/* * Copyright 2012 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 "SkShader.h" #include "SkStippleMaskFilter.h" namespace skiagm { /** * Stress test the samplers by rendering a textured glyph with a mask and * an AA clip */ class SamplerStressGM : public GM { public: SamplerStressGM() : fTextureCreated(false) , fShader(NULL) , fMaskFilter(NULL) { } virtual ~SamplerStressGM() { } protected: virtual SkString onShortName() { return SkString("samplerstress"); } virtual SkISize onISize() { return make_isize(640, 480); } /** * Create a red & green stripes on black texture */ void createTexture() { if (fTextureCreated) { return; } static const int xSize = 16; static const int ySize = 16; fTexture.allocN32Pixels(xSize, ySize); SkPMColor* addr = fTexture.getAddr32(0, 0); for (int y = 0; y < ySize; ++y) { for (int x = 0; x < xSize; ++x) { addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK); if ((y % 5) == 0) { addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED); } if ((x % 7) == 0) { addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN); } } } fTextureCreated = true; } void createShader() { if (NULL != fShader.get()) { return; } createTexture(); fShader.reset(SkShader::CreateBitmapShader(fTexture, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode)); } void createMaskFilter() { if (NULL != fMaskFilter.get()) { return; } fMaskFilter.reset(SkStippleMaskFilter::Create()); } virtual void onDraw(SkCanvas* canvas) { createShader(); createMaskFilter(); canvas->save(); // draw a letter "M" with a green & red striped texture and a // stipple mask with a round rect soft clip SkPaint paint; paint.setAntiAlias(true); paint.setTextSize(72); paint.setShader(fShader.get()); paint.setMaskFilter(fMaskFilter.get()); SkRect temp; temp.set(SkIntToScalar(115), SkIntToScalar(75), SkIntToScalar(144), SkIntToScalar(110)); SkPath path; path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5)); canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on canvas->drawText("M", 1, SkIntToScalar(100), SkIntToScalar(100), paint); canvas->restore(); // Now draw stroked versions of the "M" and the round rect so we can // see what is going on SkPaint paint2; paint2.setColor(SK_ColorBLACK); paint2.setAntiAlias(true); paint2.setTextSize(72); paint2.setStyle(SkPaint::kStroke_Style); paint2.setStrokeWidth(1); canvas->drawText("M", 1, SkIntToScalar(100), SkIntToScalar(100), paint2); paint2.setColor(SK_ColorGRAY); canvas->drawPath(path, paint2); } private: SkBitmap fTexture; bool fTextureCreated; SkAutoTUnref<SkShader> fShader; SkAutoTUnref<SkMaskFilter> fMaskFilter; typedef GM INHERITED; }; ////////////////////////////////////////////////////////////////////////////// static GM* MyFactory(void*) { return new SamplerStressGM; } static GMRegistry reg(MyFactory); }