/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkBitmap.h"
#include "SkPaint.h"
#include "SkShader.h"
#include "GrCaps.h"
#include "GrContext.h"
#include "GrContextPriv.h"
namespace skiagm {
static void draw_bm(SkBitmap* bm) {
SkPaint bluePaint;
bluePaint.setColor(SK_ColorBLUE);
bm->allocN32Pixels(20, 20);
bm->eraseColor(SK_ColorRED);
SkCanvas canvas(*bm);
canvas.drawCircle(10, 10, 5, bluePaint);
}
static void draw_mask(SkBitmap* bm) {
SkPaint circlePaint;
circlePaint.setColor(SK_ColorBLACK);
bm->allocPixels(SkImageInfo::MakeA8(20, 20));
bm->eraseColor(SK_ColorTRANSPARENT);
SkCanvas canvas(*bm);
canvas.drawCircle(10, 10, 10, circlePaint);
}
class BitmapShaderGM : public GM {
protected:
void onOnceBeforeDraw() override {
this->setBGColor(SK_ColorGRAY);
draw_bm(&fBitmap);
draw_mask(&fMask);
}
SkString onShortName() override {
return SkString("bitmapshaders");
}
SkISize onISize() override {
return SkISize::Make(150, 100);
}
void onDraw(SkCanvas* canvas) override {
SkPaint paint;
for (int i = 0; i < 2; i++) {
SkMatrix s;
s.reset();
if (1 == i) {
s.setScale(1.5f, 1.5f);
s.postTranslate(2, 2);
}
canvas->save();
paint.setShader(SkShader::MakeBitmapShader(fBitmap, SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, &s));
// draw the shader with a bitmap mask
canvas->drawBitmap(fMask, 0, 0, &paint);
// no blue circle expected (the bitmap shader's coordinates are aligned to CTM still)
canvas->drawBitmap(fMask, 30, 0, &paint);
canvas->translate(0, 25);
canvas->drawCircle(10, 10, 10, paint);
canvas->drawCircle(40, 10, 10, paint); // no blue circle expected
canvas->translate(0, 25);
// clear the shader, colorized by a solid color with a bitmap mask
paint.setShader(nullptr);
paint.setColor(SK_ColorGREEN);
canvas->drawBitmap(fMask, 0, 0, &paint);
canvas->drawBitmap(fMask, 30, 0, &paint);
canvas->translate(0, 25);
paint.setShader(SkShader::MakeBitmapShader(fMask, SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode, &s));
paint.setColor(SK_ColorRED);
// draw the mask using the shader and a color
canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint);
canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint);
canvas->restore();
canvas->translate(60, 0);
}
}
private:
SkBitmap fBitmap;
SkBitmap fMask;
typedef GM INHERITED;
};
DEF_SIMPLE_GM(hugebitmapshader, canvas, 100, 100) {
SkPaint paint;
SkBitmap bitmap;
// The huge height will exceed GL_MAX_TEXTURE_SIZE. We test that the GL backend will at least
// draw something with a default paint instead of drawing nothing.
//
// (See https://skia-review.googlesource.com/c/skia/+/73200)
int bitmapW = 1;
int bitmapH = 60000;
if (auto* ctx = canvas->getGrContext()) {
bitmapH = ctx->priv().caps()->maxTextureSize() + 1;
}
bitmap.setInfo(SkImageInfo::MakeA8(bitmapW, bitmapH), bitmapW);
uint8_t* pixels = new uint8_t[bitmapH];
for(int i = 0; i < bitmapH; ++i) {
pixels[i] = i & 0xff;
}
bitmap.setPixels(pixels);
paint.setShader(SkShader::MakeBitmapShader(bitmap,
SkShader::kMirror_TileMode, SkShader::kMirror_TileMode));
paint.setColor(SK_ColorRED);
paint.setAntiAlias(true);
canvas->drawCircle(50, 50, 50, paint);
delete [] pixels;
}
//////////////////////////////////////////////////////////////////////////////
DEF_GM( return new BitmapShaderGM; )
}