dafbf121a8
No one was using this, and it added significant complexity to GrDrawVerticesOp. Bug: skia:9984 Change-Id: I23f38b3f5d853a8e531f13b6931cd57b5985a2c8 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/276407 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
298 lines
10 KiB
C++
298 lines
10 KiB
C++
/*
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* Copyright 2013 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/gm.h"
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTileMode.h"
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#include "include/core/SkTypes.h"
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#include "include/core/SkVertices.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/private/SkTDArray.h"
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#include "include/utils/SkRandom.h"
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#include "src/shaders/SkLocalMatrixShader.h"
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#include <initializer_list>
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#include <utility>
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static constexpr SkScalar kShaderSize = 40;
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static sk_sp<SkShader> make_shader1(SkScalar shaderScale) {
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const SkColor colors[] = {
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SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
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SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
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};
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const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
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const SkMatrix localMatrix = SkMatrix::MakeScale(shaderScale, shaderScale);
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sk_sp<SkShader> grad = SkGradientShader::MakeLinear(pts, colors, nullptr,
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SK_ARRAY_COUNT(colors),
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SkTileMode::kMirror, 0,
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&localMatrix);
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// Throw in a couple of local matrix wrappers for good measure.
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return shaderScale == 1
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? grad
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: sk_make_sp<SkLocalMatrixShader>(
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sk_make_sp<SkLocalMatrixShader>(std::move(grad), SkMatrix::MakeTrans(-10, 0)),
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SkMatrix::MakeTrans(10, 0));
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}
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static sk_sp<SkShader> make_shader2() {
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return SkShaders::Color(SK_ColorBLUE);
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}
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static sk_sp<SkColorFilter> make_color_filter() {
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return SkColorFilters::Blend(0xFFAABBCC, SkBlendMode::kDarken);
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}
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static constexpr SkScalar kMeshSize = 30;
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// start with the center of a 3x3 grid of vertices.
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static constexpr uint16_t kMeshFan[] = {
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4,
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0, 1, 2, 5, 8, 7, 6, 3, 0
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};
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static const int kMeshIndexCnt = (int)SK_ARRAY_COUNT(kMeshFan);
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static const int kMeshVertexCnt = 9;
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static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
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SkColor colors[kMeshVertexCnt], SkScalar shaderScale) {
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pts[0].set(0, 0);
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pts[1].set(kMeshSize / 2, 3);
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pts[2].set(kMeshSize, 0);
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pts[3].set(3, kMeshSize / 2);
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pts[4].set(kMeshSize / 2, kMeshSize / 2);
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pts[5].set(kMeshSize - 3, kMeshSize / 2);
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pts[6].set(0, kMeshSize);
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pts[7].set(kMeshSize / 2, kMeshSize - 3);
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pts[8].set(kMeshSize, kMeshSize);
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const auto shaderSize = kShaderSize * shaderScale;
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texs[0].set(0, 0);
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texs[1].set(shaderSize / 2, 0);
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texs[2].set(shaderSize, 0);
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texs[3].set(0, shaderSize / 2);
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texs[4].set(shaderSize / 2, shaderSize / 2);
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texs[5].set(shaderSize, shaderSize / 2);
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texs[6].set(0, shaderSize);
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texs[7].set(shaderSize / 2, shaderSize);
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texs[8].set(shaderSize, shaderSize);
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SkRandom rand;
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for (size_t i = 0; i < kMeshVertexCnt; ++i) {
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colors[i] = rand.nextU() | 0xFF000000;
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}
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}
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class VerticesGM : public skiagm::GM {
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SkPoint fPts[kMeshVertexCnt];
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SkPoint fTexs[kMeshVertexCnt];
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SkColor fColors[kMeshVertexCnt];
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sk_sp<SkShader> fShader1;
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sk_sp<SkShader> fShader2;
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sk_sp<SkColorFilter> fColorFilter;
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SkScalar fShaderScale;
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public:
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VerticesGM(SkScalar shaderScale) : fShaderScale(shaderScale) {}
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protected:
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void onOnceBeforeDraw() override {
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fill_mesh(fPts, fTexs, fColors, fShaderScale);
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fShader1 = make_shader1(fShaderScale);
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fShader2 = make_shader2();
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fColorFilter = make_color_filter();
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}
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SkString onShortName() override {
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SkString name("vertices");
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if (fShaderScale != 1) {
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name.append("_scaled_shader");
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}
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return name;
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}
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SkISize onISize() override {
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return SkISize::Make(975, 1175);
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}
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void onDraw(SkCanvas* canvas) override {
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const SkBlendMode modes[] = {
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SkBlendMode::kClear,
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SkBlendMode::kSrc,
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SkBlendMode::kDst,
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SkBlendMode::kSrcOver,
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SkBlendMode::kDstOver,
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SkBlendMode::kSrcIn,
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SkBlendMode::kDstIn,
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SkBlendMode::kSrcOut,
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SkBlendMode::kDstOut,
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SkBlendMode::kSrcATop,
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SkBlendMode::kDstATop,
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SkBlendMode::kXor,
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SkBlendMode::kPlus,
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SkBlendMode::kModulate,
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SkBlendMode::kScreen,
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SkBlendMode::kOverlay,
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SkBlendMode::kDarken,
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SkBlendMode::kLighten,
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SkBlendMode::kColorDodge,
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SkBlendMode::kColorBurn,
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SkBlendMode::kHardLight,
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SkBlendMode::kSoftLight,
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SkBlendMode::kDifference,
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SkBlendMode::kExclusion,
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SkBlendMode::kMultiply,
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SkBlendMode::kHue,
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SkBlendMode::kSaturation,
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SkBlendMode::kColor,
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SkBlendMode::kLuminosity,
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};
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SkPaint paint;
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canvas->translate(4, 4);
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int x = 0;
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for (auto mode : modes) {
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canvas->save();
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for (float alpha : {1.0f, 0.5f}) {
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for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
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for (const auto& shader : {fShader1, fShader2}) {
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static constexpr struct {
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bool fHasColors;
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bool fHasTexs;
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} kAttrs[] = {{true, false}, {false, true}, {true, true}};
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for (auto attrs : kAttrs) {
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paint.setShader(shader);
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paint.setColorFilter(cf);
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paint.setAlphaf(alpha);
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const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
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const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
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auto v = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
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kMeshVertexCnt, fPts, texs, colors,
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kMeshIndexCnt, kMeshFan);
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canvas->drawVertices(v, mode, paint);
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canvas->translate(40, 0);
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++x;
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}
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}
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}
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}
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canvas->restore();
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canvas->translate(0, 40);
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}
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}
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private:
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typedef skiagm::GM INHERITED;
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};
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/////////////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new VerticesGM(1);)
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DEF_GM(return new VerticesGM(1 / kShaderSize);)
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static void draw_batching(SkCanvas* canvas) {
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// Triangle fans can't batch so we convert to regular triangles,
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static constexpr int kNumTris = kMeshIndexCnt - 2;
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SkVertices::Builder builder(SkVertices::kTriangles_VertexMode, kMeshVertexCnt, 3 * kNumTris,
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SkVertices::kHasColors_BuilderFlag |
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SkVertices::kHasTexCoords_BuilderFlag);
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SkPoint* pts = builder.positions();
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SkPoint* texs = builder.texCoords();
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SkColor* colors = builder.colors();
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fill_mesh(pts, texs, colors, 1);
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SkTDArray<SkMatrix> matrices;
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matrices.push()->reset();
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matrices.push()->setTranslate(0, 40);
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SkMatrix* m = matrices.push();
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m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
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m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
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m->postTranslate(0, 80);
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auto shader = make_shader1(1);
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uint16_t* indices = builder.indices();
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for (size_t i = 0; i < kNumTris; ++i) {
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indices[3 * i] = kMeshFan[0];
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indices[3 * i + 1] = kMeshFan[i + 1];
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indices[3 * i + 2] = kMeshFan[i + 2];
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}
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canvas->save();
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canvas->translate(10, 10);
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for (bool useShader : {false, true}) {
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for (bool useTex : {false, true}) {
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for (const auto& m : matrices) {
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canvas->save();
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canvas->concat(m);
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SkPaint paint;
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paint.setShader(useShader ? shader : nullptr);
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const SkPoint* t = useTex ? texs : nullptr;
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auto v = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, kMeshVertexCnt,
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pts, t, colors, kNumTris * 3, indices);
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canvas->drawVertices(v, SkBlendMode::kModulate, paint);
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canvas->restore();
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}
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canvas->translate(0, 120);
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}
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}
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canvas->restore();
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}
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// This test exists to exercise batching in the gpu backend.
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DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
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draw_batching(canvas);
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canvas->translate(50, 0);
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draw_batching(canvas);
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}
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DEF_SIMPLE_GM(vertices_data, canvas, 500, 500) {
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SkRect r = { 10, 10, 480, 480 };
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int vcount = 4; // just a quad
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int icount = 0;
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SkVertices::CustomLayout customLayout { 4 }; // rgba values for now
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SkVertices::Builder builder(SkVertices::kTriangleFan_VertexMode, vcount, icount, customLayout);
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// build the quad
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SkPoint* pos = builder.positions();
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pos[0] = {r.fLeft, r.fTop};
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pos[1] = {r.fRight, r.fTop};
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pos[2] = {r.fRight, r.fBottom};
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pos[3] = {r.fLeft, r.fBottom};
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SkV4* col = (SkV4*)builder.perVertexData();
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// We happen to treat the 4 fields as RGBA, in coordination with a hack in the raster-impl.
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// In the future, these fields will just be passed to whatever SkSL we provide in the paint's
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// shader.
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col[0] = {1, 0, 0, 1}; // red
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col[1] = {0, 1, 0, 1}; // green
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col[2] = {0, 0, 1, 1}; // blue
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col[3] = {0.5, 0.5, 0.5, 1}; // gray
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auto vert = builder.detach();
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SkPaint paint;
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// paint.setShader(sksl_shader);
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canvas->drawVertices(vert, paint);
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}
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