skia2/samplecode/SampleCamera.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

100 lines
2.8 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 "include/core/SkCanvas.h"
#include "include/core/SkPath.h"
#include "include/core/SkRegion.h"
#include "include/core/SkShader.h"
#include "include/core/SkString.h"
#include "include/effects/SkGradientShader.h"
#include "include/utils/SkCamera.h"
#include "include/utils/SkRandom.h"
#include "samplecode/DecodeFile.h"
#include "samplecode/Sample.h"
#include "src/effects/SkEmbossMaskFilter.h"
#include "src/utils/SkUTF.h"
#include "tools/timer/AnimTimer.h"
class CameraView : public Sample {
SkTArray<sk_sp<SkShader>> fShaders;
int fShaderIndex;
bool fFrontFace;
public:
CameraView() {
fRX = fRY = fRZ = 0;
fShaderIndex = 0;
fFrontFace = false;
for (int i = 0;; i++) {
SkString str;
str.printf("/skimages/elephant%d.jpeg", i);
SkBitmap bm;
if (decode_file(str.c_str(), &bm)) {
SkRect src = { 0, 0, SkIntToScalar(bm.width()), SkIntToScalar(bm.height()) };
SkRect dst = { -150, -150, 150, 150 };
SkMatrix matrix;
matrix.setRectToRect(src, dst, SkMatrix::kFill_ScaleToFit);
fShaders.push_back(bm.makeShader(&matrix));
} else {
break;
}
}
this->setBGColor(0xFFDDDDDD);
}
protected:
bool onQuery(Sample::Event* evt) override {
if (Sample::TitleQ(*evt)) {
Sample::TitleR(evt, "Camera");
return true;
}
return this->INHERITED::onQuery(evt);
}
void onDrawContent(SkCanvas* canvas) override {
canvas->translate(this->width()/2, this->height()/2);
Sk3DView view;
view.rotateX(fRX);
view.rotateY(fRY);
view.applyToCanvas(canvas);
SkPaint paint;
if (fShaders.count() > 0) {
bool frontFace = view.dotWithNormal(0, 0, SK_Scalar1) < 0;
if (frontFace != fFrontFace) {
fFrontFace = frontFace;
fShaderIndex = (fShaderIndex + 1) % fShaders.count();
}
paint.setAntiAlias(true);
paint.setShader(fShaders[fShaderIndex]);
paint.setFilterQuality(kLow_SkFilterQuality);
SkRect r = { -150, -150, 150, 150 };
canvas->drawRoundRect(r, 30, 30, paint);
}
}
bool onAnimate(const AnimTimer& timer) override {
if (timer.isStopped()) {
fRY = 0;
} else {
fRY = timer.scaled(90, 360);
}
return true;
}
private:
SkScalar fRX, fRY, fRZ;
typedef Sample INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_SAMPLE( return new CameraView(); )