skia2/samplecode/SampleManyRects.cpp
commit-bot@chromium.org e0e7cfe44b Change old PRG to be SkLCGRandom; change new one to SkRandom
The goal here is to get people to start using the new random number
generator, while leaving the old one in place so we don't have to 
rebaseline GMs.

R=reed@google.com, bsalomon@google.com

Author: jvanverth@google.com

Review URL: https://chromiumcodereview.appspot.com/23576015

git-svn-id: http://skia.googlecode.com/svn/trunk@11169 2bbb7eff-a529-9590-31e7-b0007b416f81
2013-09-09 20:09:12 +00:00

80 lines
2.5 KiB
C++

/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SampleCode.h"
#include "SkCanvas.h"
#include "SkDevice.h"
#include "SkPaint.h"
#include "SkRandom.h"
#include "SkShader.h"
#include "SkView.h"
/**
* Animated sample used to develop batched rect implementation in GrInOrderDrawBuffer.
*/
class ManyRectsView : public SampleView {
private:
enum {
N = 1000,
};
public:
ManyRectsView() {}
protected:
virtual bool onQuery(SkEvent* evt) SK_OVERRIDE {
if (SampleCode::TitleQ(*evt)) {
SampleCode::TitleR(evt, "ManyRects");
return true;
}
return this->INHERITED::onQuery(evt);
}
virtual void onDrawContent(SkCanvas* canvas) {
SkISize dsize = canvas->getDeviceSize();
canvas->clear(0xFFF0E0F0);
for (int i = 0; i < N; ++i) {
SkRect rect = SkRect::MakeWH(SkIntToScalar(fRandom.nextRangeU(10, 100)),
SkIntToScalar(fRandom.nextRangeU(10, 100)));
int x = fRandom.nextRangeU(0, dsize.fWidth);
int y = fRandom.nextRangeU(0, dsize.fHeight);
canvas->save();
canvas->translate(SkIntToScalar(x), SkIntToScalar(y));
// Rotation messes up the GPU batching because of the clip below. We don't notice
// that the rect is inside the clip so the clip changes interrupt batching.
if (false) {
SkMatrix rotate;
rotate.setRotate(fRandom.nextUScalar1() * 360,
SkIntToScalar(x) + SkScalarHalf(rect.fRight),
SkIntToScalar(y) + SkScalarHalf(rect.fBottom));
canvas->concat(rotate);
}
SkRect clipRect = rect;
// This clip will always contain the entire rect. It's here to give the GPU batching
// code a little more challenge.
clipRect.outset(10, 10);
canvas->clipRect(clipRect);
SkPaint paint;
paint.setColor(fRandom.nextU());
canvas->drawRect(rect, paint);
canvas->restore();
}
this->inval(NULL);
}
private:
SkRandom fRandom;
typedef SampleView INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static SkView* MyFactory() { return new ManyRectsView; }
static SkViewRegister reg(MyFactory);