| /* | |
| * 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 "include/gpu/GrBackendSurface.h" | |
| #include "include/gpu/GrDirectContext.h" | |
| #include "SDL.h" | |
| #include "include/core/SkCanvas.h" | |
| #include "include/core/SkFont.h" | |
| #include "include/core/SkSurface.h" | |
| #include "include/utils/SkRandom.h" | |
| #include "include/gpu/gl/GrGLInterface.h" | |
| #include "src/gpu/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 <OpenGL/gl.h> | |
| #elif defined(SK_BUILD_FOR_IOS) | |
| #include <OpenGLES/ES2/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(SkPathFillType::kEvenOdd); | |
| 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) || defined(SK_BUILD_FOR_IOS) | |
| // For Android/iOS 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; | |
| } | |
| uint32_t windowFormat = SDL_GetWindowPixelFormat(window); | |
| int contextType; | |
| SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &contextType); | |
| int dw, dh; | |
| SDL_GL_GetDrawableSize(window, &dw, &dh); | |
| glViewport(0, 0, dw, dh); | |
| glClearColor(1, 1, 1, 1); | |
| glClearStencil(0); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
| // setup GrContext | |
| auto interface = GrGLMakeNativeInterface(); | |
| // setup contexts | |
| sk_sp<GrDirectContext> grContext(GrDirectContext::MakeGL(interface)); | |
| SkASSERT(grContext); | |
| // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can | |
| // render to it | |
| GrGLint buffer; | |
| GR_GL_GetIntegerv(interface.get(), GR_GL_FRAMEBUFFER_BINDING, &buffer); | |
| GrGLFramebufferInfo info; | |
| info.fFBOID = (GrGLuint) buffer; | |
| SkColorType colorType; | |
| //SkDebugf("%s", SDL_GetPixelFormatName(windowFormat)); | |
| // TODO: the windowFormat is never any of these? | |
| if (SDL_PIXELFORMAT_RGBA8888 == windowFormat) { | |
| info.fFormat = GR_GL_RGBA8; | |
| colorType = kRGBA_8888_SkColorType; | |
| } else { | |
| colorType = kBGRA_8888_SkColorType; | |
| if (SDL_GL_CONTEXT_PROFILE_ES == contextType) { | |
| info.fFormat = GR_GL_BGRA8; | |
| } else { | |
| // We assume the internal format is RGBA8 on desktop GL | |
| info.fFormat = GR_GL_RGBA8; | |
| } | |
| } | |
| GrBackendRenderTarget target(dw, dh, kMsaaSampleCount, kStencilBits, info); | |
| // setup SkSurface | |
| // To use distance field text, use commented out SkSurfaceProps instead | |
| // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag, | |
| // SkSurfaceProps::kUnknown_SkPixelGeometry); | |
| SkSurfaceProps props; | |
| sk_sp<SkSurface> surface(SkSurface::MakeFromBackendRenderTarget(grContext.get(), target, | |
| kBottomLeft_GrSurfaceOrigin, | |
| colorType, nullptr, &props)); | |
| SkCanvas* canvas = surface->getCanvas(); | |
| canvas->scale((float)dw/dm.w, (float)dh/dm.h); | |
| ApplicationState state; | |
| const char* helpMessage = "Click and drag to create rects. Press esc to quit."; | |
| SkPaint paint; | |
| // create a surface for CPU rasterization | |
| sk_sp<SkSurface> cpuSurface(SkSurface::MakeRaster(canvas->imageInfo())); | |
| SkCanvas* offscreen = cpuSurface->getCanvas(); | |
| offscreen->save(); | |
| offscreen->translate(50.0f, 50.0f); | |
| offscreen->drawPath(create_star(), paint); | |
| offscreen->restore(); | |
| sk_sp<SkImage> image = cpuSurface->makeImageSnapshot(); | |
| int rotation = 0; | |
| SkFont font; | |
| while (!state.fQuit) { // Our application loop | |
| SkRandom rand; | |
| canvas->clear(SK_ColorWHITE); | |
| handle_events(&state, canvas); | |
| paint.setColor(SK_ColorBLACK); | |
| canvas->drawString(helpMessage, 100.0f, 100.0f, font, 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; | |
| } |