/* * 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" static constexpr SkScalar kShaderSize = 40; static sk_sp 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 make_shader2() { return SkShader::MakeColorShader(SK_ColorBLUE); } static sk_sp 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 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 fShader1; sk_sp fShader2; sk_sp fColorFilter; public: VerticesGM() {} protected: void onOnceBeforeDraw() override { fill_mesh(fPts, fTexs, fColors); fShader1 = make_shader1(); fShader2 = make_shader2(); fColorFilter = make_color_filter(); } SkString onShortName() override { SkString name("vertices"); return name; } SkISize onISize() override { return SkISize::Make(600, 600); } void onDraw(SkCanvas* canvas) override { const struct { const SkColor* fColors; const SkPoint* fTexs; const sk_sp& fShader; const sk_sp& fColorFilter; uint8_t fAlpha; } rec[] = { { fColors, nullptr, fShader1, nullptr , 0xFF }, { nullptr, fTexs , fShader1, nullptr , 0xFF }, { fColors, fTexs , fShader1, nullptr , 0xFF }, { fColors, nullptr, fShader2, nullptr , 0xFF }, { nullptr, fTexs , fShader2, nullptr , 0xFF }, { fColors, fTexs , fShader2, nullptr , 0xFF }, { fColors, nullptr, fShader1, fColorFilter, 0xFF }, { nullptr, fTexs , fShader1, fColorFilter, 0xFF }, { fColors, fTexs , fShader1, fColorFilter, 0xFF }, { fColors, nullptr, fShader2, fColorFilter, 0xFF }, { nullptr, fTexs , fShader2, fColorFilter, 0xFF }, { fColors, fTexs , fShader2, fColorFilter, 0xFF }, { fColors, nullptr, fShader1, nullptr , 0x80 }, { nullptr, fTexs , fShader1, nullptr , 0x80 }, { fColors, fTexs , fShader1, nullptr , 0x80 }, { fColors, nullptr, fShader2, nullptr , 0x80 }, { nullptr, fTexs , fShader2, nullptr , 0x80 }, { fColors, fTexs , fShader2, nullptr , 0x80 }, { fColors, nullptr, fShader1, fColorFilter, 0x80 }, { nullptr, fTexs , fShader1, fColorFilter, 0x80 }, { fColors, fTexs , fShader1, fColorFilter, 0x80 }, { fColors, nullptr, fShader2, fColorFilter, 0x80 }, { nullptr, fTexs , fShader2, fColorFilter, 0x80 }, { fColors, fTexs , fShader2, fColorFilter, 0x80 }, }; 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 (size_t j = 0; j < SK_ARRAY_COUNT(modes); ++j) { canvas->save(); for (size_t i = 0; i < SK_ARRAY_COUNT(rec); ++i) { paint.setShader(rec[i].fShader); paint.setColorFilter(rec[i].fColorFilter); paint.setAlpha(rec[i].fAlpha); //if (2 == x) canvas->drawVertices(SkCanvas::kTriangleFan_VertexMode, kMeshVertexCnt, fPts, rec[i].fTexs, rec[i].fColors, modes[j], kMeshFan, SK_ARRAY_COUNT(kMeshFan), paint); canvas->translate(40, 0); ++x; } canvas->restore(); canvas->translate(0, 40); } } private: typedef skiagm::GM INHERITED; }; ///////////////////////////////////////////////////////////////////////////////////// DEF_GM(return new VerticesGM();) // This test exists to exercise batching in the gpu backend. DEF_SIMPLE_GM(vertices_batching, canvas, 50, 500) { SkPoint pts[kMeshVertexCnt]; SkPoint texs[kMeshVertexCnt]; SkColor colors[kMeshVertexCnt]; fill_mesh(pts, texs, colors); SkTDArray 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 = SK_ARRAY_COUNT(kMeshFan) - 2; uint16_t indices[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]; } 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; const SkPoint* t = useTex ? texs : nullptr; paint.setShader(useShader ? shader : nullptr); canvas->drawVertices(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt, pts, t, colors, indices, SK_ARRAY_COUNT(indices), paint); canvas->restore(); } canvas->translate(0, 120); } } }