skia2/gm/color4f.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

130 lines
3.8 KiB
C++

/*
* Copyright 2011 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/SkColorFilter.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkColorMatrix.h"
static sk_sp<SkShader> make_opaque_color() {
return SkShaders::Color(0xFFFF0000);
}
static sk_sp<SkShader> make_alpha_color() {
return SkShaders::Color(0x80FF0000);
}
static sk_sp<SkColorFilter> make_cf_null() {
return nullptr;
}
static sk_sp<SkColorFilter> make_cf0() {
SkColorMatrix cm;
cm.setSaturation(0.75f);
return SkColorFilters::Matrix(cm);
}
static sk_sp<SkColorFilter> make_cf1() {
SkColorMatrix cm;
cm.setSaturation(0.75f);
auto a = SkColorFilters::Matrix(cm);
// CreateComposedFilter will try to concat these two matrices, resulting in a single
// filter (which is good for speed). For this test, we want to force a real compose of
// these two, so our inner filter has a scale-up, which disables the optimization of
// combining the two matrices.
cm.setScale(1.1f, 0.9f, 1);
return a->makeComposed(SkColorFilters::Matrix(cm));
}
static sk_sp<SkColorFilter> make_cf2() {
return SkColorFilters::Blend(0x8044CC88, SkBlendMode::kSrcATop);
}
static void draw_into_canvas(SkCanvas* canvas) {
const SkRect r = SkRect::MakeWH(50, 100);
sk_sp<SkShader> (*shaders[])() { make_opaque_color, make_alpha_color };
sk_sp<SkColorFilter> (*filters[])() { make_cf_null, make_cf0, make_cf1, make_cf2 };
SkPaint paint;
for (auto shProc : shaders) {
paint.setShader(shProc());
for (auto cfProc : filters) {
paint.setColorFilter(cfProc());
canvas->drawRect(r, paint);
canvas->translate(60, 0);
}
}
}
DEF_SIMPLE_GM(color4f, canvas, 1024, 260) {
canvas->translate(10, 10);
SkPaint bg;
// need the target to be opaque, so we can draw it to the screen
// even if it holds sRGB values.
bg.setColor(0xFFFFFFFF);
sk_sp<SkColorSpace> colorSpaces[]{
nullptr,
SkColorSpace::MakeSRGB()
};
for (auto colorSpace : colorSpaces) {
const SkImageInfo info = SkImageInfo::Make(1024, 100, kN32_SkColorType, kPremul_SkAlphaType,
colorSpace);
auto surface(SkSurface::MakeRaster(info));
surface->getCanvas()->drawPaint(bg);
draw_into_canvas(surface->getCanvas());
surface->draw(canvas, 0, 0, nullptr);
canvas->translate(0, 120);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
DEF_SIMPLE_GM(color4shader, canvas, 360, 480) {
canvas->translate(10, 10);
auto srgb = SkColorSpace::MakeSRGB();
auto spin = srgb->makeColorSpin(); // RGB -> GBR
const SkColor4f colors[] {
{ 1, 0, 0, 1 },
{ 0, 1, 0, 1 },
{ 0, 0, 1, 1 },
{ 0.5, 0.5, 0.5, 1 },
};
SkPaint paint;
SkRect r = SkRect::MakeWH(100, 100);
for (const auto& c4 : colors) {
sk_sp<SkShader> shaders[] {
SkShaders::Color(c4, nullptr),
SkShaders::Color(c4, srgb),
SkShaders::Color(c4, spin),
};
canvas->save();
for (const auto& s : shaders) {
paint.setShader(s);
canvas->drawRect(r, paint);
canvas->translate(r.width() * 6 / 5, 0);
}
canvas->restore();
canvas->translate(0, r.height() * 6 / 5);
}
}