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1 /*
2  * Copyright 2013 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 #include "gm.h"
9 #include "SkCanvas.h"
10 #include "SkColorFilter.h"
11 #include "SkGradientShader.h"
12 #include "SkLocalMatrixShader.h"
13 #include "SkRandom.h"
14 #include "SkVertices.h"
15 
16 static constexpr SkScalar kShaderSize = 40;
make_shader1(SkScalar shaderScale)17 static sk_sp<SkShader> make_shader1(SkScalar shaderScale) {
18     const SkColor colors[] = {
19         SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
20         SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
21     };
22     const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
23     const SkMatrix localMatrix = SkMatrix::MakeScale(shaderScale, shaderScale);
24 
25     sk_sp<SkShader> grad = SkGradientShader::MakeLinear(pts, colors, nullptr,
26                                                         SK_ARRAY_COUNT(colors),
27                                                         SkShader::kMirror_TileMode, 0,
28                                                         &localMatrix);
29     // Throw in a couple of local matrix wrappers for good measure.
30     return shaderScale == 1
31         ? grad
32         : sk_make_sp<SkLocalMatrixShader>(
33               sk_make_sp<SkLocalMatrixShader>(std::move(grad), SkMatrix::MakeTrans(-10, 0)),
34               SkMatrix::MakeTrans(10, 0));
35 }
36 
make_shader2()37 static sk_sp<SkShader> make_shader2() {
38     return SkShader::MakeColorShader(SK_ColorBLUE);
39 }
40 
make_color_filter()41 static sk_sp<SkColorFilter> make_color_filter() {
42     return SkColorFilter::MakeModeFilter(0xFFAABBCC, SkBlendMode::kDarken);
43 }
44 
45 static constexpr SkScalar kMeshSize = 30;
46 
47 // start with the center of a 3x3 grid of vertices.
48 static constexpr uint16_t kMeshFan[] = {
49         4,
50         0, 1, 2, 5, 8, 7, 6, 3, 0
51 };
52 
53 static const int kMeshIndexCnt = (int)SK_ARRAY_COUNT(kMeshFan);
54 static const int kMeshVertexCnt = 9;
55 
fill_mesh(SkPoint pts[kMeshVertexCnt],SkPoint texs[kMeshVertexCnt],SkColor colors[kMeshVertexCnt],SkScalar shaderScale)56 static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
57                       SkColor colors[kMeshVertexCnt], SkScalar shaderScale) {
58     pts[0].set(0, 0);
59     pts[1].set(kMeshSize / 2, 3);
60     pts[2].set(kMeshSize, 0);
61     pts[3].set(3, kMeshSize / 2);
62     pts[4].set(kMeshSize / 2, kMeshSize / 2);
63     pts[5].set(kMeshSize - 3, kMeshSize / 2);
64     pts[6].set(0, kMeshSize);
65     pts[7].set(kMeshSize / 2, kMeshSize - 3);
66     pts[8].set(kMeshSize, kMeshSize);
67 
68     const auto shaderSize = kShaderSize * shaderScale;
69     texs[0].set(0, 0);
70     texs[1].set(shaderSize / 2, 0);
71     texs[2].set(shaderSize, 0);
72     texs[3].set(0, shaderSize / 2);
73     texs[4].set(shaderSize / 2, shaderSize / 2);
74     texs[5].set(shaderSize, shaderSize / 2);
75     texs[6].set(0, shaderSize);
76     texs[7].set(shaderSize / 2, shaderSize);
77     texs[8].set(shaderSize, shaderSize);
78 
79     SkRandom rand;
80     for (size_t i = 0; i < kMeshVertexCnt; ++i) {
81         colors[i] = rand.nextU() | 0xFF000000;
82     }
83 }
84 
85 class VerticesGM : public skiagm::GM {
86     SkPoint                 fPts[kMeshVertexCnt];
87     SkPoint                 fTexs[kMeshVertexCnt];
88     SkColor                 fColors[kMeshVertexCnt];
89     sk_sp<SkShader>         fShader1;
90     sk_sp<SkShader>         fShader2;
91     sk_sp<SkColorFilter>    fColorFilter;
92     bool                    fUseObject;
93     SkScalar                fShaderScale;
94 
95 public:
VerticesGM(bool useObject,SkScalar shaderScale=1)96     VerticesGM(bool useObject, SkScalar shaderScale = 1)
97         : fUseObject(useObject), fShaderScale(shaderScale) {}
98 
99 protected:
100 
onOnceBeforeDraw()101     void onOnceBeforeDraw() override {
102         fill_mesh(fPts, fTexs, fColors, fShaderScale);
103         fShader1 = make_shader1(fShaderScale);
104         fShader2 = make_shader2();
105         fColorFilter = make_color_filter();
106     }
107 
onShortName()108     SkString onShortName() override {
109         SkString name("vertices");
110         if (fUseObject) {
111             name.append("_object");
112         }
113         if (fShaderScale != 1) {
114             name.append("_scaled_shader");
115         }
116         return name;
117     }
118 
onISize()119     SkISize onISize() override {
120         return SkISize::Make(975, 1175);
121     }
122 
onDraw(SkCanvas * canvas)123     void onDraw(SkCanvas* canvas) override {
124         const SkBlendMode modes[] = {
125             SkBlendMode::kClear,
126             SkBlendMode::kSrc,
127             SkBlendMode::kDst,
128             SkBlendMode::kSrcOver,
129             SkBlendMode::kDstOver,
130             SkBlendMode::kSrcIn,
131             SkBlendMode::kDstIn,
132             SkBlendMode::kSrcOut,
133             SkBlendMode::kDstOut,
134             SkBlendMode::kSrcATop,
135             SkBlendMode::kDstATop,
136             SkBlendMode::kXor,
137             SkBlendMode::kPlus,
138             SkBlendMode::kModulate,
139             SkBlendMode::kScreen,
140             SkBlendMode::kOverlay,
141             SkBlendMode::kDarken,
142             SkBlendMode::kLighten,
143             SkBlendMode::kColorDodge,
144             SkBlendMode::kColorBurn,
145             SkBlendMode::kHardLight,
146             SkBlendMode::kSoftLight,
147             SkBlendMode::kDifference,
148             SkBlendMode::kExclusion,
149             SkBlendMode::kMultiply,
150             SkBlendMode::kHue,
151             SkBlendMode::kSaturation,
152             SkBlendMode::kColor,
153             SkBlendMode::kLuminosity,
154         };
155 
156         SkPaint paint;
157 
158         canvas->translate(4, 4);
159         int x = 0;
160         for (auto mode : modes) {
161             canvas->save();
162             for (uint8_t alpha : {0xFF, 0x80}) {
163                 for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
164                     for (const auto& shader : {fShader1, fShader2}) {
165                         static constexpr struct {
166                             bool fHasColors;
167                             bool fHasTexs;
168                         } kAttrs[] = {{true, false}, {false, true}, {true, true}};
169                         for (auto attrs : kAttrs) {
170                             paint.setShader(shader);
171                             paint.setColorFilter(cf);
172                             paint.setAlpha(alpha);
173 
174                             const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
175                             const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
176                             if (fUseObject) {
177                                 auto v = SkVertices::MakeCopy(SkCanvas::kTriangleFan_VertexMode,
178                                                               kMeshVertexCnt, fPts, texs, colors,
179                                                               kMeshIndexCnt, kMeshFan);
180                                 canvas->drawVertices(v, mode, paint);
181                             } else {
182                                 canvas->drawVertices(SkCanvas::kTriangleFan_VertexMode,
183                                                      kMeshVertexCnt, fPts, texs, colors, mode,
184                                                      kMeshFan, kMeshIndexCnt, paint);
185                             }
186                             canvas->translate(40, 0);
187                             ++x;
188                         }
189                     }
190                 }
191             }
192             canvas->restore();
193             canvas->translate(0, 40);
194         }
195     }
196 
197 private:
198     typedef skiagm::GM INHERITED;
199 };
200 
201 /////////////////////////////////////////////////////////////////////////////////////
202 
203 DEF_GM(return new VerticesGM(true);)
DEF_GM(return new VerticesGM (false);)204 DEF_GM(return new VerticesGM(false);)
205 DEF_GM(return new VerticesGM(false, 1 / kShaderSize);)
206 
207 static void draw_batching(SkCanvas* canvas, bool useObject) {
208     // Triangle fans can't batch so we convert to regular triangles,
209     static constexpr int kNumTris = kMeshIndexCnt - 2;
210     SkVertices::Builder builder(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt, 3 * kNumTris,
211                                 SkVertices::kHasColors_BuilderFlag |
212                                 SkVertices::kHasTexCoords_BuilderFlag);
213 
214     SkPoint* pts = builder.positions();
215     SkPoint* texs = builder.texCoords();
216     SkColor* colors = builder.colors();
217     fill_mesh(pts, texs, colors, 1);
218 
219     SkTDArray<SkMatrix> matrices;
220     matrices.push()->reset();
221     matrices.push()->setTranslate(0, 40);
222     SkMatrix* m = matrices.push();
223     m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
224     m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
225     m->postTranslate(0, 80);
226 
227     auto shader = make_shader1(1);
228 
229     uint16_t* indices = builder.indices();
230     for (size_t i = 0; i < kNumTris; ++i) {
231         indices[3 * i] = kMeshFan[0];
232         indices[3 * i + 1] = kMeshFan[i + 1];
233         indices[3 * i + 2] = kMeshFan[i + 2];
234 
235     }
236 
237     canvas->save();
238     canvas->translate(10, 10);
239     for (bool useShader : {false, true}) {
240         for (bool useTex : {false, true}) {
241             for (const auto& m : matrices) {
242                 canvas->save();
243                 canvas->concat(m);
244                 SkPaint paint;
245                 paint.setShader(useShader ? shader : nullptr);
246 
247                 const SkPoint* t = useTex ? texs : nullptr;
248                 if (useObject) {
249                     auto v = SkVertices::MakeCopy(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt,
250                                                   pts, t, colors, kNumTris * 3, indices);
251                     canvas->drawVertices(v, SkBlendMode::kModulate, paint);
252                 } else {
253                     canvas->drawVertices(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt, pts,
254                                          t, colors, indices, kNumTris * 3, paint);
255                 }
256                 canvas->restore();
257             }
258             canvas->translate(0, 120);
259         }
260     }
261     canvas->restore();
262 }
263 
264 // This test exists to exercise batching in the gpu backend.
265 DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
266     draw_batching(canvas, false);
267     canvas->translate(50, 0);
268     draw_batching(canvas, true);
269 }
270