11064dfeb4
I was using SkRect::MakeLargest() as bounds, which is sort of nutso, as that clearly is way out of bounds for how big a picture can feasibly be, i.e. something closer to SkIRect::MakeLargest(). This was causing spurious quick rejects in drawPatch(). I didn't really look much deeper to figure out why. It's easy enough to just feed it the proper bounds of the entire content. This means patch_primitive draws correctly in sp-8888 mode. I also noticed the GM was too small... it clipped off most of its content. So I've made it larger. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1865143002 Review URL: https://codereview.chromium.org/1865143002
130 lines
4.6 KiB
C++
130 lines
4.6 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.h"
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#include "SkGradientShader.h"
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#include "SkPatchUtils.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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SkShader::kMirror_TileMode);
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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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DEF_SIMPLE_GM(patch_primitive, canvas, 1500, 1100) {
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SkPaint paint;
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// The order of the colors and points is clockwise starting at upper-left corner.
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const SkPoint cubics[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 SkColor colors[SkPatchUtils::kNumCorners] = {
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorCYAN
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};
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const SkPoint texCoords[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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const SkXfermode::Mode modes[] = {
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SkXfermode::kSrc_Mode,
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SkXfermode::kDst_Mode,
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SkXfermode::kModulate_Mode,
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};
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sk_sp<SkShader> shader(make_shader());
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canvas->save();
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for (int y = 0; y < 3; y++) {
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sk_sp<SkXfermode> xfer(SkXfermode::Make(modes[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(cubics, nullptr, nullptr, xfer, paint);
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break;
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case 1:
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canvas->drawPatch(cubics, colors, nullptr, xfer, 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(cubics, nullptr, texCoords, xfer, 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(cubics, colors, texCoords, xfer, 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, cubics);
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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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