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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 ApplicationState() : fQuit(false) {} |
| 36 // Storage for the user created rectangles. The last one may still be being
edited. |
| 37 SkTArray<SkRect> fRects; |
| 38 bool fQuit; |
| 39 }; |
| 40 |
| 41 static void handle_error() { |
| 42 const char* error = SDL_GetError(); |
| 43 SkDebugf("SDL Error: %s\n", error); |
| 44 SDL_ClearError(); |
| 45 } |
| 46 |
| 47 static void handle_events(ApplicationState* state, SkCanvas* canvas) { |
| 48 SDL_Event event; |
| 49 while(SDL_PollEvent(&event)) { |
| 50 switch (event.type) { |
| 51 case SDL_MOUSEMOTION: |
| 52 if (event.motion.state == SDL_PRESSED) { |
| 53 SkRect& rect = state->fRects.back(); |
| 54 rect.fRight = event.motion.x; |
| 55 rect.fBottom = event.motion.y; |
| 56 } |
| 57 break; |
| 58 case SDL_MOUSEBUTTONDOWN: |
| 59 if (event.button.state == SDL_PRESSED) { |
| 60 state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(e
vent.button.x), |
| 61 SkIntToScalar(e
vent.button.y), |
| 62 SkIntToScalar(e
vent.button.x), |
| 63 SkIntToScalar(e
vent.button.y)); |
| 64 } |
| 65 break; |
| 66 case SDL_KEYDOWN: { |
| 67 SDL_Keycode key = event.key.keysym.sym; |
| 68 if (key == SDLK_ESCAPE) { |
| 69 state->fQuit = true; |
| 70 } |
| 71 break; |
| 72 } |
| 73 case SDL_QUIT: |
| 74 state->fQuit = true; |
| 75 break; |
| 76 default: |
| 77 break; |
| 78 } |
| 79 } |
| 80 } |
| 81 |
| 82 // Creates a star type shape using a SkPath |
| 83 static SkPath create_star() { |
| 84 static const int kNumPoints = 5; |
| 85 SkPath concavePath; |
| 86 SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} }; |
| 87 SkMatrix rot; |
| 88 rot.setRotate(SkIntToScalar(360) / kNumPoints); |
| 89 for (int i = 1; i < kNumPoints; ++i) { |
| 90 rot.mapPoints(points + i, points + i - 1, 1); |
| 91 } |
| 92 concavePath.moveTo(points[0]); |
| 93 for (int i = 0; i < kNumPoints; ++i) { |
| 94 concavePath.lineTo(points[(2 * i) % kNumPoints]); |
| 95 } |
| 96 concavePath.setFillType(SkPath::kEvenOdd_FillType); |
| 97 SkASSERT(!concavePath.isConvex()); |
| 98 concavePath.close(); |
| 99 return concavePath; |
| 100 } |
| 101 |
| 102 #if defined(SK_BUILD_FOR_ANDROID) |
| 103 int SDL_main(int argc, char** argv) { |
| 104 #else |
| 105 int main(int argc, char** argv) { |
| 106 #endif |
| 107 uint32_t windowFlags = 0; |
| 108 |
| 109 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
| 110 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); |
| 111 |
| 112 SDL_GLContext glContext = nullptr; |
| 113 #if defined(SK_BUILD_FOR_ANDROID) |
| 114 // For Android we need to set up for OpenGL ES and we make the window hi res
& full screen |
| 115 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); |
| 116 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | |
| 117 SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP | |
| 118 SDL_WINDOW_ALLOW_HIGHDPI; |
| 119 #else |
| 120 // For all other clients we use the core profile and operate in a window |
| 121 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE
); |
| 122 |
| 123 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; |
| 124 #endif |
| 125 static const int kStencilBits = 8; // Skia needs 8 stencil bits |
| 126 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); |
| 127 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); |
| 128 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); |
| 129 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
| 130 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); |
| 131 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits); |
| 132 |
| 133 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); |
| 134 |
| 135 // If you want multisampling, uncomment the below lines and set a sample cou
nt |
| 136 static const int kMsaaSampleCount = 0; //4; |
| 137 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); |
| 138 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount); |
| 139 |
| 140 /* |
| 141 * In a real application you might want to initialize more subsystems |
| 142 */ |
| 143 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { |
| 144 handle_error(); |
| 145 return 1; |
| 146 } |
| 147 |
| 148 // Setup window |
| 149 // This code will create a window with the same resolution as the user's des
ktop. |
| 150 SDL_DisplayMode dm; |
| 151 if (SDL_GetDesktopDisplayMode(0, &dm) != 0) { |
| 152 handle_error(); |
| 153 return 1; |
| 154 } |
| 155 |
| 156 SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED, |
| 157 SDL_WINDOWPOS_CENTERED, dm.w, dm.h, wi
ndowFlags); |
| 158 |
| 159 if (!window) { |
| 160 handle_error(); |
| 161 return 1; |
| 162 } |
| 163 |
| 164 // To go fullscreen |
| 165 // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN); |
| 166 |
| 167 // try and setup a GL context |
| 168 glContext = SDL_GL_CreateContext(window); |
| 169 if (!glContext) { |
| 170 handle_error(); |
| 171 return 1; |
| 172 } |
| 173 |
| 174 int success = SDL_GL_MakeCurrent(window, glContext); |
| 175 if (success != 0) { |
| 176 handle_error(); |
| 177 return success; |
| 178 } |
| 179 |
| 180 glViewport(0, 0, dm.w, dm.h); |
| 181 glClearColor(1, 1, 1, 1); |
| 182 glClearStencil(0); |
| 183 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| 184 |
| 185 // setup GrContext |
| 186 SkAutoTUnref<const GrGLInterface> interface(GrGLCreateNativeInterface()); |
| 187 |
| 188 // To use NVPR, comment this out |
| 189 interface.reset(GrGLInterfaceRemoveNVPR(interface)); |
| 190 SkASSERT(interface); |
| 191 |
| 192 // setup contexts |
| 193 SkAutoTUnref<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend, |
| 194 (GrBackendContext)interf
ace.get())); |
| 195 SkASSERT(grContext); |
| 196 |
| 197 // Wrap the frame buffer object attached to the screen in a Skia render targ
et so Skia can |
| 198 // render to it |
| 199 GrBackendRenderTargetDesc desc; |
| 200 desc.fWidth = dm.w; |
| 201 desc.fHeight = dm.h; |
| 202 desc.fConfig = kSkia8888_GrPixelConfig; |
| 203 desc.fOrigin = kBottomLeft_GrSurfaceOrigin; |
| 204 desc.fSampleCnt = kMsaaSampleCount; |
| 205 desc.fStencilBits = kStencilBits; |
| 206 GrGLint buffer; |
| 207 GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer); |
| 208 desc.fRenderTargetHandle = buffer; |
| 209 SkAutoTUnref<GrRenderTarget> |
| 210 renderTarget(grContext->textureProvider()->wrapBackendRenderTarget(d
esc)); |
| 211 |
| 212 // setup SkSurface |
| 213 // To use distance field text, use commented out SkSurfaceProps instead |
| 214 // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag, |
| 215 // SkSurfaceProps::kLegacyFontHost_InitType); |
| 216 SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType); |
| 217 SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(renderTarge
t, &props)); |
| 218 |
| 219 SkCanvas* canvas = surface->getCanvas(); |
| 220 |
| 221 ApplicationState state; |
| 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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