skia2/gm/hardstop_gradients.cpp
Brian Salomon 466ad99868 Slightly generalize GPU hard stop gradient implementation.
With this CL we handle single off-center hardstop gradients.

BUG=chromium:543625

GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=3303

Change-Id: Ic754e87469475ce15865c54055b8ed492e1d826d
Reviewed-on: https://skia-review.googlesource.com/3303
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2016-10-13 20:30:20 +00:00

165 lines
5.3 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
/*
* This GM presents a variety of different gradients with different
* tile modes. Each entry in the table is a rectangle with a linear
* gradient that spans from its left edge to its right edge. The rows
* in the table represent different color/position configurations,
* while the columns in the table represent different tile modes. In
* order to highlight the differences between tile modes, the gradient
* starts and ends at 30 pixel inset from either side of the rectangle.
*
* | Clamp Repeat Mirror
* _____________________________|___________________________________________
* 2-color | rect00 rect01 rect02
* 3-color even | rect10 rect11 rect12
* 3-color texture | rect20 rect21 rect22
* 5-color hard stop | rect30 rect31 rect32
* 4-color hard stop centered | rect40 rect41 rect42
* 3-color hard stop 001 | rect50 rect51 rect52
* 3-color hard stop 011 | rect60 rect61 rect62
* 4-color hard stop off-center | rect70 rect71 rect72
*
* The first three rows are cases covered by pre-hard-stop code; simple
* 2-color gradients, 3-color gradients with the middle color centered,
* and general gradients that are rendered from a texture atlas.
*
* The next four rows all deal with hard stop gradients. The fourth row
* is a generic hard stop gradient, while the three subsequent rows deal
* with special cases of hard stop gradients; centered hard stop gradients
* (with t-values 0, 0.5, 0.5, 1), and two edge cases (with t-values
* 0, 0, 1 and 0, 1, 1). The final row has a single off-center hard stop.
*/
#include "gm.h"
#include "SkGradientShader.h"
const int WIDTH = 500;
const int HEIGHT = 500;
const int NUM_ROWS = 8;
const int NUM_COLS = 3;
const int CELL_WIDTH = WIDTH / NUM_COLS;
const int CELL_HEIGHT = HEIGHT / NUM_ROWS;
const int PAD_WIDTH = 3;
const int PAD_HEIGHT = 3;
const int RECT_WIDTH = CELL_WIDTH - (2 * PAD_WIDTH);
const int RECT_HEIGHT = CELL_HEIGHT - (2 * PAD_HEIGHT);
static void shade_rect(SkCanvas* canvas, sk_sp<SkShader> shader, int cellRow, int cellCol) {
SkPaint paint;
paint.setShader(shader);
SkRect rect = SkRect::MakeXYWH(SkIntToScalar(cellCol * CELL_WIDTH + PAD_WIDTH),
SkIntToScalar(cellRow * CELL_HEIGHT + PAD_HEIGHT),
SkIntToScalar(RECT_WIDTH),
SkIntToScalar(RECT_HEIGHT));
canvas->drawRect(rect, paint);
}
static void create_gradient_points(int cellRow, int cellCol, SkPoint points[2]) {
const int X_OFFSET = 30;
auto x0 = SkIntToScalar(cellCol * CELL_WIDTH + PAD_WIDTH + X_OFFSET);
auto x1 = SkIntToScalar((cellCol+1) * CELL_WIDTH - PAD_WIDTH - X_OFFSET);
auto y = SkIntToScalar(cellRow * CELL_HEIGHT + PAD_HEIGHT + RECT_HEIGHT/2);
points[0] = SkPoint::Make(x0, y);
points[1] = SkPoint::Make(x1, y);
}
class HardstopGradientShaderGM : public skiagm::GM {
public:
HardstopGradientShaderGM() {
}
protected:
SkString onShortName() override {
return SkString("hardstop_gradients");
}
SkISize onISize() override {
return SkISize::Make(512, 512);
}
void onDraw(SkCanvas* canvas) override {
SkPoint points[2];
SkColor colors[] = {
SK_ColorRED,
SK_ColorGREEN,
SK_ColorBLUE,
SK_ColorYELLOW,
SK_ColorMAGENTA,
};
SkScalar row3[] = {0.00f, 0.25f, 1.00f};
SkScalar row4[] = {0.00f, 0.25f, 0.50f, 0.50f, 1.00f};
SkScalar row5[] = {0.00f, 0.50f, 0.50f, 1.00f};
SkScalar row6[] = {0.00f, 0.00f, 1.00f};
SkScalar row7[] = {0.00f, 1.00f, 1.00f};
SkScalar row8[] = {0.00f, 0.30f, 0.30f, 1.00f};
SkScalar* positions[NUM_ROWS] = {
nullptr,
nullptr,
row3,
row4,
row5,
row6,
row7,
row8,
};
int numGradientColors[NUM_ROWS] = {
2,
3,
3,
5,
4,
3,
3,
4,
};
SkShader::TileMode tilemodes[NUM_COLS] = {
SkShader::kClamp_TileMode,
SkShader::kRepeat_TileMode,
SkShader::kMirror_TileMode,
};
for (int cellRow = 0; cellRow < NUM_ROWS; cellRow++) {
for (int cellCol = 0; cellCol < NUM_COLS; cellCol++) {
create_gradient_points(cellRow, cellCol, points);
auto shader = SkGradientShader::MakeLinear(
points,
colors,
positions[cellRow],
numGradientColors[cellRow],
tilemodes[cellCol],
0,
nullptr);
shade_rect(canvas, shader, cellRow, cellCol);
}
}
}
private:
typedef skiagm::GM INHERITED;
};
DEF_GM(return new HardstopGradientShaderGM;)