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/*
* 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 "SkBitmap.h"
#include "SkPaint.h"
#include "SkShader.h"
namespace skiagm {
static void draw_bm(SkBitmap* bm) {
SkPaint bluePaint;
bluePaint.setColor(SK_ColorBLUE);
bm->allocN32Pixels(20, 20);
bm->eraseColor(SK_ColorRED);
SkCanvas canvas(*bm);
canvas.drawCircle(10, 10, 5, bluePaint);
}
static void draw_mask(SkBitmap* bm) {
SkPaint circlePaint;
circlePaint.setColor(SK_ColorBLACK);
bm->allocPixels(SkImageInfo::MakeA8(20, 20));
bm->eraseColor(SK_ColorTRANSPARENT);
SkCanvas canvas(*bm);
canvas.drawCircle(10, 10, 10, circlePaint);
}
static void adopt_shader(SkPaint* paint, SkShader* shader) {
paint->setShader(shader);
SkSafeUnref(shader);
}
class BitmapShaderGM : public GM {
public:
BitmapShaderGM() {
this->setBGColor(SK_ColorGRAY);
draw_bm(&fBitmap);
draw_mask(&fMask);
}
protected:
virtual SkString onShortName() {
return SkString("bitmapshaders");
}
virtual SkISize onISize() {
return SkISize::Make(150, 100);
}
virtual void onDraw(SkCanvas* canvas) {
SkPaint paint;
for (int i = 0; i < 2; i++) {
SkMatrix s;
s.reset();
if (1 == i) {
s.setScale(1.5f, 1.5f);
s.postTranslate(2, 2);
}
canvas->save();
adopt_shader(&paint, SkShader::CreateBitmapShader(fBitmap, SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, &s));
// draw the shader with a bitmap mask
canvas->drawBitmap(fMask, 0, 0, &paint);
canvas->drawBitmap(fMask, 30, 0, &paint);
canvas->translate(0, 25);
canvas->drawCircle(10, 10, 10, paint);
canvas->drawCircle(40, 10, 10, paint); // no blue circle expected
canvas->translate(0, 25);
// clear the shader, colorized by a solid color with a bitmap mask
paint.setShader(NULL);
paint.setColor(SK_ColorGREEN);
canvas->drawBitmap(fMask, 0, 0, &paint);
canvas->drawBitmap(fMask, 30, 0, &paint);
canvas->translate(0, 25);
adopt_shader(&paint, SkShader::CreateBitmapShader(fMask, SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode, &s));
paint.setColor(SK_ColorRED);
// draw the mask using the shader and a color
canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint);
canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint);
canvas->restore();
canvas->translate(60, 0);
}
}
private:
SkBitmap fBitmap;
SkBitmap fMask;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new BitmapShaderGM; }
static GMRegistry reg(MyFactory);
}
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