skia2/gm/patch.cpp
Ben Wagner 7fde8e1728 IWYU for gms.
This almost gets gms to be iwyu clean. The last bit is around gm.cpp
and the tracing framework and its use of atomic. Will also need a way
of keeping things from regressing, which is difficult due to needing to
do this outside-in.

Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
2019-05-02 17:48:53 +00:00

196 lines
6.4 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkImage.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPath.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include "include/core/SkShader.h"
#include "include/core/SkTileMode.h"
#include "include/core/SkTypes.h"
#include "include/effects/SkGradientShader.h"
#include "src/utils/SkPatchUtils.h"
#include "tools/Resources.h"
static sk_sp<SkShader> make_shader() {
const SkColor colors[] = {
SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE, SK_ColorMAGENTA, SK_ColorBLUE,
SK_ColorYELLOW,
};
const SkPoint pts[] = { { 100.f / 4.f, 0.f }, { 3.f * 100.f / 4.f, 100.f } };
return SkGradientShader::MakeLinear(pts, colors, nullptr, SK_ARRAY_COUNT(colors),
SkTileMode::kMirror);
}
static void draw_control_points(SkCanvas* canvas, const SkPoint cubics[12]) {
//draw control points
SkPaint paint;
SkPoint bottom[SkPatchUtils::kNumPtsCubic];
SkPatchUtils::GetBottomCubic(cubics, bottom);
SkPoint top[SkPatchUtils::kNumPtsCubic];
SkPatchUtils::GetTopCubic(cubics, top);
SkPoint left[SkPatchUtils::kNumPtsCubic];
SkPatchUtils::GetLeftCubic(cubics, left);
SkPoint right[SkPatchUtils::kNumPtsCubic];
SkPatchUtils::GetRightCubic(cubics, right);
paint.setColor(SK_ColorBLACK);
paint.setStrokeWidth(0.5f);
SkPoint corners[4] = { bottom[0], bottom[3], top[0], top[3] };
canvas->drawPoints(SkCanvas::kLines_PointMode, 4, bottom, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 2, bottom + 1, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 4, top, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 4, left, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 4, right, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 2, top + 1, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 2, left + 1, paint);
canvas->drawPoints(SkCanvas::kLines_PointMode, 2, right + 1, paint);
paint.setStrokeWidth(2);
paint.setColor(SK_ColorRED);
canvas->drawPoints(SkCanvas::kPoints_PointMode, 4, corners, paint);
paint.setColor(SK_ColorBLUE);
canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, bottom + 1, paint);
paint.setColor(SK_ColorCYAN);
canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, top + 1, paint);
paint.setColor(SK_ColorYELLOW);
canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, left + 1, paint);
paint.setColor(SK_ColorGREEN);
canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, right + 1, paint);
}
// The order of the colors and points is clockwise starting at upper-left corner.
const SkPoint gCubics[SkPatchUtils::kNumCtrlPts] = {
//top points
{100,100},{150,50},{250,150}, {300,100},
//right points
{250, 150},{350,250},
//bottom points
{300,300},{250,250},{150,350},{100,300},
//left points
{50,250},{150,150}
};
const SkPoint gTexCoords[SkPatchUtils::kNumCorners] = {
{0.0f, 0.0f}, {100.0f, 0.0f}, {100.0f,100.0f}, {0.0f, 100.0f}
};
static void dopatch(SkCanvas* canvas, const SkColor colors[], sk_sp<SkImage> img = nullptr) {
SkPaint paint;
const SkBlendMode modes[] = {
SkBlendMode::kSrc,
SkBlendMode::kDst,
SkBlendMode::kModulate,
};
SkPoint texStorage[4];
const SkPoint* tex = gTexCoords;
sk_sp<SkShader> shader;
if (img) {
SkScalar w = img->width();
SkScalar h = img->height();
shader = img->makeShader();
texStorage[0].set(0, 0);
texStorage[1].set(w, 0);
texStorage[2].set(w, h);
texStorage[3].set(0, h);
tex = texStorage;
} else {
shader = make_shader();
}
canvas->save();
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 4; x++) {
canvas->save();
canvas->translate(x * 350.0f, y * 350.0f);
switch (x) {
case 0:
canvas->drawPatch(gCubics, nullptr, nullptr, modes[y], paint);
break;
case 1:
canvas->drawPatch(gCubics, colors, nullptr, modes[y], paint);
break;
case 2:
paint.setShader(shader);
canvas->drawPatch(gCubics, nullptr, tex, modes[y], paint);
paint.setShader(nullptr);
break;
case 3:
paint.setShader(shader);
canvas->drawPatch(gCubics, colors, tex, modes[y], paint);
paint.setShader(nullptr);
break;
default:
break;
}
draw_control_points(canvas, gCubics);
canvas->restore();
}
}
canvas->restore();
}
DEF_SIMPLE_GM(patch_primitive, canvas, 1500, 1100) {
const SkColor colors[SkPatchUtils::kNumCorners] = {
SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorCYAN
};
dopatch(canvas, colors);
}
DEF_SIMPLE_GM(patch_image, canvas, 1500, 1100) {
const SkColor colors[SkPatchUtils::kNumCorners] = {
SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorCYAN
};
dopatch(canvas, colors, GetResourceAsImage("images/mandrill_128.png"));
}
DEF_SIMPLE_GM(patch_alpha, canvas, 1500, 1100) {
const SkColor colors[SkPatchUtils::kNumCorners] = {
SK_ColorRED, 0x0000FF00, SK_ColorBLUE, 0x00FF00FF,
};
dopatch(canvas, colors);
}
// These two should look the same (one patch, one simple path)
DEF_SIMPLE_GM(patch_alpha_test, canvas, 550, 250) {
canvas->translate(-75, -75);
const SkColor colors[SkPatchUtils::kNumCorners] = {
0x80FF0000, 0x80FF0000, 0x80FF0000, 0x80FF0000,
};
SkPaint paint;
canvas->drawPatch(gCubics, colors, nullptr, SkBlendMode::kModulate, paint);
canvas->translate(300, 0);
SkPath path;
path.moveTo(gCubics[0]);
path.cubicTo(gCubics[ 1], gCubics[ 2], gCubics[ 3]);
path.cubicTo(gCubics[ 4], gCubics[ 5], gCubics[ 6]);
path.cubicTo(gCubics[ 7], gCubics[ 8], gCubics[ 9]);
path.cubicTo(gCubics[10], gCubics[11], gCubics[ 0]);
paint.setColor(colors[0]);
canvas->drawPath(path, paint);
}