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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: tweaks 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
26 /*
27 * This application is a simple example of how to combine SDL and Skia it demons trates:
28 * how to setup gpu rendering to the main window
29 * how to perform cpu-side rendering and draw the result to the gpu-backed scr een
30 * draw simple primitives (rectangles)
31 * draw more complex primitives (star)
32 */
33
34 struct ApplicationState {
35 // Storage for the user created rectangles. The last one may still be being edited.
36 SkTArray<SkRect> fRects;
37 bool fQuit;
38 };
39
40 static void handle_error() {
41 const char* error = SDL_GetError();
42 SkDebugf("SDL Error: %s\n", error);
43 SDL_ClearError();
44 }
45
46 static void handle_events(ApplicationState* state, SkCanvas* canvas) {
47 SDL_Event event;
48 while(SDL_PollEvent(&event)) {
49 switch (event.type) {
50 case SDL_MOUSEMOTION:
51 if (event.motion.state == SDL_PRESSED) {
52 SkRect& rect = state->fRects.back();
53 rect.fRight = event.motion.x;
54 rect.fBottom = event.motion.y;
55 }
56 break;
57 case SDL_MOUSEBUTTONDOWN:
58 if (event.button.state == SDL_PRESSED) {
59 state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(e vent.button.x),
60 SkIntToScalar(e vent.button.y),
61 SkIntToScalar(e vent.button.x),
62 SkIntToScalar(e vent.button.y));
63 }
64 break;
65 case SDL_KEYDOWN: {
66 SDL_Keycode key = event.key.keysym.sym;
67 if (key == SDLK_ESCAPE) {
68 state->fQuit = true;
69 }
70 break;
71 }
72 case SDL_QUIT:
73 state->fQuit = true;
74 break;
75 default:
76 break;
77 }
78 }
79 }
80
81 // Creates a star type shape using a SkPath
82 static SkPath create_star() {
83 static const int kNumPoints = 5;
84 SkPath concavePath;
85 SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} };
86 SkMatrix rot;
87 rot.setRotate(SkIntToScalar(360) / kNumPoints);
88 for (int i = 1; i < kNumPoints; ++i) {
89 rot.mapPoints(points + i, points + i - 1, 1);
90 }
91 concavePath.moveTo(points[0]);
92 for (int i = 0; i < kNumPoints; ++i) {
93 concavePath.lineTo(points[(2 * i) % kNumPoints]);
94 }
95 concavePath.setFillType(SkPath::kEvenOdd_FillType);
96 SkASSERT(!concavePath.isConvex());
97 concavePath.close();
98 return concavePath;
99 }
100
101 #if defined(SK_BUILD_FOR_ANDROID)
102 int SDL_main(int argc, char** argv) {
103 #else
104 int main(int argc, char** argv) {
105 #endif
106 uint32_t windowFlags = 0;
107
108 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
109 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
110
111 SDL_GLContext glContext = nullptr;
112 #if defined(SK_BUILD_FOR_ANDROID)
113 // For Android we need to set up for OpenGL ES and we make the window hi res & full screen
114 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
115 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
116 SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
117 SDL_WINDOW_ALLOW_HIGHDPI;
118 #else
119 // For all other clients we use the core profile and operate in a window
120 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
121
122 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
123 #endif
124 static const int kStencilBits = 8; // Skia needs 8 stencil bits
125 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
126 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
127 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
128 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
129 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
130 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits);
131
132 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
133
134 // If you want multisampling, uncomment the below lines and set a sample cou nt
135 static const int kMsaaSampleCount = 0; //4;
136 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
137 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount);
138
139 /*
140 * In a real application you might want to initialize more subsystems
141 */
142 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
143 handle_error();
144 return 1;
145 }
146
147 // Setup window
148 // This code will create a window with the same resolution as the user's des ktop.
149 SDL_DisplayMode dm;
150 if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
151 handle_error();
152 return 1;
153 }
154
155 SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED,
156 SDL_WINDOWPOS_CENTERED, dm.w, dm.h, wi ndowFlags);
157
158 if (!window) {
159 handle_error();
160 return 1;
161 }
162
163 // To go fullscreen
164 // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
165
166 // try and setup a GL context
167 glContext = SDL_GL_CreateContext(window);
168 if (!glContext) {
169 handle_error();
170 return 1;
171 }
172
173 int success = SDL_GL_MakeCurrent(window, glContext);
174 if (success != 0) {
175 handle_error();
176 return success;
177 }
178
179 glViewport(0, 0, dm.w, dm.h);
180 glClearColor(1, 1, 1, 1);
181 glClearStencil(0);
182 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
183
184 // setup GrContext
185 SkAutoTUnref<const GrGLInterface> interface(GrGLCreateNativeInterface());
186
187 // To use NVPR, comment this out
188 interface.reset(GrGLInterfaceRemoveNVPR(interface));
189 SkASSERT(interface);
190
191 // setup contexts
192 SkAutoTUnref<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend,
193 (GrBackendContext)interf ace.get()));
194 SkASSERT(grContext);
195
196 // Wrap the frame buffer object attached to the screen in a Skia render targ et so Skia can
197 // render to it
198 GrBackendRenderTargetDesc desc;
199 desc.fWidth = dm.w;
200 desc.fHeight = dm.h;
201 desc.fConfig = kSkia8888_GrPixelConfig;
202 desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
robertphillips 2015/11/13 19:02:59 Is the comment still right ?
203 desc.fSampleCnt = kMsaaSampleCount; // This would have to change for MSAA
204 desc.fStencilBits = kStencilBits;
205 GrGLint buffer;
206 GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer);
207 desc.fRenderTargetHandle = buffer;
208 SkAutoTUnref<GrRenderTarget>
209 renderTarget(grContext->textureProvider()->wrapBackendRenderTarget(d esc));
210
211 // setup SkSurface
212 // To use distance field text, use commented out SkSurfaceProps instead
213 // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
214 // SkSurfaceProps::kLegacyFontHost_InitType);
215 SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
216 SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(renderTarge t, &props));
217
218 SkCanvas* canvas = surface->getCanvas();
219
220 ApplicationState state;
robertphillips 2015/11/13 19:02:59 I'm surprised SkTArray doesn't gripe about being b
221 sk_bzero(&state, sizeof(ApplicationState));
222
223 const char* helpMessage = "Click and drag to create rects. Press esc to qui t.";
224
225 SkPaint paint;
226
227 // create a surface for CPU rasterization
228 SkAutoTUnref<SkSurface> cpuSurface(SkSurface::NewRaster(canvas->imageInfo()) );
229
230 SkCanvas* offscreen = cpuSurface->getCanvas();
231 offscreen->save();
232 offscreen->translate(50.0f, 50.0f);
233 offscreen->drawPath(create_star(), paint);
234 offscreen->restore();
235
236 SkAutoTUnref<SkImage> image(cpuSurface->newImageSnapshot());
237
238 int rotation = 0;
239 while (!state.fQuit) { // Our application loop
240 SkRandom rand;
241 canvas->clear(SK_ColorWHITE);
242 handle_events(&state, canvas);
243
244 paint.setColor(SK_ColorBLACK);
245 canvas->drawText(helpMessage, strlen(helpMessage), SkIntToScalar(100),
246 SkIntToScalar(100), paint);
247 for (int i = 0; i < state.fRects.count(); i++) {
248 paint.setColor(rand.nextU() | 0x44808080);
249 canvas->drawRect(state.fRects[i], paint);
250 }
251
252 // draw offscreen canvas
253 canvas->save();
254 canvas->translate(dm.w / 2.0, dm.h / 2.0);
255 canvas->rotate(rotation++);
256 canvas->drawImage(image, -50.0f, -50.0f);
257 canvas->restore();
258
259 canvas->flush();
260 SDL_GL_SwapWindow(window);
261 }
262
263 if (glContext) {
264 SDL_GL_DeleteContext(glContext);
265 }
266
267 //Destroy window
268 SDL_DestroyWindow(window);
269
270 //Quit SDL subsystems
271 SDL_Quit();
272 return 0;
273 }
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