skia2/gm/gradients.cpp
2011-06-27 18:11:17 +00:00

182 lines
6.0 KiB
C++

#include "gm.h"
#include "SkGradientShader.h"
namespace skiagm {
struct GradData {
int fCount;
const SkColor* fColors;
const SkScalar* fPos;
};
static const SkColor gColors[] = {
SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK
};
static const SkScalar gPos0[] = { 0, SK_Scalar1 };
static const SkScalar gPos1[] = { SK_Scalar1/4, SK_Scalar1*3/4 };
static const SkScalar gPos2[] = {
0, SK_Scalar1/8, SK_Scalar1/2, SK_Scalar1*7/8, SK_Scalar1
};
static const GradData gGradData[] = {
{ 2, gColors, NULL },
{ 2, gColors, gPos0 },
{ 2, gColors, gPos1 },
{ 5, gColors, NULL },
{ 5, gColors, gPos2 }
};
static SkShader* MakeLinear(const SkPoint pts[2], const GradData& data,
SkShader::TileMode tm, SkUnitMapper* mapper) {
return SkGradientShader::CreateLinear(pts, data.fColors, data.fPos,
data.fCount, tm, mapper);
}
static SkShader* MakeRadial(const SkPoint pts[2], const GradData& data,
SkShader::TileMode tm, SkUnitMapper* mapper) {
SkPoint center;
center.set(SkScalarAve(pts[0].fX, pts[1].fX),
SkScalarAve(pts[0].fY, pts[1].fY));
return SkGradientShader::CreateRadial(center, center.fX, data.fColors,
data.fPos, data.fCount, tm, mapper);
}
static SkShader* MakeSweep(const SkPoint pts[2], const GradData& data,
SkShader::TileMode tm, SkUnitMapper* mapper) {
SkPoint center;
center.set(SkScalarAve(pts[0].fX, pts[1].fX),
SkScalarAve(pts[0].fY, pts[1].fY));
return SkGradientShader::CreateSweep(center.fX, center.fY, data.fColors,
data.fPos, data.fCount, mapper);
}
static SkShader* Make2Radial(const SkPoint pts[2], const GradData& data,
SkShader::TileMode tm, SkUnitMapper* mapper) {
SkPoint center0, center1;
center0.set(SkScalarAve(pts[0].fX, pts[1].fX),
SkScalarAve(pts[0].fY, pts[1].fY));
center1.set(SkScalarInterp(pts[0].fX, pts[1].fX, SkIntToScalar(3)/5),
SkScalarInterp(pts[0].fY, pts[1].fY, SkIntToScalar(1)/4));
return SkGradientShader::CreateTwoPointRadial(
center1, (pts[1].fX - pts[0].fX) / 7,
center0, (pts[1].fX - pts[0].fX) / 2,
data.fColors, data.fPos, data.fCount, tm, mapper);
}
typedef SkShader* (*GradMaker)(const SkPoint pts[2], const GradData& data,
SkShader::TileMode tm, SkUnitMapper* mapper);
static const GradMaker gGradMakers[] = {
MakeLinear, MakeRadial, MakeSweep, Make2Radial
};
///////////////////////////////////////////////////////////////////////////////
class GradientsGM : public GM {
public:
GradientsGM() {}
protected:
SkString onShortName() {
return SkString("gradients");
}
virtual SkISize onISize() { return make_isize(640, 510); }
void drawBG(SkCanvas* canvas) {
canvas->drawColor(0xFFDDDDDD);
}
virtual void onDraw(SkCanvas* canvas) {
this->drawBG(canvas);
SkPoint pts[2] = {
{ 0, 0 },
{ SkIntToScalar(100), SkIntToScalar(100) }
};
SkShader::TileMode tm = SkShader::kClamp_TileMode;
SkRect r = { 0, 0, SkIntToScalar(100), SkIntToScalar(100) };
SkPaint paint;
paint.setAntiAlias(true);
canvas->translate(SkIntToScalar(20), SkIntToScalar(20));
for (size_t i = 0; i < SK_ARRAY_COUNT(gGradData); i++) {
canvas->save();
for (size_t j = 0; j < SK_ARRAY_COUNT(gGradMakers); j++) {
SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, NULL);
paint.setShader(shader);
canvas->drawRect(r, paint);
shader->unref();
canvas->translate(0, SkIntToScalar(120));
}
canvas->restore();
canvas->translate(SkIntToScalar(120), 0);
}
}
private:
typedef GM INHERITED;
};
/*
Inspired by this <canvas> javascript, where we need to detect that we are not
solving a quadratic equation, but must instead solve a linear (since our X^2
coefficient is 0)
ctx.fillStyle = '#f00';
ctx.fillRect(0, 0, 100, 50);
var g = ctx.createRadialGradient(-80, 25, 70, 0, 25, 150);
g.addColorStop(0, '#f00');
g.addColorStop(0.01, '#0f0');
g.addColorStop(0.99, '#0f0');
g.addColorStop(1, '#f00');
ctx.fillStyle = g;
ctx.fillRect(0, 0, 100, 50);
*/
class GradientsDegenrate2PointGM : public GM {
public:
GradientsDegenrate2PointGM() {}
protected:
SkString onShortName() {
return SkString("gradients_degenerate_2pt");
}
virtual SkISize onISize() { return make_isize(320, 320); }
void drawBG(SkCanvas* canvas) {
canvas->drawColor(SK_ColorBLUE);
}
virtual void onDraw(SkCanvas* canvas) {
this->drawBG(canvas);
SkColor colors[] = { SK_ColorRED, SK_ColorGREEN, SK_ColorGREEN, SK_ColorRED };
SkScalar pos[] = { 0, SkFloatToScalar(0.01f), SkFloatToScalar(0.99f), SK_Scalar1 };
SkPoint c0 = { -80, 25 };
SkScalar r0 = 70;
SkPoint c1 = { 0, 25 };
SkScalar r1 = 150;
SkShader* s = SkGradientShader::CreateTwoPointRadial(c0, r0, c1, r1, colors,
pos, SK_ARRAY_COUNT(pos),
SkShader::kClamp_TileMode);
SkPaint paint;
paint.setShader(s)->unref();
canvas->drawPaint(paint);
}
private:
typedef GM INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new GradientsGM; }
static GMRegistry reg(MyFactory);
static GM* MyFactory2(void*) { return new GradientsDegenrate2PointGM; }
static GMRegistry reg2(MyFactory2);
}