skia2/example/SkiaSDLExample.cpp
csmartdalton 008b9d80ab Add the ability to enable/disable GPU path renderers
Adds a bitfield to GrContextOptions that masks out path renderers.
Adds commandline flags support to set this bitfield in tools apps.
Removes GrGLInterfaceRemoveNVPR since we can now accomplish the same
thing in the context options.

BUG=skia:

Change-Id: Icf2a4df36374b3ba2f69ebf0db56e8aedd6cf65f
Reviewed-on: https://skia-review.googlesource.com/8786
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2017-02-22 20:29:56 +00:00

269 lines
8.5 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*
*/
#include "GrContext.h"
#include "SDL.h"
#include "SkCanvas.h"
#include "SkRandom.h"
#include "SkSurface.h"
#include "gl/GrGLInterface.h"
#include "gl/GrGLUtil.h"
#if defined(SK_BUILD_FOR_ANDROID)
#include <GLES/gl.h>
#elif defined(SK_BUILD_FOR_UNIX)
#include <GL/gl.h>
#elif defined(SK_BUILD_FOR_MAC)
#include <OpenGL/gl.h>
#endif
/*
* This application is a simple example of how to combine SDL and Skia it demonstrates:
* how to setup gpu rendering to the main window
* how to perform cpu-side rendering and draw the result to the gpu-backed screen
* draw simple primitives (rectangles)
* draw more complex primitives (star)
*/
struct ApplicationState {
ApplicationState() : fQuit(false) {}
// Storage for the user created rectangles. The last one may still be being edited.
SkTArray<SkRect> fRects;
bool fQuit;
};
static void handle_error() {
const char* error = SDL_GetError();
SkDebugf("SDL Error: %s\n", error);
SDL_ClearError();
}
static void handle_events(ApplicationState* state, SkCanvas* canvas) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_MOUSEMOTION:
if (event.motion.state == SDL_PRESSED) {
SkRect& rect = state->fRects.back();
rect.fRight = event.motion.x;
rect.fBottom = event.motion.y;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.state == SDL_PRESSED) {
state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x),
SkIntToScalar(event.button.y),
SkIntToScalar(event.button.x),
SkIntToScalar(event.button.y));
}
break;
case SDL_KEYDOWN: {
SDL_Keycode key = event.key.keysym.sym;
if (key == SDLK_ESCAPE) {
state->fQuit = true;
}
break;
}
case SDL_QUIT:
state->fQuit = true;
break;
default:
break;
}
}
}
// Creates a star type shape using a SkPath
static SkPath create_star() {
static const int kNumPoints = 5;
SkPath concavePath;
SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} };
SkMatrix rot;
rot.setRotate(SkIntToScalar(360) / kNumPoints);
for (int i = 1; i < kNumPoints; ++i) {
rot.mapPoints(points + i, points + i - 1, 1);
}
concavePath.moveTo(points[0]);
for (int i = 0; i < kNumPoints; ++i) {
concavePath.lineTo(points[(2 * i) % kNumPoints]);
}
concavePath.setFillType(SkPath::kEvenOdd_FillType);
SkASSERT(!concavePath.isConvex());
concavePath.close();
return concavePath;
}
#if defined(SK_BUILD_FOR_ANDROID)
int SDL_main(int argc, char** argv) {
#else
int main(int argc, char** argv) {
#endif
uint32_t windowFlags = 0;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GLContext glContext = nullptr;
#if defined(SK_BUILD_FOR_ANDROID)
// For Android we need to set up for OpenGL ES and we make the window hi res & full screen
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
SDL_WINDOW_ALLOW_HIGHDPI;
#else
// For all other clients we use the core profile and operate in a window
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
#endif
static const int kStencilBits = 8; // Skia needs 8 stencil bits
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
// If you want multisampling, uncomment the below lines and set a sample count
static const int kMsaaSampleCount = 0; //4;
// SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
// SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount);
/*
* In a real application you might want to initialize more subsystems
*/
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
handle_error();
return 1;
}
// Setup window
// This code will create a window with the same resolution as the user's desktop.
SDL_DisplayMode dm;
if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
handle_error();
return 1;
}
SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags);
if (!window) {
handle_error();
return 1;
}
// To go fullscreen
// SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
// try and setup a GL context
glContext = SDL_GL_CreateContext(window);
if (!glContext) {
handle_error();
return 1;
}
int success = SDL_GL_MakeCurrent(window, glContext);
if (success != 0) {
handle_error();
return success;
}
glViewport(0, 0, dm.w, dm.h);
glClearColor(1, 1, 1, 1);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// setup GrContext
sk_sp<const GrGLInterface> interface(GrGLCreateNativeInterface());
// setup contexts
sk_sp<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend,
(GrBackendContext)interface.get()));
SkASSERT(grContext);
// Wrap the frame buffer object attached to the screen in a Skia render target so Skia can
// render to it
GrBackendRenderTargetDesc desc;
desc.fWidth = dm.w;
desc.fHeight = dm.h;
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
desc.fSampleCnt = kMsaaSampleCount;
desc.fStencilBits = kStencilBits;
GrGLint buffer;
GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer);
desc.fRenderTargetHandle = buffer;
// setup SkSurface
// To use distance field text, use commented out SkSurfaceProps instead
// SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
// SkSurfaceProps::kLegacyFontHost_InitType);
SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
sk_sp<SkSurface> surface(SkSurface::MakeFromBackendRenderTarget(grContext, desc, &props));
SkCanvas* canvas = surface->getCanvas();
ApplicationState state;
const char* helpMessage = "Click and drag to create rects. Press esc to quit.";
SkPaint paint;
// create a surface for CPU rasterization
sk_sp<SkSurface> cpuSurface(SkSurface::MakeRaster(canvas->imageInfo()));
SkCanvas* offscreen = cpuSurface->getCanvas();
offscreen->save();
offscreen->translate(50.0f, 50.0f);
offscreen->drawPath(create_star(), paint);
offscreen->restore();
sk_sp<SkImage> image = cpuSurface->makeImageSnapshot();
int rotation = 0;
while (!state.fQuit) { // Our application loop
SkRandom rand;
canvas->clear(SK_ColorWHITE);
handle_events(&state, canvas);
paint.setColor(SK_ColorBLACK);
canvas->drawText(helpMessage, strlen(helpMessage), SkIntToScalar(100),
SkIntToScalar(100), paint);
for (int i = 0; i < state.fRects.count(); i++) {
paint.setColor(rand.nextU() | 0x44808080);
canvas->drawRect(state.fRects[i], paint);
}
// draw offscreen canvas
canvas->save();
canvas->translate(dm.w / 2.0, dm.h / 2.0);
canvas->rotate(rotation++);
canvas->drawImage(image, -50.0f, -50.0f);
canvas->restore();
canvas->flush();
SDL_GL_SwapWindow(window);
}
if (glContext) {
SDL_GL_DeleteContext(glContext);
}
//Destroy window
SDL_DestroyWindow(window);
//Quit SDL subsystems
SDL_Quit();
return 0;
}