7fde8e1728
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>
196 lines
6.4 KiB
C++
196 lines
6.4 KiB
C++
/*
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* Copyright 2014 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/gm.h"
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPath.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkTileMode.h"
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#include "include/core/SkTypes.h"
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#include "include/effects/SkGradientShader.h"
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#include "src/utils/SkPatchUtils.h"
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#include "tools/Resources.h"
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static sk_sp<SkShader> make_shader() {
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const SkColor colors[] = {
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SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE, SK_ColorMAGENTA, SK_ColorBLUE,
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SK_ColorYELLOW,
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};
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const SkPoint pts[] = { { 100.f / 4.f, 0.f }, { 3.f * 100.f / 4.f, 100.f } };
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return SkGradientShader::MakeLinear(pts, colors, nullptr, SK_ARRAY_COUNT(colors),
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SkTileMode::kMirror);
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}
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static void draw_control_points(SkCanvas* canvas, const SkPoint cubics[12]) {
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//draw control points
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SkPaint paint;
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SkPoint bottom[SkPatchUtils::kNumPtsCubic];
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SkPatchUtils::GetBottomCubic(cubics, bottom);
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SkPoint top[SkPatchUtils::kNumPtsCubic];
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SkPatchUtils::GetTopCubic(cubics, top);
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SkPoint left[SkPatchUtils::kNumPtsCubic];
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SkPatchUtils::GetLeftCubic(cubics, left);
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SkPoint right[SkPatchUtils::kNumPtsCubic];
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SkPatchUtils::GetRightCubic(cubics, right);
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paint.setColor(SK_ColorBLACK);
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paint.setStrokeWidth(0.5f);
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SkPoint corners[4] = { bottom[0], bottom[3], top[0], top[3] };
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canvas->drawPoints(SkCanvas::kLines_PointMode, 4, bottom, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 2, bottom + 1, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 4, top, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 4, left, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 4, right, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 2, top + 1, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 2, left + 1, paint);
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canvas->drawPoints(SkCanvas::kLines_PointMode, 2, right + 1, paint);
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paint.setStrokeWidth(2);
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paint.setColor(SK_ColorRED);
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canvas->drawPoints(SkCanvas::kPoints_PointMode, 4, corners, paint);
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paint.setColor(SK_ColorBLUE);
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canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, bottom + 1, paint);
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paint.setColor(SK_ColorCYAN);
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canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, top + 1, paint);
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paint.setColor(SK_ColorYELLOW);
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canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, left + 1, paint);
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paint.setColor(SK_ColorGREEN);
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canvas->drawPoints(SkCanvas::kPoints_PointMode, 2, right + 1, paint);
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}
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// The order of the colors and points is clockwise starting at upper-left corner.
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const SkPoint gCubics[SkPatchUtils::kNumCtrlPts] = {
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//top points
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{100,100},{150,50},{250,150}, {300,100},
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//right points
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{250, 150},{350,250},
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//bottom points
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{300,300},{250,250},{150,350},{100,300},
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//left points
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{50,250},{150,150}
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};
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const SkPoint gTexCoords[SkPatchUtils::kNumCorners] = {
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{0.0f, 0.0f}, {100.0f, 0.0f}, {100.0f,100.0f}, {0.0f, 100.0f}
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};
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static void dopatch(SkCanvas* canvas, const SkColor colors[], sk_sp<SkImage> img = nullptr) {
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SkPaint paint;
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const SkBlendMode modes[] = {
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SkBlendMode::kSrc,
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SkBlendMode::kDst,
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SkBlendMode::kModulate,
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};
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SkPoint texStorage[4];
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const SkPoint* tex = gTexCoords;
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sk_sp<SkShader> shader;
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if (img) {
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SkScalar w = img->width();
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SkScalar h = img->height();
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shader = img->makeShader();
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texStorage[0].set(0, 0);
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texStorage[1].set(w, 0);
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texStorage[2].set(w, h);
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texStorage[3].set(0, h);
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tex = texStorage;
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} else {
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shader = make_shader();
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}
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canvas->save();
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 4; x++) {
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canvas->save();
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canvas->translate(x * 350.0f, y * 350.0f);
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switch (x) {
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case 0:
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canvas->drawPatch(gCubics, nullptr, nullptr, modes[y], paint);
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break;
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case 1:
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canvas->drawPatch(gCubics, colors, nullptr, modes[y], paint);
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break;
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case 2:
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paint.setShader(shader);
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canvas->drawPatch(gCubics, nullptr, tex, modes[y], paint);
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paint.setShader(nullptr);
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break;
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case 3:
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paint.setShader(shader);
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canvas->drawPatch(gCubics, colors, tex, modes[y], paint);
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paint.setShader(nullptr);
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break;
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default:
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break;
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}
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draw_control_points(canvas, gCubics);
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canvas->restore();
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}
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}
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canvas->restore();
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}
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DEF_SIMPLE_GM(patch_primitive, canvas, 1500, 1100) {
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const SkColor colors[SkPatchUtils::kNumCorners] = {
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorCYAN
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};
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dopatch(canvas, colors);
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}
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DEF_SIMPLE_GM(patch_image, canvas, 1500, 1100) {
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const SkColor colors[SkPatchUtils::kNumCorners] = {
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorCYAN
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};
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dopatch(canvas, colors, GetResourceAsImage("images/mandrill_128.png"));
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}
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DEF_SIMPLE_GM(patch_alpha, canvas, 1500, 1100) {
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const SkColor colors[SkPatchUtils::kNumCorners] = {
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SK_ColorRED, 0x0000FF00, SK_ColorBLUE, 0x00FF00FF,
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};
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dopatch(canvas, colors);
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}
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// These two should look the same (one patch, one simple path)
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DEF_SIMPLE_GM(patch_alpha_test, canvas, 550, 250) {
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canvas->translate(-75, -75);
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const SkColor colors[SkPatchUtils::kNumCorners] = {
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0x80FF0000, 0x80FF0000, 0x80FF0000, 0x80FF0000,
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};
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SkPaint paint;
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canvas->drawPatch(gCubics, colors, nullptr, SkBlendMode::kModulate, paint);
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canvas->translate(300, 0);
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SkPath path;
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path.moveTo(gCubics[0]);
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path.cubicTo(gCubics[ 1], gCubics[ 2], gCubics[ 3]);
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path.cubicTo(gCubics[ 4], gCubics[ 5], gCubics[ 6]);
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path.cubicTo(gCubics[ 7], gCubics[ 8], gCubics[ 9]);
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path.cubicTo(gCubics[10], gCubics[11], gCubics[ 0]);
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paint.setColor(colors[0]);
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canvas->drawPath(path, paint);
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}
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