|  | /* | 
|  | * 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; | 
|  | } |