| /* | 
 |  * 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 "GrBackendSurface.h" | 
 | #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 <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(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) || 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<GrContext> grContext(GrContext::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::kLegacyFontHost_InitType); | 
 |     SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType); | 
 |  | 
 |     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; | 
 |     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; | 
 | } |