh::VertexBuffer> buffer) {
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auto vb = static_cast<SkMeshPriv::VB*>(buffer.get());
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SkASSERT(vb->asData());
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return vb->asData();
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}
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static sk_sp<const SkData> CpuIBAsData(sk_sp<SkMesh::IndexBuffer> buffer) {
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auto ib = static_cast<SkMeshPriv::IB*>(buffer.get());
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SkASSERT(ib->asData());
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return ib->asData();
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}
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void ensureBuffers() {
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if (!fColorVB) {
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fColorVB = SkMesh::MakeVertexBuffer(
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/*GrDirectContext*=*/nullptr,
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SkData::MakeWithoutCopy(kColorQuad, sizeof(kColorQuad)));
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}
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if (!fNoColorVB) {
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// Make this one such that the data is offset into the buffer.
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auto data = SkData::MakeUninitialized(sizeof(kNoColorQuad) + kNoColorOffset);
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std::memcpy(SkTAddOffset<void>(data->writable_data(), kNoColorOffset),
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kNoColorQuad,
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sizeof(kNoColorQuad));
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fNoColorVB = SkMesh::MakeVertexBuffer(/*GrDirectContext*=*/nullptr, std::move(data));
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}
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if (!fColorIndexedVB) {
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// This buffer also has an offset.
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auto data = SkData::MakeUninitialized(sizeof(kColorIndexedQuad) + kColorIndexedOffset);
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std::memcpy(SkTAddOffset<void>(data->writable_data(), kColorIndexedOffset),
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kColorIndexedQuad,
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sizeof(kColorIndexedQuad));
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fColorIndexedVB = SkMesh::MakeVertexBuffer(/*GrDirectContext*=*/nullptr,
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std::move(data));
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}
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if (!fNoColorIndexedVB) {
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fNoColorIndexedVB = SkMesh::MakeVertexBuffer(
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/*GrDirectContext*=*/nullptr,
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SkData::MakeWithoutCopy(kNoColorIndexedQuad, sizeof(kNoColorIndexedQuad)));
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}
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if (!fIB[0]) {
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// The index buffer has an offset.
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auto data = SkData::MakeUninitialized(sizeof(kIndices) + kIndexOffset);
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std::memcpy(SkTAddOffset<void>(data->writable_data(), kIndexOffset),
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kIndices,
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sizeof(kIndices));
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fIB[0] = SkMesh::MakeIndexBuffer(/*GrDirectContext*=*/nullptr, std::move(data));
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}
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if (!fIB[1]) {
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// On CPU we always use the same CPU-backed index buffer.
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fIB[1] = fIB[0];
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}
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}
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struct ColorVertex {
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uint32_t pad;
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uint32_t brag;
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float xuyv[4];
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};
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struct NoColorVertex {
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float xuyv[4];
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};
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static constexpr auto kRect = SkRect::MakeLTRB(20, 20, 120, 120);
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static constexpr auto kUV = SkRect::MakeLTRB( 0, 0, 20, 20);
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static constexpr ColorVertex kColorQuad[] {
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{0, 0x00FFFF00, {kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
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{0, 0x00FFFFFF, {kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
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{0, 0xFFFF00FF, {kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
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{0, 0xFFFFFF00, {kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
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};
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static constexpr NoColorVertex kNoColorQuad[]{
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{{kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
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{{kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
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{{kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
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{{kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
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};
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// The indexed quads draw the same as the non-indexed. They just have unused vertices that the
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// index buffer skips over draw with triangles instead of a triangle strip.
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static constexpr ColorVertex kColorIndexedQuad[] {
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{0, 0x00FFFF00, {kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
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{0, 0x00000000, { 100.f, 0.f, 100.f, 5.f }}, // unused
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{0, 0x00FFFFFF, {kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
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{0, 0x00000000, { 200.f, 10.f, 200.f, 10.f }}, // unused
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{0, 0xFFFF00FF, {kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
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{0, 0xFFFFFF00, {kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
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};
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static constexpr NoColorVertex kNoColorIndexedQuad[]{
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{{kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
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{{ 100.f, 0.f, 100.f, 5.f }}, // unused
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{{kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
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{{ 200.f, 10.f, 200.f, 10.f }}, // unused
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{{kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
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{{kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
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};
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static constexpr uint16_t kIndices[]{0, 2, 4, 2, 5, 4};
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// For some buffers we add an offset to ensure we're exercising drawing from mid-buffer.
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static constexpr size_t kNoColorOffset = sizeof(NoColorVertex);
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static constexpr size_t kColorIndexedOffset = 2*sizeof(ColorVertex);
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static constexpr size_t kIndexOffset = 6;
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sk_sp<SkShader> fShader;
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sk_sp<SkMeshSpecification> fSpecWithColor;
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sk_sp<SkMeshSpecification> fSpecWithNoColor;
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// On GPU the first IB is a CPU buffer and the second is a GPU buffer.
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sk_sp<SkMesh::IndexBuffer> fIB[2];
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sk_sp<SkMesh::VertexBuffer> fColorVB;
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sk_sp<SkMesh::VertexBuffer> fNoColorVB;
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sk_sp<SkMesh::VertexBuffer> fColorIndexedVB;
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sk_sp<SkMesh::VertexBuffer> fNoColorIndexedVB;
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};
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DEF_GM(return new MeshGM;)
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class MeshColorSpaceGM : public skiagm::GM {
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public:
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MeshColorSpaceGM() {}
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protected:
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using Attribute = SkMeshSpecification::Attribute;
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using Varying = SkMeshSpecification::Varying;
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SkISize onISize() override { return {468, 258}; }
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void onOnceBeforeDraw() override {
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static const Attribute kAttributes[]{
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{Attribute::Type::kFloat2, 0, SkString{"pos"} },
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{Attribute::Type::kFloat4, 8, SkString{"color"}},
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};
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static const Varying kVaryings[]{
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{Varying::Type::kHalf4, SkString{"color"}},
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};
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static constexpr char kPremulVS[] = R"(
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float2 main(in Attributes attributes, out Varyings varyings) {
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varyings.color = half4(attributes.color.a*attributes.color.rgb,
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attributes.color.a);
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return attributes.pos;
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}
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)";
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static constexpr char kUnpremulVS[] = R"(
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float2 main(in Attributes attributes, out Varyings varyings) {
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varyings.color = attributes.color;
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return attributes.pos;
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}
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)";
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static constexpr char kFS[] = R"(
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void main(in Varyings varyings, out half4 color) {
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color = varyings.color;
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}
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)";
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for (bool unpremul : {false, true}) {
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auto at = unpremul ? kUnpremul_SkAlphaType : kPremul_SkAlphaType;
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auto vs = unpremul ? kUnpremulVS : kPremulVS;
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for (bool spin : {false, true}) {
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auto cs = SkColorSpace::MakeSRGB();
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if (spin) {
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cs = cs->makeColorSpin();
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}
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auto [spec, error] = SkMeshSpecification::Make(
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kAttributes,
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sizeof(Vertex),
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kVaryings,
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SkString(vs),
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SkString(kFS),
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std::move(cs),
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at);
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if (!spec) {
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SkDebugf("%s\n", error.c_str());
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}
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fSpecs[SpecIndex(unpremul, spin)] = std::move(spec);
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}
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}
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SkPoint pts[] = {{kRect.fLeft, 0}, {kRect.centerX(), 0}};
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SkColor colors[] = {SK_ColorWHITE, SK_ColorTRANSPARENT};
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fShader = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kMirror);
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fVB = SkMesh::MakeVertexBuffer(nullptr, SkData::MakeWithoutCopy(kQuad, sizeof(kQuad)));
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}
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SkString onShortName() override { return SkString("custommesh_cs"); }
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DrawResult onDraw(SkCanvas* canvas, SkString* error) override {
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// Force an intermediate surface if the canvas is in "legacy" mode
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SkCanvas* c = canvas;
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sk_sp<SkSurface> surface;
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if (!c->imageInfo().colorSpace()) {
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SkImageInfo info = canvas->imageInfo().makeColorSpace(SkColorSpace::MakeSRGB());
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surface = canvas->makeSurface(info);
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if (!surface) {
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// This GM won't work on configs that use a recording canvas.
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return DrawResult::kSkip;
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}
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c = surface->getCanvas();
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c->clear(SK_ColorWHITE);
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}
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for (bool useShader : {false, true})
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for (bool unpremul : {false, true}) {
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c->save();
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for (bool spin : {false, true}) {
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SkMesh mesh = SkMesh::Make(fSpecs[SpecIndex(unpremul, spin)],
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SkMesh::Mode::kTriangleStrip,
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fVB,
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/*vertexCount= */4,
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/*vertexOffset=*/0,
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/*uniforms= */nullptr,
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kRect);
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SkPaint paint;
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paint.setShader(useShader ? fShader : nullptr);
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SkBlendMode mode = useShader ? SkBlendMode::kModulate : SkBlendMode::kDst;
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SkCanvasPriv::DrawMesh(c, mesh, SkBlender::Mode(mode), paint);
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c->translate(0, kRect.height() + 10);
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}
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c->restore();
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c->translate(kRect.width() + 10, 0);
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c->save();
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}
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if (surface) {
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surface->draw(canvas, 0, 0);
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}
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return DrawResult::kOk;
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}
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private:
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struct Vertex {
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SkPoint pos;
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SkColor4f color;
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};
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static int SpecIndex(bool spin, bool unpremul) {
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return static_cast<int>(spin) + 2*static_cast<int>(unpremul);
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}
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static constexpr auto kRect = SkRect::MakeLTRB(20, 20, 120, 120);
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static constexpr Vertex kQuad[] {
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{{kRect.left() , kRect.top() }, {1, 0, 0, 1}},
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{{kRect.right(), kRect.top() }, {0, 1, 0, 0}},
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{{kRect.left() , kRect.bottom()}, {1, 1, 0, 0}},
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{{kRect.right(), kRect.bottom()}, {0, 0, 1, 1}},
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};
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sk_sp<SkMesh::VertexBuffer> fVB;
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sk_sp<SkMeshSpecification> fSpecs[4];
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sk_sp<SkShader> fShader;
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};
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DEF_GM(return new MeshColorSpaceGM;)
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class MeshUniformsGM : public skiagm::GM {
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public:
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MeshUniformsGM() { this->onAnimate(0); }
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protected:
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using Attribute = SkMeshSpecification::Attribute;
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using Varying = SkMeshSpecification::Varying;
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SkISize onISize() override { return {140, 250}; }
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void onOnceBeforeDraw() override {
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static const Attribute kAttributes[]{
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{Attribute::Type::kFloat2, 0, SkString{"pos"} },
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{Attribute::Type::kFloat2, 8, SkString{"coords"}},
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};
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static const Varying kVaryings[]{
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{Varying::Type::kFloat2, SkString{"coords"}},
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};
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// To exercise shared VS/FS uniforms we have a matrix that is applied twice, once in each
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// stage.
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static constexpr char kVS[] = R"(
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uniform float t[2];
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uniform half3x3 m;
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float2 main(in Attributes attributes, out Varyings varyings) {
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varyings.coords = (m*float3(attributes.coords + float2(t[0], t[1]), 1)).xy;
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return attributes.pos;
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}
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)";
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static constexpr char kFS[] = R"(
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uniform half3x3 m;
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layout(color) uniform half4 color;
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float2 main(Varyings varyings, out half4 c) {
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c = color;
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return (m*float3(varyings.coords, 1)).xy;
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}
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)";
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auto [spec, error] =
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SkMeshSpecification::Make(kAttributes,
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sizeof(Vertex),
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kVaryings,
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SkString(kVS),
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SkString(kFS),
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SkColorSpace::MakeSRGB(),
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kPremul_SkAlphaType);
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if (!spec) {
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SkDebugf("%s\n", error.c_str());
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}
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fSpec = std::move(spec);
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SkColor colors[] = {SK_ColorWHITE, SK_ColorBLACK};
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fShader = SkGradientShader::MakeRadial(kGradCenter,
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.4f,
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colors,
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nullptr,
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2,
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SkTileMode::kMirror);
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fVB = SkMesh::MakeVertexBuffer(nullptr, SkData::MakeWithoutCopy(kQuad, sizeof(kQuad)));
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}
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SkString onShortName() override { return SkString("custommesh_uniforms"); }
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DrawResult onDraw(SkCanvas* canvas, SkString* error) override {
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SkMatrix matrices[] {
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SkMatrix::MakeAll(-1, 0, 0, // self inverse so no effect.
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0, -1, 0,
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0, 0, 1),
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SkMatrix::RotateDeg(fDegrees/2.f, {0.5f, 0.5f}),
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};
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for (const auto& m : matrices) {
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auto unis = SkData::MakeUninitialized(fSpec->uniformSize());
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SkPoint trans = -kCoordTrans;
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static_assert(sizeof(SkPoint) == 2*sizeof(float));
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const SkMeshSpecification::Uniform* u = fSpec->findUniform("t");
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SkASSERT(u);
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std::memcpy(SkTAddOffset<void>(unis->writable_data(), u->offset),
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(void*)&trans,
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2*sizeof(float));
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u = fSpec->findUniform("m");
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SkASSERT(u);
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for (size_t offset = u->offset, col = 0; col < 3; ++col) {
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for (size_t row = 0; row < 3; ++row, offset += sizeof(float)) {
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*SkTAddOffset<float>(unis->writable_data(), offset) = m.rc(row, col);
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}
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}
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u = fSpec->findUniform("color");
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SkASSERT(u);
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std::memcpy(SkTAddOffset<void>(unis->writable_data(), u->offset),
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fColor.vec(),
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4*sizeof(float));
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SkMesh mesh = SkMesh::Make(fSpec,
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SkMesh::Mode::kTriangleStrip,
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fVB,
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/*vertexCount= */4,
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/*vertexOffset=*/0,
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/*uniforms= */std::move(unis),
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kRect);
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SkPaint paint;
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paint.setShader(fShader);
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SkCanvasPriv::DrawMesh(canvas, mesh, SkBlender::Mode(SkBlendMode::kModulate), paint);
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canvas->translate(0, kRect.height() + 10);
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}
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return DrawResult::kOk;
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}
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bool onAnimate(double nanos) override {
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fDegrees = TimeUtils::NanosToSeconds(nanos) * 360.f/10.f + 45.f;
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// prime number periods, like locusts.
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fColor.fR = TimeUtils::SineWave(nanos, 13.f, 0.f, 0.f, 1.f);
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fColor.fG = TimeUtils::SineWave(nanos, 23.f, 5.f, 0.f, 1.f);
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fColor.fB = TimeUtils::SineWave(nanos, 11.f, 0.f, 0.f, 1.f);
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fColor.fA = 1.f;
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return true;
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}
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private:
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struct Vertex {
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SkPoint pos;
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SkPoint tex;
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};
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static constexpr auto kRect = SkRect::MakeLTRB(20, 20, 120, 120);
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// Our logical tex coords are [0..1] but we insert an arbitrary translation that gets undone
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// with a uniform.
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static constexpr SkPoint kCoordTrans = {75, -37};
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static constexpr auto kCoordRect = SkRect::MakeXYWH(kCoordTrans.x(), kCoordTrans.y(), 1, 1);
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static constexpr SkPoint kGradCenter = {0.3f, 0.2f};
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static constexpr Vertex kQuad[] {
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{{kRect.left() , kRect.top() }, {kCoordRect.left() , kCoordRect.top()} },
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{{kRect.right(), kRect.top() }, {kCoordRect.right(), kCoordRect.top()} },
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{{kRect.left() , kRect.bottom()}, {kCoordRect.left() , kCoordRect.bottom()}},
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{{kRect.right(), kRect.bottom()}, {kCoordRect.right(), kCoordRect.bottom()}},
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};
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float fDegrees;
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|
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SkColor4f fColor;
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|
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sk_sp<SkMesh::VertexBuffer> fVB;
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|
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sk_sp<SkMeshSpecification> fSpec;
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|
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sk_sp<SkShader> fShader;
|
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};
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DEF_GM(return new MeshUniformsGM())
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} // namespace skiagm
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