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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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