1 /* 2 * Copyright 2012 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 #include "gm.h" 9 #include "SkCanvas.h" 10 #include "SkShader.h" 11 #include "SkStippleMaskFilter.h" 12 13 namespace skiagm { 14 15 /** 16 * Stress test the samplers by rendering a textured glyph with a mask and 17 * an AA clip 18 */ 19 class SamplerStressGM : public GM { 20 public: 21 SamplerStressGM() 22 : fTextureCreated(false) 23 , fShader(NULL) 24 , fMaskFilter(NULL) { 25 } 26 27 virtual ~SamplerStressGM() { 28 } 29 30 protected: 31 virtual uint32_t onGetFlags() const SK_OVERRIDE { 32 return kSkipTiled_Flag; 33 } 34 35 virtual SkString onShortName() { 36 return SkString("samplerstress"); 37 } 38 39 virtual SkISize onISize() { 40 return SkISize::Make(640, 480); 41 } 42 43 /** 44 * Create a red & green stripes on black texture 45 */ 46 void createTexture() { 47 if (fTextureCreated) { 48 return; 49 } 50 51 static const int xSize = 16; 52 static const int ySize = 16; 53 54 fTexture.allocN32Pixels(xSize, ySize); 55 SkPMColor* addr = fTexture.getAddr32(0, 0); 56 57 for (int y = 0; y < ySize; ++y) { 58 for (int x = 0; x < xSize; ++x) { 59 addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK); 60 61 if ((y % 5) == 0) { 62 addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED); 63 } 64 if ((x % 7) == 0) { 65 addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN); 66 } 67 } 68 } 69 70 fTextureCreated = true; 71 } 72 73 void createShader() { 74 if (NULL != fShader.get()) { 75 return; 76 } 77 78 createTexture(); 79 80 fShader.reset(SkShader::CreateBitmapShader(fTexture, 81 SkShader::kRepeat_TileMode, 82 SkShader::kRepeat_TileMode)); 83 } 84 85 void createMaskFilter() { 86 if (NULL != fMaskFilter.get()) { 87 return; 88 } 89 90 fMaskFilter.reset(SkStippleMaskFilter::Create()); 91 } 92 93 virtual void onDraw(SkCanvas* canvas) { 94 95 createShader(); 96 createMaskFilter(); 97 98 canvas->save(); 99 100 // draw a letter "M" with a green & red striped texture and a 101 // stipple mask with a round rect soft clip 102 SkPaint paint; 103 paint.setAntiAlias(true); 104 paint.setTextSize(72); 105 paint.setShader(fShader.get()); 106 paint.setMaskFilter(fMaskFilter.get()); 107 108 SkRect temp; 109 temp.set(SkIntToScalar(115), 110 SkIntToScalar(75), 111 SkIntToScalar(144), 112 SkIntToScalar(110)); 113 114 SkPath path; 115 path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5)); 116 117 canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on 118 119 canvas->drawText("M", 1, 120 SkIntToScalar(100), SkIntToScalar(100), 121 paint); 122 123 canvas->restore(); 124 125 // Now draw stroked versions of the "M" and the round rect so we can 126 // see what is going on 127 SkPaint paint2; 128 paint2.setColor(SK_ColorBLACK); 129 paint2.setAntiAlias(true); 130 paint2.setTextSize(72); 131 paint2.setStyle(SkPaint::kStroke_Style); 132 paint2.setStrokeWidth(1); 133 canvas->drawText("M", 1, 134 SkIntToScalar(100), SkIntToScalar(100), 135 paint2); 136 137 paint2.setColor(SK_ColorGRAY); 138 139 canvas->drawPath(path, paint2); 140 } 141 142 private: 143 SkBitmap fTexture; 144 bool fTextureCreated; 145 SkAutoTUnref<SkShader> fShader; 146 SkAutoTUnref<SkMaskFilter> fMaskFilter; 147 148 typedef GM INHERITED; 149 }; 150 151 ////////////////////////////////////////////////////////////////////////////// 152 153 static GM* MyFactory(void*) { return new SamplerStressGM; } 154 static GMRegistry reg(MyFactory); 155 156 } 157