adf5afa628
This is pulled out of the drawLitAtlas CL (may it someday land). It does nicely demonstrate animating normal mapped objects and normal maps combined with partially transparent diffuse textures. It is a crude Asteroids game. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2026393005 TBR=reed@google.com Review-Url: https://codereview.chromium.org/2026393005
205 lines
5.9 KiB
C++
205 lines
5.9 KiB
C++
/*
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* Copyright 2016 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.h"
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#include "SkBlitter.h"
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#include "SkCanvas.h"
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#include "SkColor.h"
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#include "SkImage.h"
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#include "SkImageInfo.h"
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#include "SkLinearBitmapPipeline.h"
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#include "SkXfermode.h"
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#include "SkPM4fPriv.h"
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#include "SkShader.h"
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static void fill_in_bits(SkBitmap& bm, SkIRect ir, SkColor c, bool premul) {
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bm.allocN32Pixels(ir.width(), ir.height());
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SkPixmap pm;
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bm.peekPixels(&pm);
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SkPMColor b = SkColorSetARGBMacro(255, 0, 0, 0);
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SkPMColor w;
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if (premul) {
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w = SkPreMultiplyColor(c);
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} else {
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w = SkPackARGB32NoCheck(SkColorGetA(c), SkColorGetR(c), SkColorGetG(c), SkColorGetB(c));
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}
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for (int y = 0; y < ir.height(); y++) {
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for (int x = 0; x < ir.width(); x++) {
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if ((x ^ y) & 16) {
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*pm.writable_addr32(x, y) = b;
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} else {
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*pm.writable_addr32(x, y) = w;
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}
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}
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}
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}
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static void draw_rect_orig(SkCanvas* canvas, const SkRect& r, SkColor c, const SkMatrix* mat, bool useBilerp) {
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const SkIRect ir = r.round();
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SkBitmap bmsrc;
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fill_in_bits(bmsrc, ir, c, true);
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SkPixmap pmsrc;
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bmsrc.peekPixels(&pmsrc);
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SkBitmap bmdst;
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bmdst.allocN32Pixels(ir.width(), ir.height());
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bmdst.eraseColor(0xFFFFFFFF);
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SkPixmap pmdst;
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bmdst.peekPixels(&pmdst);
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SkImageInfo info = SkImageInfo::MakeN32Premul(ir.width(), ir.height(), kLinear_SkColorProfileType);
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sk_sp<SkImage> image(SkImage::MakeRasterCopy(SkPixmap(info, pmsrc.addr32(), pmsrc.rowBytes())));
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SkPaint paint;
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int32_t storage[kSkBlitterContextSize];
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sk_sp<SkShader> shader = image->makeShader(SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode);
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if (useBilerp) {
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paint.setFilterQuality(SkFilterQuality::kLow_SkFilterQuality);
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} else {
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paint.setFilterQuality(SkFilterQuality::kNone_SkFilterQuality);
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}
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paint.setShader(std::move(shader));
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const SkShader::ContextRec rec(paint, *mat, nullptr,
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SkBlitter::PreferredShaderDest(pmsrc.info()));
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SkASSERT(paint.getShader()->contextSize(rec) <= sizeof(storage));
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SkShader::Context* ctx = paint.getShader()->createContext(rec, storage);
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for (int y = 0; y < ir.height(); y++) {
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ctx->shadeSpan(0, y, pmdst.writable_addr32(0, y), ir.width());
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}
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canvas->drawBitmap(bmdst, r.left(), r.top(), nullptr);
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ctx->~Context();
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}
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static void draw_rect_fp(SkCanvas* canvas, const SkRect& r, SkColor c, const SkMatrix* mat, bool useBilerp) {
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const SkIRect ir = r.round();
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SkBitmap bmsrc;
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fill_in_bits(bmsrc, ir, c, true);
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SkPixmap pmsrc;
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bmsrc.peekPixels(&pmsrc);
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SkBitmap bmdst;
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bmdst.allocN32Pixels(ir.width(), ir.height());
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bmdst.eraseColor(0xFFFFFFFF);
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SkPixmap pmdst;
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bmdst.peekPixels(&pmdst);
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SkPM4f* dstBits = new SkPM4f[ir.width()];
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SkMatrix inv;
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bool trash = mat->invert(&inv);
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sk_ignore_unused_variable(trash);
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SkFilterQuality filterQuality;
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if (useBilerp) {
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filterQuality = SkFilterQuality::kLow_SkFilterQuality;
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} else {
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filterQuality = SkFilterQuality::kNone_SkFilterQuality;
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}
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uint32_t flags = 0;
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//if (kSRGB_SkColorProfileType == profile) {
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//flags |= SkXfermode::kDstIsSRGB_PM4fFlag;
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//}
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auto procN = SkXfermode::GetD32Proc(nullptr, flags);
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SkLinearBitmapPipeline pipeline{
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inv, filterQuality,
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SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode, SK_ColorBLACK, pmsrc};
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for (int y = 0; y < ir.height(); y++) {
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pipeline.shadeSpan4f(0, y, dstBits, ir.width());
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procN(nullptr, pmdst.writable_addr32(0, y), dstBits, ir.width(), nullptr);
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}
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delete [] dstBits;
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canvas->drawBitmap(bmdst, r.left(), r.top(), nullptr);
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}
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static void draw_rect_none(SkCanvas* canvas, const SkRect& r, SkColor c) {
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const SkIRect ir = r.round();
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SkBitmap bm;
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fill_in_bits(bm, ir, c, true);
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canvas->drawBitmap(bm, r.left(), r.top(), nullptr);
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}
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/*
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* Test SkXfer4fProcs directly for src-over, comparing them to current SkColor blits.
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*/
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DEF_SIMPLE_GM(linear_pipeline, canvas, 580, 2200) {
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const int IW = 50;
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const SkScalar W = IW;
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const SkScalar H = 100;
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const SkColor colors[] = {
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0x880000FF, 0x8800FF00, 0x88FF0000, 0x88000000,
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SK_ColorBLUE, SK_ColorGREEN, SK_ColorRED, SK_ColorBLACK,
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};
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canvas->translate(20, 20);
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SkMatrix mi = SkMatrix::I();
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SkMatrix mlr;
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mlr.setScale(-1.0f, 1.0f, 20, 0.0f);
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SkMatrix mt;
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mt.setTranslate(8, 8);
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SkMatrix mt2;
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mt2.setTranslate(-18, -18);
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SkMatrix ms;
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ms.setScale(2.7f, 2.7f, -1.5f, 0);
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SkMatrix ms2;
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ms2.setScale(-0.4f, 0.4f);
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SkMatrix mr;
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mr.setRotate(10);
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const SkMatrix* mats[] = {nullptr, &mi, &mlr, &mt, &mt2, &ms, &ms2, &mr};
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const SkRect r = SkRect::MakeWH(W, H);
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bool useBilerp = false;
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while (true) {
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canvas->save();
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for (auto mat : mats) {
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canvas->save();
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for (SkColor c : colors) {
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if (mat == nullptr) {
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SkPaint p;
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p.setColor(c);
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draw_rect_none(canvas, r, c);
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canvas->translate(W + 20, 0);
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draw_rect_none(canvas, r, c);
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} else {
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draw_rect_orig(canvas, r, c, mat, useBilerp);
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canvas->translate(W + 20, 0);
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draw_rect_fp(canvas, r, c, mat, useBilerp);
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}
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canvas->translate(W + 20, 0);
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}
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canvas->restore();
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canvas->translate(0, H + 20);
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}
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canvas->restore();
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canvas->translate(0, (H + 20) * SK_ARRAY_COUNT(mats));
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if (useBilerp) break;
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useBilerp = true;
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}
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}
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