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joshualitt04d52f32015-11-13 11:22:19 -08001/*
2 * Copyright 2015 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
Greg Danielbcf612b2017-05-01 13:50:58 +00009#include "GrBackendSurface.h"
joshualitt04d52f32015-11-13 11:22:19 -080010#include "GrContext.h"
11#include "SDL.h"
12#include "SkCanvas.h"
13#include "SkRandom.h"
14#include "SkSurface.h"
15
16#include "gl/GrGLInterface.h"
17#include "gl/GrGLUtil.h"
18
19#if defined(SK_BUILD_FOR_ANDROID)
20#include <GLES/gl.h>
21#elif defined(SK_BUILD_FOR_UNIX)
22#include <GL/gl.h>
23#elif defined(SK_BUILD_FOR_MAC)
jvanverth1ba1d372016-08-04 12:30:31 -070024#include <OpenGL/gl.h>
joshualitt04d52f32015-11-13 11:22:19 -080025#endif
26
27/*
28 * This application is a simple example of how to combine SDL and Skia it demonstrates:
29 * how to setup gpu rendering to the main window
30 * how to perform cpu-side rendering and draw the result to the gpu-backed screen
31 * draw simple primitives (rectangles)
32 * draw more complex primitives (star)
33 */
34
35struct ApplicationState {
36 ApplicationState() : fQuit(false) {}
37 // Storage for the user created rectangles. The last one may still be being edited.
38 SkTArray<SkRect> fRects;
39 bool fQuit;
40};
41
42static void handle_error() {
43 const char* error = SDL_GetError();
44 SkDebugf("SDL Error: %s\n", error);
45 SDL_ClearError();
46}
47
48static void handle_events(ApplicationState* state, SkCanvas* canvas) {
49 SDL_Event event;
50 while(SDL_PollEvent(&event)) {
51 switch (event.type) {
52 case SDL_MOUSEMOTION:
53 if (event.motion.state == SDL_PRESSED) {
54 SkRect& rect = state->fRects.back();
55 rect.fRight = event.motion.x;
56 rect.fBottom = event.motion.y;
57 }
58 break;
59 case SDL_MOUSEBUTTONDOWN:
60 if (event.button.state == SDL_PRESSED) {
61 state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x),
62 SkIntToScalar(event.button.y),
63 SkIntToScalar(event.button.x),
64 SkIntToScalar(event.button.y));
65 }
66 break;
67 case SDL_KEYDOWN: {
68 SDL_Keycode key = event.key.keysym.sym;
69 if (key == SDLK_ESCAPE) {
70 state->fQuit = true;
71 }
72 break;
73 }
74 case SDL_QUIT:
75 state->fQuit = true;
76 break;
77 default:
78 break;
79 }
80 }
81}
82
83// Creates a star type shape using a SkPath
84static SkPath create_star() {
85 static const int kNumPoints = 5;
86 SkPath concavePath;
87 SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} };
88 SkMatrix rot;
89 rot.setRotate(SkIntToScalar(360) / kNumPoints);
90 for (int i = 1; i < kNumPoints; ++i) {
91 rot.mapPoints(points + i, points + i - 1, 1);
92 }
93 concavePath.moveTo(points[0]);
94 for (int i = 0; i < kNumPoints; ++i) {
95 concavePath.lineTo(points[(2 * i) % kNumPoints]);
96 }
97 concavePath.setFillType(SkPath::kEvenOdd_FillType);
98 SkASSERT(!concavePath.isConvex());
99 concavePath.close();
100 return concavePath;
101}
102
103#if defined(SK_BUILD_FOR_ANDROID)
104int SDL_main(int argc, char** argv) {
105#else
106int main(int argc, char** argv) {
107#endif
108 uint32_t windowFlags = 0;
109
110 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
111 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
112
113 SDL_GLContext glContext = nullptr;
114#if defined(SK_BUILD_FOR_ANDROID)
115 // For Android we need to set up for OpenGL ES and we make the window hi res & full screen
116 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
117 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
118 SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
119 SDL_WINDOW_ALLOW_HIGHDPI;
120#else
121 // For all other clients we use the core profile and operate in a window
122 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
123
124 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
125#endif
126 static const int kStencilBits = 8; // Skia needs 8 stencil bits
127 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
128 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
129 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
130 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
131 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
132 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits);
133
134 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
135
136 // If you want multisampling, uncomment the below lines and set a sample count
137 static const int kMsaaSampleCount = 0; //4;
138 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
139 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount);
140
141 /*
142 * In a real application you might want to initialize more subsystems
143 */
144 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
145 handle_error();
146 return 1;
147 }
148
149 // Setup window
150 // This code will create a window with the same resolution as the user's desktop.
151 SDL_DisplayMode dm;
152 if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
153 handle_error();
154 return 1;
155 }
156
157 SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED,
158 SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags);
159
160 if (!window) {
161 handle_error();
162 return 1;
163 }
164
165 // To go fullscreen
166 // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
167
168 // try and setup a GL context
169 glContext = SDL_GL_CreateContext(window);
170 if (!glContext) {
171 handle_error();
172 return 1;
173 }
174
175 int success = SDL_GL_MakeCurrent(window, glContext);
176 if (success != 0) {
177 handle_error();
178 return success;
179 }
180
181 glViewport(0, 0, dm.w, dm.h);
182 glClearColor(1, 1, 1, 1);
183 glClearStencil(0);
184 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
185
186 // setup GrContext
Hal Canary2db83612016-11-04 13:02:54 -0400187 sk_sp<const GrGLInterface> interface(GrGLCreateNativeInterface());
joshualitt04d52f32015-11-13 11:22:19 -0800188
joshualitt04d52f32015-11-13 11:22:19 -0800189 // setup contexts
Hal Canary2db83612016-11-04 13:02:54 -0400190 sk_sp<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend,
191 (GrBackendContext)interface.get()));
joshualitt04d52f32015-11-13 11:22:19 -0800192 SkASSERT(grContext);
193
194 // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can
195 // render to it
Greg Danielbcf612b2017-05-01 13:50:58 +0000196 GrGLFrameBufferInfo fbInfo;
joshualitt04d52f32015-11-13 11:22:19 -0800197 GrGLint buffer;
198 GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer);
Greg Danielbcf612b2017-05-01 13:50:58 +0000199 fbInfo.fFBOID = buffer;
200 GrBackendRenderTarget backendRT(dm.w, dm.h, kMsaaSampleCount, kStencilBits,
201 kSkia8888_GrPixelConfig, fbInfo);
joshualitt04d52f32015-11-13 11:22:19 -0800202
203 // setup SkSurface
204 // To use distance field text, use commented out SkSurfaceProps instead
205 // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
206 // SkSurfaceProps::kLegacyFontHost_InitType);
207 SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
robertphillips12e96622016-08-01 05:53:23 -0700208
Greg Danielbcf612b2017-05-01 13:50:58 +0000209 sk_sp<SkSurface> surface(SkSurface::MakeFromBackendRenderTarget(grContext,
210 backendRT,
211 kBottomLeft_GrSurfaceOrigin,
212 &props));
joshualitt04d52f32015-11-13 11:22:19 -0800213
214 SkCanvas* canvas = surface->getCanvas();
215
216 ApplicationState state;
217
218 const char* helpMessage = "Click and drag to create rects. Press esc to quit.";
219
220 SkPaint paint;
221
222 // create a surface for CPU rasterization
jvanverth1ba1d372016-08-04 12:30:31 -0700223 sk_sp<SkSurface> cpuSurface(SkSurface::MakeRaster(canvas->imageInfo()));
joshualitt04d52f32015-11-13 11:22:19 -0800224
225 SkCanvas* offscreen = cpuSurface->getCanvas();
226 offscreen->save();
227 offscreen->translate(50.0f, 50.0f);
228 offscreen->drawPath(create_star(), paint);
229 offscreen->restore();
230
jvanverth1ba1d372016-08-04 12:30:31 -0700231 sk_sp<SkImage> image = cpuSurface->makeImageSnapshot();
joshualitt04d52f32015-11-13 11:22:19 -0800232
233 int rotation = 0;
234 while (!state.fQuit) { // Our application loop
235 SkRandom rand;
236 canvas->clear(SK_ColorWHITE);
237 handle_events(&state, canvas);
238
239 paint.setColor(SK_ColorBLACK);
240 canvas->drawText(helpMessage, strlen(helpMessage), SkIntToScalar(100),
241 SkIntToScalar(100), paint);
242 for (int i = 0; i < state.fRects.count(); i++) {
243 paint.setColor(rand.nextU() | 0x44808080);
244 canvas->drawRect(state.fRects[i], paint);
245 }
246
247 // draw offscreen canvas
248 canvas->save();
249 canvas->translate(dm.w / 2.0, dm.h / 2.0);
250 canvas->rotate(rotation++);
251 canvas->drawImage(image, -50.0f, -50.0f);
252 canvas->restore();
253
254 canvas->flush();
255 SDL_GL_SwapWindow(window);
256 }
257
258 if (glContext) {
259 SDL_GL_DeleteContext(glContext);
260 }
261
262 //Destroy window
263 SDL_DestroyWindow(window);
264
265 //Quit SDL subsystems
266 SDL_Quit();
267 return 0;
268}