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/*
* 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 "SkBitmap.h"
#include "SkBlurMask.h"
#include "SkBlurMaskFilter.h"
#include "SkCanvas.h"
#include "SkColor.h"
#include "SkMatrix.h"
#include "SkPath.h"
#include "SkRect.h"
#include "SkSize.h"
#include "SkString.h"
namespace skiagm {
class DrawBitmapMatrixGM : public GM {
public:
DrawBitmapMatrixGM() {}
protected:
virtual SkString onShortName() SK_OVERRIDE {
return SkString("drawbitmapmatrix");
}
virtual SkISize onISize() SK_OVERRIDE { return make_isize(1024, 256); }
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
SkBitmap bm;
this->setupBitmap(&bm);
// Draw normally.
SkMatrix matrix;
matrix.reset();
SkPaint paint;
paint.setAntiAlias(true);
paint.setDither(true);
canvas->drawBitmapMatrix(bm, matrix, &paint);
// Draw stretched horizontally and squished vertically.
canvas->translate(SkIntToScalar(bm.width() + 5), 0);
matrix.setScale(SkIntToScalar(2), SK_ScalarHalf);
canvas->drawBitmapMatrix(bm, matrix, &paint);
// Draw rotated
canvas->translate(SkIntToScalar(bm.width()*2 + 5), 0);
matrix.reset();
matrix.setRotate(SkIntToScalar(45), SkIntToScalar(bm.width() / 2),
SkIntToScalar(bm.height() / 2));
canvas->save();
canvas->translate(0, SkIntToScalar(10));
canvas->drawBitmapMatrix(bm, matrix, &paint);
canvas->restore();
// Draw with perspective
canvas->translate(SkIntToScalar(bm.width() + 15), 0);
matrix.reset();
matrix.setPerspX(SkScalarDiv(SK_Scalar1, SkIntToScalar(1000)));
matrix.setPerspY(SkScalarDiv(SK_Scalar1, SkIntToScalar(1000)));
canvas->drawBitmapMatrix(bm, matrix, &paint);
// Draw with skew
canvas->translate(SkIntToScalar(bm.width() + 5), 0);
matrix.reset();
matrix.setSkew(SkIntToScalar(2), SkIntToScalar(2));
canvas->drawBitmapMatrix(bm, matrix, &paint);
// Draw with sin/cos
canvas->translate(SkIntToScalar(bm.width() * 4), 0);
matrix.reset();
matrix.setSinCos(SK_ScalarHalf, SkIntToScalar(2));
canvas->drawBitmapMatrix(bm, matrix, &paint);
{
// test the following code path:
// SkGpuDevice::drawPath() -> SkGpuDevice::drawWithMaskFilter()
SkPaint paint;
paint.setFilterLevel(SkPaint::kLow_FilterLevel);
SkMaskFilter* mf = SkBlurMaskFilter::Create(
SkBlurMaskFilter::kNormal_BlurStyle,
SkBlurMask::ConvertRadiusToSigma(5),
SkBlurMaskFilter::kHighQuality_BlurFlag |
SkBlurMaskFilter::kIgnoreTransform_BlurFlag);
paint.setMaskFilter(mf)->unref();
canvas->translate(SkIntToScalar(bm.width()*2 + 20), 0);
matrix.reset();
matrix.setRotate(SkIntToScalar(45), SkIntToScalar(bm.width() / 2),
SkIntToScalar(bm.height() / 2));
canvas->save();
canvas->translate(0, SkIntToScalar(20));
canvas->drawBitmapMatrix(bm, matrix, &paint);
canvas->restore();
}
}
private:
void setupBitmap(SkBitmap* bm) {
SkASSERT(bm);
static const int SIZE = 64;
bm->allocN32Pixels(SIZE, SIZE);
SkCanvas canvas(*bm);
SkPaint paint;
paint.setColor(SK_ColorGREEN);
canvas.drawPaint(paint);
paint.setColor(SK_ColorBLUE);
paint.setAntiAlias(true);
SkRect rect = SkRect::MakeWH(SkIntToScalar(SIZE), SkIntToScalar(SIZE));
SkPath path;
path.addOval(rect);
canvas.drawPath(path, paint);
}
};
////////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new DrawBitmapMatrixGM; }
static GMRegistry reg(MyFactory);
}
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