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1 /* | 1 /* |
2 * Copyright 2012 Google Inc. | 2 * Copyright 2012 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "gm.h" | 8 #include "gm.h" |
9 | 9 |
10 #include "SkCanvas.h" | 10 #include "SkCanvas.h" |
11 #include "SkComposeShader.h" | 11 #include "SkComposeShader.h" |
12 #include "SkGradientShader.h" | 12 #include "SkGradientShader.h" |
13 #include "SkGraphics.h" | 13 #include "SkGraphics.h" |
14 #include "SkShader.h" | 14 #include "SkShader.h" |
15 #include "SkString.h" | 15 #include "SkString.h" |
16 #include "SkXfermode.h" | 16 #include "SkXfermode.h" |
17 #include "SkBitmapProcShader.h" | |
egdaniel
2015/09/02 20:15:36
Alphabetize this include
wangyix
2015/09/02 20:49:35
Done.
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17 | 18 |
18 static SkShader* make_shader(SkXfermode::Mode mode) { | 19 static SkShader* make_shader(SkXfermode::Mode mode) { |
19 SkPoint pts[2]; | 20 SkPoint pts[2]; |
20 SkColor colors[2]; | 21 SkColor colors[2]; |
21 | 22 |
22 pts[0].set(0, 0); | 23 pts[0].set(0, 0); |
23 pts[1].set(SkIntToScalar(100), 0); | 24 pts[1].set(SkIntToScalar(100), 0); |
24 colors[0] = SK_ColorRED; | 25 colors[0] = SK_ColorRED; |
25 colors[1] = SK_ColorBLUE; | 26 colors[1] = SK_ColorBLUE; |
26 SkAutoTUnref<SkShader> shaderA(SkGradientShader::CreateLinear(pts, colors, n ullptr, 2, | 27 SkAutoTUnref<SkShader> shaderA(SkGradientShader::CreateLinear(pts, colors, n ullptr, 2, |
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77 class ComposeShaderAlphaGM : public skiagm::GM { | 78 class ComposeShaderAlphaGM : public skiagm::GM { |
78 public: | 79 public: |
79 ComposeShaderAlphaGM() {} | 80 ComposeShaderAlphaGM() {} |
80 | 81 |
81 protected: | 82 protected: |
82 SkString onShortName() override { | 83 SkString onShortName() override { |
83 return SkString("composeshader_alpha"); | 84 return SkString("composeshader_alpha"); |
84 } | 85 } |
85 | 86 |
86 SkISize onISize() override { | 87 SkISize onISize() override { |
87 return SkISize::Make(220, 750); | 88 return SkISize::Make(750, 220); |
88 } | 89 } |
89 | 90 |
90 void onDraw(SkCanvas* canvas) override { | 91 void onDraw(SkCanvas* canvas) override { |
91 SkAutoTUnref<SkShader> shader0(make_shader(SkXfermode::kDstIn_Mode)); | 92 SkAutoTUnref<SkShader> shader0(make_shader(SkXfermode::kDstIn_Mode)); |
92 SkAutoTUnref<SkShader> shader1(make_shader(SkXfermode::kSrcOver_Mode)); | 93 SkAutoTUnref<SkShader> shader1(make_shader(SkXfermode::kSrcOver_Mode)); |
93 SkShader* shaders[] = { shader0.get(), shader1.get() }; | 94 SkShader* shaders[] = { shader0.get(), shader1.get() }; |
94 | 95 |
95 SkPaint paint; | 96 SkPaint paint; |
96 paint.setColor(SK_ColorGREEN); | 97 paint.setColor(SK_ColorGREEN); |
97 | 98 |
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108 paint.setAlpha(alpha); | 109 paint.setAlpha(alpha); |
109 paint.setShader(shader); | 110 paint.setShader(shader); |
110 canvas->drawRect(r, paint); | 111 canvas->drawRect(r, paint); |
111 | 112 |
112 canvas->translate(r.width() + 5, 0); | 113 canvas->translate(r.width() + 5, 0); |
113 } | 114 } |
114 canvas->restore(); | 115 canvas->restore(); |
115 canvas->translate(0, r.height() + 5); | 116 canvas->translate(0, r.height() + 5); |
116 } | 117 } |
117 } | 118 } |
119 | |
120 private: | |
121 typedef GM INHERITED ; | |
122 }; | |
123 | |
124 | |
125 // creates a square bitmap with red background and a green circle in the center | |
126 static void draw_color_bm(SkBitmap* bm, int length) { | |
127 SkPaint paint; | |
128 paint.setColor(SK_ColorGREEN); | |
129 | |
130 bm->allocN32Pixels(length, length); | |
131 bm->eraseColor(SK_ColorRED); | |
132 | |
133 SkCanvas canvas(*bm); | |
134 canvas.drawCircle(length/2, length/2, length/2, paint); | |
135 } | |
136 | |
137 // creates a square alpha8 bitmap with transparent background and an opaque circ le in the center | |
138 static void draw_alpha8_bm(SkBitmap* bm, int length) { | |
139 SkPaint circlePaint; | |
140 circlePaint.setColor(SK_ColorBLACK); | |
141 | |
142 bm->allocPixels(SkImageInfo::MakeA8(length, length)); | |
143 bm->eraseColor(SK_ColorTRANSPARENT); | |
144 | |
145 SkCanvas canvas(*bm); | |
146 canvas.drawCircle(length/2, length/2, length/4, circlePaint); | |
147 } | |
148 | |
149 // creates a linear gradient shader | |
150 static SkShader* make_linear_gradient_shader(int length) { | |
151 SkPoint pts[2]; | |
152 SkColor colors[2]; | |
153 pts[0].set(0, 0); | |
154 pts[1].set(SkIntToScalar(length), 0); | |
155 colors[0] = SK_ColorBLUE; | |
156 colors[1] = SkColorSetARGB(0, 0, 0, 0xFF); | |
157 return SkGradientShader::CreateLinear(pts, colors, nullptr, 2, SkShader::kCl amp_TileMode); | |
158 } | |
159 | |
160 | |
161 class ComposeShaderBitmapGM : public skiagm::GM { | |
162 public: | |
163 /** Can set the dimension of the bitmap that will be used. This way, larger numbers can be | |
egdaniel
2015/09/02 20:15:36
Are you saying this will draw differently in relea
wangyix
2015/09/02 20:27:43
No, I was trying to say you can easily change this
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164 * used for release mode since debug mode will fail an assertion in SkSmallA llocator unless the | |
egdaniel
2015/09/02 20:15:36
align comment
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165 * size of the bitmap is sufficiently small, making the result hard to see. | |
166 */ | |
167 ComposeShaderBitmapGM(int squareSize) | |
168 : squareLength(squareSize) { | |
169 draw_color_bm(&fColorBitmap, squareLength); | |
170 draw_alpha8_bm(&fAlpha8Bitmap, squareLength); | |
171 SkMatrix s; | |
172 s.reset(); | |
173 fColorBitmapShader = new SkBitmapProcShader(fColorBitmap, SkShader::kRep eat_TileMode, | |
174 SkShader::kRepeat_TileMode, &s); | |
175 fAlpha8BitmapShader = new SkBitmapProcShader(fAlpha8Bitmap, SkShader::kR epeat_TileMode, | |
176 SkShader::kRepeat_TileMode, &s); | |
177 fLinearGradientShader = make_linear_gradient_shader(squareLength); | |
178 } | |
179 ~ComposeShaderBitmapGM() { | |
180 SkSafeUnref(fColorBitmapShader); | |
181 SkSafeUnref(fAlpha8BitmapShader); | |
182 SkSafeUnref(fLinearGradientShader); | |
183 } | |
184 | |
185 protected: | |
186 SkString onShortName() override { | |
187 return SkString("composeshader_bitmap"); | |
188 } | |
189 | |
190 SkISize onISize() override { | |
191 return SkISize::Make(7 * (squareLength + 5), 2 * (squareLength + 5)); | |
192 } | |
193 | |
194 void onDraw(SkCanvas* canvas) override { | |
195 SkAutoTUnref<SkXfermode> xfer(SkXfermode::Create(SkXfermode::kDstOver_Mo de)); | |
egdaniel
2015/09/02 20:15:36
I wonder if it would be interesting to loop over x
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196 | |
197 // gradient should appear over color bitmap | |
198 SkAutoTUnref<SkShader> shader0(new SkComposeShader(fLinearGradientShader , | |
199 fColorBitmapShader, | |
200 xfer)); | |
201 // gradient should appear over alpha8 bitmap colorized by the paint colo r | |
202 SkAutoTUnref<SkShader> shader1(new SkComposeShader(fLinearGradientShader , | |
203 fAlpha8BitmapShader, | |
204 xfer)); | |
205 | |
206 SkShader* shaders[] = { shader0.get(), shader1.get() }; | |
207 | |
208 SkPaint paint; | |
209 paint.setColor(SK_ColorYELLOW); | |
210 | |
211 const SkRect r = SkRect::MakeXYWH(0, 0, squareLength, squareLength); | |
212 | |
213 for (size_t y = 0; y < SK_ARRAY_COUNT(shaders); ++y) { | |
214 SkShader* shader = shaders[y]; | |
215 canvas->save(); | |
216 for (int alpha = 0xFF; alpha > 0; alpha -= 0x28) { | |
217 paint.setAlpha(alpha); | |
218 paint.setShader(shader); | |
219 canvas->drawRect(r, paint); | |
220 | |
221 canvas->translate(r.width() + 5, 0); | |
222 } | |
223 canvas->restore(); | |
224 canvas->translate(0, r.height() + 5); | |
225 } | |
226 } | |
227 private: | |
228 const int squareLength; | |
229 SkBitmap fColorBitmap; | |
230 SkBitmap fAlpha8Bitmap; | |
231 SkShader* fColorBitmapShader; | |
232 SkShader* fAlpha8BitmapShader; | |
233 SkShader* fLinearGradientShader; | |
234 | |
235 typedef GM INHERITED; | |
118 }; | 236 }; |
119 | 237 |
120 ////////////////////////////////////////////////////////////////////////////// | 238 ////////////////////////////////////////////////////////////////////////////// |
121 | 239 |
122 DEF_GM( return new ComposeShaderGM; ) | 240 DEF_GM( return new ComposeShaderGM; ) |
123 DEF_GM( return new ComposeShaderAlphaGM; ) | 241 DEF_GM( return new ComposeShaderAlphaGM; ) |
242 DEF_GM( return new ComposeShaderBitmapGM(20); ) | |
egdaniel
2015/09/02 20:15:36
This is a general question to anyone, but do we ha
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