skia2/gm/labrynth.cpp
Mike Klein 52337de95c re-run tools/rewrite_includes.py
PS2 adds a rewrite for Skia #include <...> to #include "...", letting
them be otherwise rewritten and sorted too.  (We do need one exception
for the Vulkan headers, which will otherwise be rewritten to always
point to our own.)  I don't think it's particularly important to
favor "" or <>, but picking one keeps things consistent.

PS3 adds a missing SkMutex.h include.

PS4 fixes a terrible readability problem.

Change-Id: Id9fe752727ef30e802b1daf755ee2ed15e267577
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229742
Commit-Queue: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: Mike Klein <mtklein@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2019-07-25 15:40:33 +00:00

99 lines
2.8 KiB
C++

/*
* Copyright 2019 Google LLC.
*
* 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/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPath.h"
/**
* Repro case for https://bugs.chromium.org/p/chromium/issues/detail?id=913223
*
* The original bug was filed against square caps, but here we also draw the labyrinth using round
* and butt caps.
*
* Square and round caps expose over-coverage on overlaps when using coverage counting.
*
* Butt caps expose under-coverage on abutted strokes when using a 'max()' coverage function.
*/
static void draw_labyrinth(SkCanvas* canvas, SkPaint::Cap cap) {
constexpr static bool kRows[11][12] = {
{1,1,1,1,1,1,1,1,1,1,1,1},
{0,1,0,1,0,1,0,0,0,0,1,1},
{0,0,0,0,1,0,0,0,0,1,1,1},
{1,0,1,0,0,0,0,1,0,0,0,0},
{0,1,1,0,0,0,0,0,0,1,1,1},
{1,0,0,1,0,0,0,0,1,1,1,0},
{0,1,0,1,1,1,0,0,1,1,1,0},
{1,0,1,0,1,1,1,1,0,1,1,1},
{0,0,1,0,0,1,0,0,0,0,0,1},
{0,1,1,1,0,0,1,1,1,1,0,0},
{1,1,1,1,1,1,1,1,1,1,1,1},
};
constexpr static bool kCols[13][10] = {
{1,1,1,1,0,1,1,1,1,1},
{0,0,1,0,0,0,1,1,1,0},
{0,1,1,0,1,1,1,0,0,1},
{1,1,0,0,0,0,1,0,1,0},
{0,0,1,0,1,0,0,0,0,1},
{0,0,1,1,1,0,0,0,1,0},
{0,1,0,1,1,1,0,0,0,0},
{1,1,1,0,1,1,1,0,1,0},
{1,1,0,1,1,0,0,0,1,0},
{0,0,1,0,0,0,0,0,0,1},
{0,0,1,1,0,0,0,0,1,0},
{0,0,0,0,0,0,1,0,0,1},
{1,1,1,1,1,1,0,1,1,1},
};
SkPath maze;
for (size_t y = 0; y < SK_ARRAY_COUNT(kRows); ++y) {
for (size_t x = 0; x < SK_ARRAY_COUNT(kRows[0]); ++x) {
if (kRows[y][x]) {
maze.moveTo(x, y);
maze.lineTo(x+1, y);
}
}
}
for (size_t x = 0; x < SK_ARRAY_COUNT(kCols); ++x) {
for (size_t y = 0; y < SK_ARRAY_COUNT(kCols[0]); ++y) {
if (kCols[x][y]) {
maze.moveTo(x, y);
maze.lineTo(x, y+1);
}
}
}
SkPaint paint;
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(.1f);
paint.setColor(0xff406060);
paint.setAntiAlias(true);
paint.setStrokeCap(cap);
canvas->translate(10.5, 10.5);
canvas->scale(40, 40);
canvas->drawPath(maze, paint);
}
constexpr static int kWidth = 500;
constexpr static int kHeight = 420;
DEF_SIMPLE_GM(labyrinth_square, canvas, kWidth, kHeight) {
draw_labyrinth(canvas, SkPaint::kSquare_Cap);
}
DEF_SIMPLE_GM(labyrinth_round, canvas, kWidth, kHeight) {
draw_labyrinth(canvas, SkPaint::kRound_Cap);
}
DEF_SIMPLE_GM(labyrinth_butt, canvas, kWidth, kHeight) {
draw_labyrinth(canvas, SkPaint::kButt_Cap);
}