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