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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>
Jim Van Verthecfed2b2017-08-30 14:02:50 -040025#elif defined(SK_BUILD_FOR_IOS)
26#include <OpenGLES/ES2/gl.h>
joshualitt04d52f32015-11-13 11:22:19 -080027#endif
28
29/*
30 * This application is a simple example of how to combine SDL and Skia it demonstrates:
31 * how to setup gpu rendering to the main window
32 * how to perform cpu-side rendering and draw the result to the gpu-backed screen
33 * draw simple primitives (rectangles)
34 * draw more complex primitives (star)
35 */
36
37struct ApplicationState {
38 ApplicationState() : fQuit(false) {}
39 // Storage for the user created rectangles. The last one may still be being edited.
40 SkTArray<SkRect> fRects;
41 bool fQuit;
42};
43
44static void handle_error() {
45 const char* error = SDL_GetError();
46 SkDebugf("SDL Error: %s\n", error);
47 SDL_ClearError();
48}
49
50static void handle_events(ApplicationState* state, SkCanvas* canvas) {
51 SDL_Event event;
52 while(SDL_PollEvent(&event)) {
53 switch (event.type) {
54 case SDL_MOUSEMOTION:
55 if (event.motion.state == SDL_PRESSED) {
56 SkRect& rect = state->fRects.back();
57 rect.fRight = event.motion.x;
58 rect.fBottom = event.motion.y;
59 }
60 break;
61 case SDL_MOUSEBUTTONDOWN:
62 if (event.button.state == SDL_PRESSED) {
63 state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x),
64 SkIntToScalar(event.button.y),
65 SkIntToScalar(event.button.x),
66 SkIntToScalar(event.button.y));
67 }
68 break;
69 case SDL_KEYDOWN: {
70 SDL_Keycode key = event.key.keysym.sym;
71 if (key == SDLK_ESCAPE) {
72 state->fQuit = true;
73 }
74 break;
75 }
76 case SDL_QUIT:
77 state->fQuit = true;
78 break;
79 default:
80 break;
81 }
82 }
83}
84
85// Creates a star type shape using a SkPath
86static SkPath create_star() {
87 static const int kNumPoints = 5;
88 SkPath concavePath;
89 SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} };
90 SkMatrix rot;
91 rot.setRotate(SkIntToScalar(360) / kNumPoints);
92 for (int i = 1; i < kNumPoints; ++i) {
93 rot.mapPoints(points + i, points + i - 1, 1);
94 }
95 concavePath.moveTo(points[0]);
96 for (int i = 0; i < kNumPoints; ++i) {
97 concavePath.lineTo(points[(2 * i) % kNumPoints]);
98 }
99 concavePath.setFillType(SkPath::kEvenOdd_FillType);
100 SkASSERT(!concavePath.isConvex());
101 concavePath.close();
102 return concavePath;
103}
104
105#if defined(SK_BUILD_FOR_ANDROID)
106int SDL_main(int argc, char** argv) {
107#else
108int main(int argc, char** argv) {
109#endif
110 uint32_t windowFlags = 0;
111
112 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
113 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
114
115 SDL_GLContext glContext = nullptr;
116#if defined(SK_BUILD_FOR_ANDROID)
117 // For Android we need to set up for OpenGL ES and we make the window hi res & full screen
118 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
119 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE |
120 SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP |
121 SDL_WINDOW_ALLOW_HIGHDPI;
122#else
123 // For all other clients we use the core profile and operate in a window
124 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
125
126 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE;
127#endif
128 static const int kStencilBits = 8; // Skia needs 8 stencil bits
129 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
130 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
131 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
132 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
133 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
134 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits);
135
136 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
137
138 // If you want multisampling, uncomment the below lines and set a sample count
139 static const int kMsaaSampleCount = 0; //4;
140 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
141 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount);
142
143 /*
144 * In a real application you might want to initialize more subsystems
145 */
146 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
147 handle_error();
148 return 1;
149 }
150
151 // Setup window
152 // This code will create a window with the same resolution as the user's desktop.
153 SDL_DisplayMode dm;
154 if (SDL_GetDesktopDisplayMode(0, &dm) != 0) {
155 handle_error();
156 return 1;
157 }
158
159 SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED,
160 SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags);
161
162 if (!window) {
163 handle_error();
164 return 1;
165 }
166
167 // To go fullscreen
168 // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
169
170 // try and setup a GL context
171 glContext = SDL_GL_CreateContext(window);
172 if (!glContext) {
173 handle_error();
174 return 1;
175 }
176
177 int success = SDL_GL_MakeCurrent(window, glContext);
178 if (success != 0) {
179 handle_error();
180 return success;
181 }
182
183 glViewport(0, 0, dm.w, dm.h);
184 glClearColor(1, 1, 1, 1);
185 glClearStencil(0);
186 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
187
188 // setup GrContext
Hal Canary2db83612016-11-04 13:02:54 -0400189 sk_sp<const GrGLInterface> interface(GrGLCreateNativeInterface());
joshualitt04d52f32015-11-13 11:22:19 -0800190
joshualitt04d52f32015-11-13 11:22:19 -0800191 // setup contexts
Greg Daniel02611d92017-07-25 10:05:01 -0400192 sk_sp<GrContext> grContext(GrContext::MakeGL(interface.get()));
joshualitt04d52f32015-11-13 11:22:19 -0800193 SkASSERT(grContext);
194
195 // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can
196 // render to it
joshualitt04d52f32015-11-13 11:22:19 -0800197 GrGLint buffer;
Jim Van Verth4c70c752017-07-11 12:03:01 -0400198 GR_GL_GetIntegerv(interface.get(), GR_GL_FRAMEBUFFER_BINDING, &buffer);
199 GrGLFramebufferInfo info;
200 info.fFBOID = (GrGLuint) buffer;
201 GrBackendRenderTarget target(dm.w, dm.h, kMsaaSampleCount, kStencilBits,
202 kSkia8888_GrPixelConfig, info);
joshualitt04d52f32015-11-13 11:22:19 -0800203
204 // setup SkSurface
205 // To use distance field text, use commented out SkSurfaceProps instead
206 // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag,
207 // SkSurfaceProps::kLegacyFontHost_InitType);
208 SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType);
robertphillips12e96622016-08-01 05:53:23 -0700209
Jim Van Verth4c70c752017-07-11 12:03:01 -0400210 sk_sp<SkSurface> surface(SkSurface::MakeFromBackendRenderTarget(grContext.get(), target,
Greg Danielbcf612b2017-05-01 13:50:58 +0000211 kBottomLeft_GrSurfaceOrigin,
Jim Van Verth4c70c752017-07-11 12:03:01 -0400212 nullptr, &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}