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Side by Side Diff: example/SkiaSDLExample.cpp

Issue 1442573003: Create a standalone example for using Skia with SDL (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: updates Created 5 years, 1 month ago
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1 /*
2 * Copyright 2015 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 *
7 */
8
9 #include "GrContext.h"
10 #include "SDL.h"
11 #include "SkCanvas.h"
12 #include "SkRandom.h"
13 #include "SkSurface.h"
14
15 #include "gl/GrGLInterface.h"
16 #include "gl/GrGLUtil.h"
17
18 #if defined(SK_BUILD_FOR_ANDROID)
19 #include <GLES/gl.h>
20 #elif defined(SK_BUILD_FOR_UNIX)
21 #include <GL/gl.h>
22 #elif defined(SK_BUILD_FOR_MAC)
23 #include <gl.h>
24 #endif
25
robertphillips 2015/11/13 14:02:52 // This application is a simple example of how to
joshualitt 2015/11/13 18:51:55 Acknowledged.
26 struct ApplicationState {
robertphillips 2015/11/13 14:02:51 // Storage for the user created rectangles. The la
joshualitt 2015/11/13 18:51:56 Acknowledged.
27 SkTArray<SkRect> fRects;
28 bool fQuit;
29 };
30
31 static void handle_error() {
32 const char* error = SDL_GetError();
33 SkDebugf("SDL Error: %s\n", error);
34 SDL_ClearError();
35 }
36
37 static void handle_events(ApplicationState* state, SkCanvas* canvas) {
38 SDL_Event event;
39 while(SDL_PollEvent(&event)) {
40 switch (event.type) {
41 case SDL_MOUSEMOTION:
42 if (event.motion.state == SDL_PRESSED) {
robertphillips 2015/11/13 14:02:51 It might be clearer to make this "SkRect& rect ...
joshualitt 2015/11/13 18:51:55 Acknowledged.
43 const SkRect& rect = state->fRects.back();
44 state->fRects.back() = SkRect::MakeLTRB(rect.fLeft, rect.fTo p,
45 event.motion.x, even t.motion.y);
46 }
47 break;
48 case SDL_MOUSEBUTTONDOWN:
49 if (event.button.state == SDL_PRESSED) {
50 state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(e vent.button.x),
51 SkIntToScalar(e vent.button.y),
52 SkIntToScalar(e vent.button.x),
53 SkIntToScalar(e vent.button.y));
54 }
55 break;
56 case SDL_KEYDOWN: {
57 SDL_Keycode key = event.key.keysym.sym;
58 if (key == SDLK_ESCAPE) {
59 state->fQuit = true;
60 }
61 break;
62 }
63 case SDL_QUIT:
64 state->fQuit = true;
65 break;
66 default:
67 break;
68 }
69 }
70 }
71
robertphillips 2015/11/13 14:02:51 // Create a pentagram ? maybe rename the function
joshualitt 2015/11/13 18:51:55 Acknowledged.
72 static SkPath setup_concave_path() {
robertphillips 2015/11/13 14:02:52 static const int kNumPoints = 5;
joshualitt 2015/11/13 18:51:55 Acknowledged.
73 SkPath concavePath;
74 SkPoint points[5] = {{0, SkIntToScalar(-50)} };
75 SkMatrix rot;
76 rot.setRotate(SkIntToScalar(360) / 5);
77 for (int i = 1; i < 5; ++i) {
78 rot.mapPoints(points + i, points + i - 1, 1);
79 }
80 concavePath.moveTo(points[0]);
robertphillips 2015/11/13 14:02:51 shouldn't this loop start at 1 ?
joshualitt 2015/11/13 18:51:55 dunno, it looks right. Why rock the boat? (Unles
robertphillips 2015/11/13 19:02:59 Don't we do a moveTo followed by a lineTo to the s
81 for (int i = 0; i < 5; ++i) {
82 concavePath.lineTo(points[(2 * i) % 5]);
83 }
robertphillips 2015/11/13 14:02:51 concavePath.close() ?
joshualitt 2015/11/13 18:51:54 Acknowledged.
84 concavePath.setFillType(SkPath::kEvenOdd_FillType);
85 SkASSERT(!concavePath.isConvex());
86 return concavePath;
87 }
88
89 /*
90 * In this example, we use Skia with SDL.
91 */
92 #if defined(SK_BUILD_FOR_ANDROID)
93 int SDL_main(int argc, char** argv) {
94 #else
95 int main(int argc, char** argv) {
96 #endif
97 uint32_t windowFlags = 0;
98 SDL_Window* window = nullptr;
99 #if SK_SUPPORT_GPU
100 SDL_GLContext glContext = nullptr;
101 #if defined(SK_BUILD_FOR_ANDROID)
robertphillips 2015/11/13 14:02:51 Can we pull out the two shared lines ? // For And
joshualitt 2015/11/13 18:51:55 Acknowledged.
102 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
103 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
104 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
105 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
106 SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
107 SDL_WINDOW_ALLOW_HIGHDPI;
108 #else
109 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
110 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
robertphillips 2015/11/13 14:02:52 // For all other clients we use the core profile a
joshualitt 2015/11/13 18:51:55 Acknowledged.
111 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
112
113 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
114 #endif
robertphillips 2015/11/13 14:02:51 Why not 8 ?
joshualitt 2015/11/13 18:51:55 Acknowledged.
115 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
116 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
117 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
118 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
robertphillips 2015/11/13 14:02:52 Can we set depth to 0 ?
joshualitt 2015/11/13 18:51:55 Acknowledged.
119 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
robertphillips 2015/11/13 14:02:51 // Skia needs 8 stencil bits
joshualitt 2015/11/13 18:51:55 Acknowledged.
120 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
121
122 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
123 #endif // SK_SUPPORT_GPU
124
robertphillips 2015/11/13 14:02:51 put this in the SK_SUPPORT_GPU block ? where is m
joshualitt 2015/11/13 18:51:55 I setup the static variable, but got rid of the SK
125 // If you want multisampling, uncomment the below lines
126 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
127 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, msaaSampleCount);
128
129 /*
130 * In a real application you might want to initialize more subsystems
131 */
132 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
133 handle_error();
134 return 1;
135 }
136
137 // Setup window
138 // This code will create a window with the same resolution as the user's des ktop.
139 SDL_DisplayMode dm;
140 if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
141 handle_error();
142 return 1;
143 }
144
robertphillips 2015/11/13 14:02:51 rm this ?
joshualitt 2015/11/13 18:51:55 Acknowledged.
145 SkDebugf("Desktop display mode is %dx%d\n", dm.w, dm.h);
146
robertphillips 2015/11/13 14:02:51 Add "SDL_Window*" here and remove the above declar
joshualitt 2015/11/13 18:51:55 Acknowledged.
147 window = SDL_CreateWindow("Skia + SDL Window", SDL_WINDOWPOS_CENTERED, SDL_W INDOWPOS_CENTERED,
148 dm.w, dm.h, windowFlags);
149
150 if (!window) {
151 handle_error();
152 return 1;
153 }
154
155 // To go fullscreen
156 // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
157
158 // try and setup a GL context
159 glContext = SDL_GL_CreateContext(window);
160 if (!glContext) {
161 handle_error();
162 return 1;
163 }
164
165 int success = SDL_GL_MakeCurrent(window, glContext);
166 if (success != 0) {
167 handle_error();
168 return success;
169 }
170
171 glViewport(0, 0, dm.w, dm.h);
172 glClearColor(1, 1, 1, 1);
173 glClearStencil(0);
174 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
175
176 // setup GrContext
177 SkAutoTUnref<const GrGLInterface> interface(GrGLCreateNativeInterface());
178
robertphillips 2015/11/13 14:02:51 uncomment this -> comment this out ?
joshualitt 2015/11/13 18:51:55 Acknowledged.
179 // To use NVPR, uncomment this
180 interface.reset(GrGLInterfaceRemoveNVPR(interface));
181 SkASSERT(interface);
182
183 // setup contexts
184 SkAutoTUnref<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend,
185 (GrBackendContext)interf ace.get()));
186 SkASSERT(grContext);
187
robertphillips 2015/11/13 14:02:51 // Wrap the frame buffer object attached to the sc
joshualitt 2015/11/13 18:51:55 Then its just a function which takes 10 arguments.
188 // setup rendertarget
189 GrBackendRenderTargetDesc desc;
190 desc.fWidth = dm.w;
191 desc.fHeight = dm.h;
192 desc.fConfig = kSkia8888_GrPixelConfig;
193 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
robertphillips 2015/11/13 14:02:52 kMSAASampleCount ?
joshualitt 2015/11/13 18:51:55 Acknowledged.
194 desc.fSampleCnt = 0; // This would have to change for MSAA
195 desc.fStencilBits = 8;
196 GrGLint buffer;
197 GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer);
198 desc.fRenderTargetHandle = buffer;
199 SkAutoTUnref<GrRenderTarget>
200 renderTarget(grContext->textureProvider()->wrapBackendRenderTarget(d esc));
201
202 // setup SkSurface
203 // To use distance field text, use commented out SkSurfaceProps instead
204 // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
205 // SkSurfaceProps::kLegacyFontHost_InitType);
206 SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
207 SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(renderTarge t, &props));
208
209 SkCanvas* canvas = surface->getCanvas();
210
211 ApplicationState state;
212 sk_bzero(&state, sizeof(ApplicationState));
213
214 const char* helpMessage = "Click and drag to create rects. Press esc to qui t.";
215
216 SkPaint paint;
217
robertphillips 2015/11/13 14:02:52 Can this be "SkImage* make_a_raster_image()" ?
joshualitt 2015/11/13 18:51:55 see my response to wrap_fbo_for_skia.
218 // create a surface for CPU rasterization
robertphillips 2015/11/13 14:02:52 offscreenInfo seem unused
joshualitt 2015/11/13 18:51:55 Acknowledged.
219 SkImageInfo offscreenInfo = canvas->imageInfo();
220 offscreenInfo.makeWH(2000, 2000);
robertphillips 2015/11/13 14:02:51 That's a big hunk o' memory Can it just be the siz
joshualitt 2015/11/13 18:51:54 Acknowledged.
221 SkAutoTUnref<SkSurface> cpuSurface(SkSurface::NewRasterN32Premul(5000, 5000) );
222
223 SkCanvas* offscreen = cpuSurface->getCanvas();
224 offscreen->save();
225 offscreen->translate(50.0f, 50.0f);
226 offscreen->drawPath(setup_concave_path(), paint);
227 offscreen->restore();
228
229 SkAutoTUnref<SkImage> image(cpuSurface->newImageSnapshot());
230
231 int rotation = 0;
232 while (!state.fQuit) { // Our application loop
233 SkRandom rand;
234 canvas->clear(SK_ColorWHITE);
235 handle_events(&state, canvas);
236
237 paint.setColor(SK_ColorBLACK);
238 canvas->drawText(helpMessage, strlen(helpMessage), SkIntToScalar(100),
239 SkIntToScalar(100), paint);
240 for (int i = 0; i < state.fRects.count(); i++) {
241 paint.setColor(rand.nextU() | 0x44808080);
242 canvas->drawRect(state.fRects[i], paint);
243 }
244
245 // draw offscreen canvas
246 canvas->save();
247 canvas->translate(dm.w / 2.0, dm.h / 2.0);
248 canvas->rotate(rotation++);
249 canvas->drawImage(image, -50.0f, -50.0f);
250 canvas->restore();
251
252 canvas->flush();
253 SDL_GL_SwapWindow(window);
254 }
255
256 if (glContext) {
257 SDL_GL_DeleteContext(glContext);
258 }
259
260 //Destroy window
261 SDL_DestroyWindow(window);
262
263 //Quit SDL subsystems
264 SDL_Quit();
265 return 0;
266 }
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