| /* |
| * 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 "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 <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) |
| // For Android 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; |
| } |
| |
| glViewport(0, 0, dm.w, dm.h); |
| glClearColor(1, 1, 1, 1); |
| glClearStencil(0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| |
| // setup GrContext |
| SkAutoTUnref<const GrGLInterface> interface(GrGLCreateNativeInterface()); |
| |
| // To use NVPR, comment this out |
| interface.reset(GrGLInterfaceRemoveNVPR(interface)); |
| SkASSERT(interface); |
| |
| // setup contexts |
| SkAutoTUnref<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend, |
| (GrBackendContext)interface.get())); |
| SkASSERT(grContext); |
| |
| // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can |
| // render to it |
| GrBackendRenderTargetDesc desc; |
| desc.fWidth = dm.w; |
| desc.fHeight = dm.h; |
| desc.fConfig = kSkia8888_GrPixelConfig; |
| desc.fOrigin = kBottomLeft_GrSurfaceOrigin; |
| desc.fSampleCnt = kMsaaSampleCount; |
| desc.fStencilBits = kStencilBits; |
| GrGLint buffer; |
| GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer); |
| desc.fRenderTargetHandle = buffer; |
| SkAutoTUnref<GrRenderTarget> |
| renderTarget(grContext->textureProvider()->wrapBackendRenderTarget(desc)); |
| |
| // 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); |
| SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(renderTarget, &props)); |
| |
| SkCanvas* canvas = surface->getCanvas(); |
| |
| ApplicationState state; |
| |
| const char* helpMessage = "Click and drag to create rects. Press esc to quit."; |
| |
| SkPaint paint; |
| |
| // create a surface for CPU rasterization |
| SkAutoTUnref<SkSurface> cpuSurface(SkSurface::NewRaster(canvas->imageInfo())); |
| |
| SkCanvas* offscreen = cpuSurface->getCanvas(); |
| offscreen->save(); |
| offscreen->translate(50.0f, 50.0f); |
| offscreen->drawPath(create_star(), paint); |
| offscreen->restore(); |
| |
| SkAutoTUnref<SkImage> image(cpuSurface->newImageSnapshot()); |
| |
| 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; |
| } |