| Index: example/SkiaSDLExample.cpp
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| diff --git a/example/SkiaSDLExample.cpp b/example/SkiaSDLExample.cpp
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..0cc3402d715d3c6a61f1d03364a969c1ddfda5ac
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| --- /dev/null
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| +++ b/example/SkiaSDLExample.cpp
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| @@ -0,0 +1,273 @@
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| +/*
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| + * Copyright 2015 Google Inc.
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| + *
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| + * Use of this source code is governed by a BSD-style license that can be
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| + * found in the LICENSE file.
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| + *
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| + */
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| +
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| +#include "GrContext.h"
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| +#include "SDL.h"
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| +#include "SkCanvas.h"
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| +#include "SkRandom.h"
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| +#include "SkSurface.h"
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| +
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| +#include "gl/GrGLInterface.h"
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| +#include "gl/GrGLUtil.h"
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| +
|
| +#if defined(SK_BUILD_FOR_ANDROID)
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| +#include <GLES/gl.h>
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| +#elif defined(SK_BUILD_FOR_UNIX)
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| +#include <GL/gl.h>
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| +#elif defined(SK_BUILD_FOR_MAC)
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| +#include <gl.h>
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| +#endif
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| +
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| +/*
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| + * This application is a simple example of how to combine SDL and Skia it demonstrates:
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| + * how to setup gpu rendering to the main window
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| + * how to perform cpu-side rendering and draw the result to the gpu-backed screen
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| + * draw simple primitives (rectangles)
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| + * draw more complex primitives (star)
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| + */
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| +
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| +struct ApplicationState {
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| + ApplicationState() : fQuit(false) {}
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| + // Storage for the user created rectangles. The last one may still be being edited.
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| + SkTArray<SkRect> fRects;
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| + bool fQuit;
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| +};
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| +
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| +static void handle_error() {
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| + const char* error = SDL_GetError();
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| + SkDebugf("SDL Error: %s\n", error);
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| + SDL_ClearError();
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| +}
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| +
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| +static void handle_events(ApplicationState* state, SkCanvas* canvas) {
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| + SDL_Event event;
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| + while(SDL_PollEvent(&event)) {
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| + switch (event.type) {
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| + case SDL_MOUSEMOTION:
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| + if (event.motion.state == SDL_PRESSED) {
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| + SkRect& rect = state->fRects.back();
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| + rect.fRight = event.motion.x;
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| + rect.fBottom = event.motion.y;
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| + }
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| + break;
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| + case SDL_MOUSEBUTTONDOWN:
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| + if (event.button.state == SDL_PRESSED) {
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| + state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x),
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| + SkIntToScalar(event.button.y),
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| + SkIntToScalar(event.button.x),
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| + SkIntToScalar(event.button.y));
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| + }
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| + break;
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| + case SDL_KEYDOWN: {
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| + SDL_Keycode key = event.key.keysym.sym;
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| + if (key == SDLK_ESCAPE) {
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| + state->fQuit = true;
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| + }
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| + break;
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| + }
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| + case SDL_QUIT:
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| + state->fQuit = true;
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| + break;
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| + default:
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| + break;
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| + }
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| + }
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| +}
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| +
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| +// Creates a star type shape using a SkPath
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| +static SkPath create_star() {
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| + static const int kNumPoints = 5;
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| + SkPath concavePath;
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| + SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} };
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| + SkMatrix rot;
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| + rot.setRotate(SkIntToScalar(360) / kNumPoints);
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| + for (int i = 1; i < kNumPoints; ++i) {
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| + rot.mapPoints(points + i, points + i - 1, 1);
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| + }
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| + concavePath.moveTo(points[0]);
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| + for (int i = 0; i < kNumPoints; ++i) {
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| + concavePath.lineTo(points[(2 * i) % kNumPoints]);
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| + }
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| + concavePath.setFillType(SkPath::kEvenOdd_FillType);
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| + SkASSERT(!concavePath.isConvex());
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| + concavePath.close();
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| + return concavePath;
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| +}
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| +
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| +#if defined(SK_BUILD_FOR_ANDROID)
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| +int SDL_main(int argc, char** argv) {
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| +#else
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| +int main(int argc, char** argv) {
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| +#endif
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| + uint32_t windowFlags = 0;
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| +
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| + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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| + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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| +
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| + SDL_GLContext glContext = nullptr;
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| +#if defined(SK_BUILD_FOR_ANDROID)
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| + // For Android we need to set up for OpenGL ES and we make the window hi res & full screen
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| + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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| + windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
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| + SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
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| + SDL_WINDOW_ALLOW_HIGHDPI;
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| +#else
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| + // For all other clients we use the core profile and operate in a window
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| + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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| +
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| + windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
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| +#endif
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| + static const int kStencilBits = 8; // Skia needs 8 stencil bits
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| + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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| + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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| + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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| + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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| + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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| + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits);
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| +
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| + SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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| +
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| + // If you want multisampling, uncomment the below lines and set a sample count
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| + static const int kMsaaSampleCount = 0; //4;
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| + // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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| + // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount);
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| +
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| + /*
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| + * In a real application you might want to initialize more subsystems
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| + */
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| + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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| + handle_error();
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| + return 1;
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| + }
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| +
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| + // Setup window
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| + // This code will create a window with the same resolution as the user's desktop.
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| + SDL_DisplayMode dm;
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| + if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
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| + handle_error();
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| + return 1;
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| + }
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| +
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| + SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED,
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| + SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags);
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| +
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| + if (!window) {
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| + handle_error();
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| + return 1;
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| + }
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| +
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| + // To go fullscreen
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| + // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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| +
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| + // try and setup a GL context
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| + glContext = SDL_GL_CreateContext(window);
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| + if (!glContext) {
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| + handle_error();
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| + return 1;
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| + }
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| +
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| + int success = SDL_GL_MakeCurrent(window, glContext);
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| + if (success != 0) {
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| + handle_error();
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| + return success;
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| + }
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| +
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| + glViewport(0, 0, dm.w, dm.h);
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| + glClearColor(1, 1, 1, 1);
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| + glClearStencil(0);
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| + glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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| +
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| + // setup GrContext
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| + SkAutoTUnref<const GrGLInterface> interface(GrGLCreateNativeInterface());
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| +
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| + // To use NVPR, comment this out
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| + interface.reset(GrGLInterfaceRemoveNVPR(interface));
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| + SkASSERT(interface);
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| +
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| + // setup contexts
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| + SkAutoTUnref<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend,
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| + (GrBackendContext)interface.get()));
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| + SkASSERT(grContext);
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| +
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| + // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can
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| + // render to it
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| + GrBackendRenderTargetDesc desc;
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| + desc.fWidth = dm.w;
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| + desc.fHeight = dm.h;
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| + desc.fConfig = kSkia8888_GrPixelConfig;
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| + desc.fOrigin = kBottomLeft_GrSurfaceOrigin;
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| + desc.fSampleCnt = kMsaaSampleCount;
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| + desc.fStencilBits = kStencilBits;
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| + GrGLint buffer;
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| + GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer);
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| + desc.fRenderTargetHandle = buffer;
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| + SkAutoTUnref<GrRenderTarget>
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| + renderTarget(grContext->textureProvider()->wrapBackendRenderTarget(desc));
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| +
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| + // setup SkSurface
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| + // To use distance field text, use commented out SkSurfaceProps instead
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| + // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
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| + // SkSurfaceProps::kLegacyFontHost_InitType);
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| + SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
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| + SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(renderTarget, &props));
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| +
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| + SkCanvas* canvas = surface->getCanvas();
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| +
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| + ApplicationState state;
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| +
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| + const char* helpMessage = "Click and drag to create rects. Press esc to quit.";
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| +
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| + SkPaint paint;
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| +
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| + // create a surface for CPU rasterization
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| + SkAutoTUnref<SkSurface> cpuSurface(SkSurface::NewRaster(canvas->imageInfo()));
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| +
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| + SkCanvas* offscreen = cpuSurface->getCanvas();
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| + offscreen->save();
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| + offscreen->translate(50.0f, 50.0f);
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| + offscreen->drawPath(create_star(), paint);
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| + offscreen->restore();
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| +
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| + SkAutoTUnref<SkImage> image(cpuSurface->newImageSnapshot());
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| +
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| + int rotation = 0;
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| + while (!state.fQuit) { // Our application loop
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| + SkRandom rand;
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| + canvas->clear(SK_ColorWHITE);
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| + handle_events(&state, canvas);
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| +
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| + paint.setColor(SK_ColorBLACK);
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| + canvas->drawText(helpMessage, strlen(helpMessage), SkIntToScalar(100),
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| + SkIntToScalar(100), paint);
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| + for (int i = 0; i < state.fRects.count(); i++) {
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| + paint.setColor(rand.nextU() | 0x44808080);
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| + canvas->drawRect(state.fRects[i], paint);
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| + }
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| +
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| + // draw offscreen canvas
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| + canvas->save();
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| + canvas->translate(dm.w / 2.0, dm.h / 2.0);
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| + canvas->rotate(rotation++);
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| + canvas->drawImage(image, -50.0f, -50.0f);
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| + canvas->restore();
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| +
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| + canvas->flush();
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| + SDL_GL_SwapWindow(window);
|
| + }
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| +
|
| + if (glContext) {
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| + SDL_GL_DeleteContext(glContext);
|
| + }
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| +
|
| + //Destroy window
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| + SDL_DestroyWindow(window);
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| +
|
| + //Quit SDL subsystems
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| + SDL_Quit();
|
| + return 0;
|
| +}
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|
|