eb9a46cbbb
This is an intermediate api, but might help us quickly get to a point where no one is creating bitmaps in a 2-step process (setConfig + alloc). BUG=skia: R=halcanary@google.com Review URL: https://codereview.chromium.org/140593005 git-svn-id: http://skia.googlecode.com/svn/trunk@13182 2bbb7eff-a529-9590-31e7-b0007b416f81
102 lines
2.6 KiB
C++
102 lines
2.6 KiB
C++
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/*
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* Copyright 2013 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 "gm.h"
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#include "SkBitmap.h"
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#include "SkPaint.h"
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#include "SkShader.h"
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namespace skiagm {
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static void draw_bm(SkBitmap* bm) {
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SkPaint bluePaint;
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bluePaint.setColor(SK_ColorBLUE);
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bm->allocN32Pixels(20, 20);
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bm->eraseColor(SK_ColorRED);
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SkCanvas canvas(*bm);
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canvas.drawCircle(10, 10, 5, bluePaint);
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}
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static void draw_mask(SkBitmap* bm) {
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SkPaint circlePaint;
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circlePaint.setColor(SK_ColorBLACK);
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bm->allocConfigPixels(SkBitmap::kA8_Config, 20, 20);
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bm->eraseColor(SK_ColorTRANSPARENT);
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SkCanvas canvas(*bm);
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canvas.drawCircle(10, 10, 10, circlePaint);
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}
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class BitmapShaderGM : public GM {
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public:
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BitmapShaderGM() {
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this->setBGColor(SK_ColorGRAY);
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draw_bm(&fBitmap);
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draw_mask(&fMask);
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}
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protected:
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virtual SkString onShortName() {
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return SkString("bitmapshaders");
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}
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virtual SkISize onISize() {
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return make_isize(75, 100);
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}
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virtual void onDraw(SkCanvas* canvas) {
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SkShader* shader = SkShader::CreateBitmapShader(fBitmap,
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SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode);
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SkPaint paint;
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paint.setShader(shader);
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// release the shader ref as the paint now holds a reference
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shader->unref();
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// draw the shader with a bitmap mask
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canvas->drawBitmap(fMask, 0, 0, &paint);
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canvas->drawBitmap(fMask, 30, 0, &paint);
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canvas->translate(0, 25);
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// draw the shader with standard geometry
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canvas->drawCircle(10, 10, 10, paint);
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canvas->drawCircle(40, 10, 10, paint); // no blue circle expected
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canvas->translate(0, 25);
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shader = SkShader::CreateBitmapShader(fMask,
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SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode);
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paint.setShader(shader);
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paint.setColor(SK_ColorRED);
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shader->unref();
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// draw the mask using the shader and a color
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canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint);
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canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint);
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}
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private:
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SkBitmap fBitmap;
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SkBitmap fMask;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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static GM* MyFactory(void*) { return new BitmapShaderGM; }
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static GMRegistry reg(MyFactory);
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}
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