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- /*
- * 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 "include/gpu/GrBackendSurface.h"
- #include "include/gpu/GrContext.h"
- #include "SDL.h"
- #include "include/core/SkCanvas.h"
- #include "include/core/SkFont.h"
- #include "include/core/SkSurface.h"
- #include "include/utils/SkRandom.h"
- #include "include/gpu/gl/GrGLInterface.h"
- #include "src/gpu/gl/GrGLUtil.h"
- #if defined(SK_BUILD_FOR_ANDROID)
- #include <GLES/gl.h>
- #elif defined(SK_BUILD_FOR_UNIX)
- #include <GLES/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;
- SkFont font;
- while (!state.fQuit) { // Our application loop
- SkRandom rand;
- canvas->clear(SK_ColorWHITE);
- handle_events(&state, canvas);
- paint.setColor(SK_ColorBLACK);
- canvas->drawString(helpMessage, 100.0f, 100.0f, font, 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;
- }
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