skia2/gm/color4f.cpp
reed 0ccc62d4f7 move colorshader into its own .cpp, add color4f variant
Implemented as a different subclass for SkColorShader (which is also private) partly to make the CL clearer/simpler, and partly for flatten/unflatten compatibility. Later I'm sure we could combine these if that proves useful.

Lots of TODOs at the moment, but still valuable to get reviewed.

Note: this ignores the question (for the moment) about how to interpret SkColor in the larger world. That needs to happen, but this CL is more focused on what *else* to do besides handle the old-style input (and old-style pipeline).

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1934313002

Review-Url: https://codereview.chromium.org/1934313002
2016-05-04 13:09:39 -07:00

126 lines
3.9 KiB
C++

/*
* Copyright 2011 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 "SkColorPriv.h"
#include "SkShader.h"
#include "SkSurface.h"
#include "SkColorMatrixFilter.h"
#include "SkGradientShader.h"
static sk_sp<SkShader> make_opaque_color() {
return SkShader::MakeColorShader(0xFFFF0000);
}
static sk_sp<SkShader> make_alpha_color() {
return SkShader::MakeColorShader(0x80FF0000);
}
static sk_sp<SkColorFilter> make_cf_null() {
return nullptr;
}
static sk_sp<SkColorFilter> make_cf0() {
SkColorMatrix cm;
cm.setSaturation(0.75f);
return SkColorFilter::MakeMatrixFilterRowMajor255(cm.fMat);
}
static sk_sp<SkColorFilter> make_cf1() {
SkColorMatrix cm;
cm.setSaturation(0.75f);
auto a(SkColorFilter::MakeMatrixFilterRowMajor255(cm.fMat));
// CreateComposedFilter will try to concat these two matrices, resulting in a single
// filter (which is good for speed). For this test, we want to force a real compose of
// these two, so our inner filter has a scale-up, which disables the optimization of
// combining the two matrices.
cm.setScale(1.1f, 0.9f, 1);
auto b(SkColorFilter::MakeMatrixFilterRowMajor255(cm.fMat));
return SkColorFilter::MakeComposeFilter(a, b);
}
static sk_sp<SkColorFilter> make_cf2() {
return SkColorFilter::MakeModeFilter(0x8044CC88, SkXfermode::kSrcATop_Mode);
}
static void draw_into_canvas(SkCanvas* canvas) {
const SkRect r = SkRect::MakeWH(50, 100);
sk_sp<SkShader> (*shaders[])() { make_opaque_color, make_alpha_color };
sk_sp<SkColorFilter> (*filters[])() { make_cf_null, make_cf0, make_cf1, make_cf2 };
SkPaint paint;
for (auto shProc : shaders) {
paint.setShader(shProc());
for (auto cfProc : filters) {
paint.setColorFilter(cfProc());
canvas->drawRect(r, paint);
canvas->translate(60, 0);
}
}
}
DEF_SIMPLE_GM(color4f, canvas, 1024, 260) {
canvas->translate(10, 10);
SkPaint bg;
// need the target to be opaque, so we can draw it to the screen
// even if it holds sRGB values.
bg.setColor(0xFFFFFFFF);
SkColorProfileType const profiles[] { kLinear_SkColorProfileType, kSRGB_SkColorProfileType };
for (auto profile : profiles) {
const SkImageInfo info = SkImageInfo::Make(1024, 100, kN32_SkColorType, kPremul_SkAlphaType,
profile);
auto surface(SkSurface::MakeRaster(info));
surface->getCanvas()->drawPaint(bg);
draw_into_canvas(surface->getCanvas());
surface->draw(canvas, 0, 0, nullptr);
canvas->translate(0, 120);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "SkColorSpace.h"
DEF_SIMPLE_GM(color4shader, canvas, 1024, 260) {
canvas->translate(10, 10);
SkMatrix44 mat(SkMatrix44::kUninitialized_Constructor);
// red -> blue, green -> red, blue -> green
mat.set3x3(0, 1, 0, 0, 0, 1, 1, 0, 0);
const SkColor4f colors[] {
{ 1, 1, 0, 0 },
{ 1, 0, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 0.5, 0.5, 0.5 },
};
SkPaint paint;
SkRect r = SkRect::MakeWH(100, 100);
for (const auto& c4 : colors) {
sk_sp<SkShader> shaders[] {
SkShader::MakeColorShader(c4, nullptr),
SkShader::MakeColorShader(c4, SkColorSpace::NewNamed(SkColorSpace::kSRGB_Named)),
SkShader::MakeColorShader(c4, SkColorSpace::NewRGB(SkColorSpace::SkGammas(1, 1, 1),
mat)),
};
canvas->save();
for (const auto& s : shaders) {
paint.setShader(s);
canvas->drawRect(r, paint);
canvas->translate(r.width() * 6 / 5, 0);
}
canvas->restore();
canvas->translate(0, r.height() * 6 / 5);
}
}