skia2/gm/vertices.cpp
Brian Salomon 3216180c9d Fix size of vertices GM to show all content
Change-Id: Ib0c567da03fe9373cdfeb23291c1f448571668b3
Reviewed-on: https://skia-review.googlesource.com/8317
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2017-02-10 16:39:39 +00:00

280 lines
10 KiB
C++

/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkColorFilter.h"
#include "SkGradientShader.h"
#include "SkRandom.h"
#include "SkVertices.h"
static constexpr SkScalar kShaderSize = 40;
static sk_sp<SkShader> make_shader1() {
const SkColor colors[] = {
SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
};
const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
return SkGradientShader::MakeLinear(pts, colors, nullptr, SK_ARRAY_COUNT(colors),
SkShader::kMirror_TileMode);
}
static sk_sp<SkShader> make_shader2() {
return SkShader::MakeColorShader(SK_ColorBLUE);
}
static sk_sp<SkColorFilter> make_color_filter() {
return SkColorFilter::MakeModeFilter(0xFFAABBCC, SkBlendMode::kDarken);
}
static constexpr SkScalar kMeshSize = 30;
// start with the center of a 3x3 grid of vertices.
static constexpr uint16_t kMeshFan[] = {
4,
0, 1, 2, 5, 8, 7, 6, 3, 0
};
static const int kMeshIndexCnt = (int)SK_ARRAY_COUNT(kMeshFan);
static const int kMeshVertexCnt = 9;
static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
SkColor colors[kMeshVertexCnt]) {
pts[0].set(0, 0);
pts[1].set(kMeshSize / 2, 3);
pts[2].set(kMeshSize, 0);
pts[3].set(3, kMeshSize / 2);
pts[4].set(kMeshSize / 2, kMeshSize / 2);
pts[5].set(kMeshSize - 3, kMeshSize / 2);
pts[6].set(0, kMeshSize);
pts[7].set(kMeshSize / 2, kMeshSize - 3);
pts[8].set(kMeshSize, kMeshSize);
texs[0].set(0, 0);
texs[1].set(kShaderSize / 2, 0);
texs[2].set(kShaderSize, 0);
texs[3].set(0, kShaderSize / 2);
texs[4].set(kShaderSize / 2, kShaderSize / 2);
texs[5].set(kShaderSize, kShaderSize / 2);
texs[6].set(0, kShaderSize);
texs[7].set(kShaderSize / 2, kShaderSize);
texs[8].set(kShaderSize, kShaderSize);
SkRandom rand;
for (size_t i = 0; i < kMeshVertexCnt; ++i) {
colors[i] = rand.nextU() | 0xFF000000;
}
}
class VerticesGM : public skiagm::GM {
SkPoint fPts[kMeshVertexCnt];
SkPoint fTexs[kMeshVertexCnt];
SkColor fColors[kMeshVertexCnt];
sk_sp<SkShader> fShader1;
sk_sp<SkShader> fShader2;
sk_sp<SkColorFilter> fColorFilter;
sk_sp<SkVertices> fVertices;
bool fUseObject;
public:
VerticesGM(bool useObject) : fUseObject(useObject) {}
protected:
void onOnceBeforeDraw() override {
fill_mesh(fPts, fTexs, fColors);
fShader1 = make_shader1();
fShader2 = make_shader2();
fColorFilter = make_color_filter();
if (fUseObject) {
std::unique_ptr<SkPoint[]> points(new SkPoint[kMeshVertexCnt]);
std::unique_ptr<SkPoint[]> texs(new SkPoint[kMeshVertexCnt]);
std::unique_ptr<SkColor[]> colors(new SkColor[kMeshVertexCnt]);
std::unique_ptr<uint16_t[]> indices(new uint16_t[kMeshIndexCnt]);
memcpy(points.get(), fPts, sizeof(SkPoint) * kMeshVertexCnt);
memcpy(colors.get(), fColors, sizeof(SkColor) * kMeshVertexCnt);
memcpy(texs.get(), fTexs, sizeof(SkPoint) * kMeshVertexCnt);
memcpy(indices.get(), kMeshFan, sizeof(uint16_t) * kMeshIndexCnt);
// Older libstdc++ does not allow moving a std::unique_ptr<T[]> into a
// std::unique_ptr<const T[]>. Hence the release() calls below.
fVertices = SkVertices::MakeIndexed(
SkCanvas::kTriangleFan_VertexMode,
std::unique_ptr<const SkPoint[]>((const SkPoint*)points.release()),
std::unique_ptr<const SkColor[]>((const SkColor*)colors.release()),
std::unique_ptr<const SkPoint[]>((const SkPoint*)texs.release()),
kMeshVertexCnt,
std::unique_ptr<const uint16_t[]>((const uint16_t*)indices.release()),
kMeshIndexCnt);
}
}
SkString onShortName() override {
SkString name("vertices");
if (fUseObject) {
name.append("_object");
}
return name;
}
SkISize onISize() override {
return SkISize::Make(975, 1175);
}
void onDraw(SkCanvas* canvas) override {
const SkBlendMode modes[] = {
SkBlendMode::kClear,
SkBlendMode::kSrc,
SkBlendMode::kDst,
SkBlendMode::kSrcOver,
SkBlendMode::kDstOver,
SkBlendMode::kSrcIn,
SkBlendMode::kDstIn,
SkBlendMode::kSrcOut,
SkBlendMode::kDstOut,
SkBlendMode::kSrcATop,
SkBlendMode::kDstATop,
SkBlendMode::kXor,
SkBlendMode::kPlus,
SkBlendMode::kModulate,
SkBlendMode::kScreen,
SkBlendMode::kOverlay,
SkBlendMode::kDarken,
SkBlendMode::kLighten,
SkBlendMode::kColorDodge,
SkBlendMode::kColorBurn,
SkBlendMode::kHardLight,
SkBlendMode::kSoftLight,
SkBlendMode::kDifference,
SkBlendMode::kExclusion,
SkBlendMode::kMultiply,
SkBlendMode::kHue,
SkBlendMode::kSaturation,
SkBlendMode::kColor,
SkBlendMode::kLuminosity,
};
SkPaint paint;
canvas->translate(4, 4);
int x = 0;
for (auto mode : modes) {
canvas->save();
for (uint8_t alpha : {0xFF, 0x80}) {
for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
for (const auto& shader : {fShader1, fShader2}) {
static constexpr struct {
bool fHasColors;
bool fHasTexs;
} kAttrs[] = {{true, false}, {false, true}, {true, true}};
for (auto attrs : kAttrs) {
paint.setShader(shader);
paint.setColorFilter(cf);
paint.setAlpha(alpha);
if (fUseObject) {
uint32_t flags = 0;
flags |=
attrs.fHasColors ? 0 : SkCanvas::kIgnoreColors_VerticesFlag;
flags |= attrs.fHasTexs ? 0
: SkCanvas::kIgnoreTexCoords_VerticesFlag;
canvas->drawVertices(fVertices, mode, paint, flags);
} else {
const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
canvas->drawVertices(SkCanvas::kTriangleFan_VertexMode,
kMeshVertexCnt, fPts, texs, colors, mode,
kMeshFan, kMeshIndexCnt, paint);
}
canvas->translate(40, 0);
++x;
}
}
}
}
canvas->restore();
canvas->translate(0, 40);
}
}
private:
typedef skiagm::GM INHERITED;
};
/////////////////////////////////////////////////////////////////////////////////////
DEF_GM(return new VerticesGM(true);)
DEF_GM(return new VerticesGM(false);)
static void draw_batching(SkCanvas* canvas, bool useObject) {
std::unique_ptr<SkPoint[]> pts(new SkPoint[kMeshVertexCnt]);
std::unique_ptr<SkPoint[]> texs(new SkPoint[kMeshVertexCnt]);
std::unique_ptr<SkColor[]> colors(new SkColor[kMeshVertexCnt]);
fill_mesh(pts.get(), texs.get(), colors.get());
SkTDArray<SkMatrix> matrices;
matrices.push()->reset();
matrices.push()->setTranslate(0, 40);
SkMatrix* m = matrices.push();
m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
m->postTranslate(0, 80);
auto shader = make_shader1();
// Triangle fans can't batch so we convert to regular triangles,
static constexpr int kNumTris = kMeshIndexCnt - 2;
std::unique_ptr<uint16_t[]> indices(new uint16_t[3 * kNumTris]);
for (size_t i = 0; i < kNumTris; ++i) {
indices[3 * i] = kMeshFan[0];
indices[3 * i + 1] = kMeshFan[i + 1];
indices[3 * i + 2] = kMeshFan[i + 2];
}
sk_sp<SkVertices> vertices;
if (useObject) {
// Older libstdc++ does not allow moving a std::unique_ptr<T[]> into a
// std::unique_ptr<const T[]>. Hence the release() calls below.
vertices = SkVertices::MakeIndexed(
SkCanvas::kTriangles_VertexMode,
std::unique_ptr<const SkPoint[]>((const SkPoint*)pts.release()),
std::unique_ptr<const SkColor[]>((const SkColor*)colors.release()),
std::unique_ptr<const SkPoint[]>((const SkPoint*)texs.release()), kMeshVertexCnt,
std::unique_ptr<const uint16_t[]>((const uint16_t*)indices.release()),
3 * kNumTris);
}
canvas->save();
canvas->translate(10, 10);
for (bool useShader : {false, true}) {
for (bool useTex : {false, true}) {
for (const auto& m : matrices) {
canvas->save();
canvas->concat(m);
SkPaint paint;
paint.setShader(useShader ? shader : nullptr);
if (useObject) {
uint32_t flags = useTex ? 0 : SkCanvas::kIgnoreTexCoords_VerticesFlag;
canvas->drawVertices(vertices, SkBlendMode::kModulate, paint, flags);
} else {
const SkPoint* t = useTex ? texs.get() : nullptr;
canvas->drawVertices(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt, pts.get(),
t, colors.get(), indices.get(), kNumTris * 3, paint);
}
canvas->restore();
}
canvas->translate(0, 120);
}
}
canvas->restore();
}
// This test exists to exercise batching in the gpu backend.
DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
draw_batching(canvas, false);
canvas->translate(50, 0);
draw_batching(canvas, true);
}