1 /* 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 9 #include "GrContext.h" 10 #include "SDL.h" 11 #include "SkCanvas.h" 12 #include "SkRandom.h" 13 #include "SkSurface.h" 14 15 #include "gl/GrGLInterface.h" 16 #include "gl/GrGLUtil.h" 17 18 #if defined(SK_BUILD_FOR_ANDROID) 19 #include <GLES/gl.h> 20 #elif defined(SK_BUILD_FOR_UNIX) 21 #include <GL/gl.h> 22 #elif defined(SK_BUILD_FOR_MAC) 23 #include <gl.h> 24 #endif 25 26 /* 27 * This application is a simple example of how to combine SDL and Skia it demonstrates: 28 * how to setup gpu rendering to the main window 29 * how to perform cpu-side rendering and draw the result to the gpu-backed screen 30 * draw simple primitives (rectangles) 31 * draw more complex primitives (star) 32 */ 33 34 struct ApplicationState { 35 ApplicationState() : fQuit(false) {} 36 // Storage for the user created rectangles. The last one may still be being edited. 37 SkTArray<SkRect> fRects; 38 bool fQuit; 39 }; 40 41 static void handle_error() { 42 const char* error = SDL_GetError(); 43 SkDebugf("SDL Error: %s\n", error); 44 SDL_ClearError(); 45 } 46 47 static void handle_events(ApplicationState* state, SkCanvas* canvas) { 48 SDL_Event event; 49 while(SDL_PollEvent(&event)) { 50 switch (event.type) { 51 case SDL_MOUSEMOTION: 52 if (event.motion.state == SDL_PRESSED) { 53 SkRect& rect = state->fRects.back(); 54 rect.fRight = event.motion.x; 55 rect.fBottom = event.motion.y; 56 } 57 break; 58 case SDL_MOUSEBUTTONDOWN: 59 if (event.button.state == SDL_PRESSED) { 60 state->fRects.push_back() = SkRect::MakeLTRB(SkIntToScalar(event.button.x), 61 SkIntToScalar(event.button.y), 62 SkIntToScalar(event.button.x), 63 SkIntToScalar(event.button.y)); 64 } 65 break; 66 case SDL_KEYDOWN: { 67 SDL_Keycode key = event.key.keysym.sym; 68 if (key == SDLK_ESCAPE) { 69 state->fQuit = true; 70 } 71 break; 72 } 73 case SDL_QUIT: 74 state->fQuit = true; 75 break; 76 default: 77 break; 78 } 79 } 80 } 81 82 // Creates a star type shape using a SkPath 83 static SkPath create_star() { 84 static const int kNumPoints = 5; 85 SkPath concavePath; 86 SkPoint points[kNumPoints] = {{0, SkIntToScalar(-50)} }; 87 SkMatrix rot; 88 rot.setRotate(SkIntToScalar(360) / kNumPoints); 89 for (int i = 1; i < kNumPoints; ++i) { 90 rot.mapPoints(points + i, points + i - 1, 1); 91 } 92 concavePath.moveTo(points[0]); 93 for (int i = 0; i < kNumPoints; ++i) { 94 concavePath.lineTo(points[(2 * i) % kNumPoints]); 95 } 96 concavePath.setFillType(SkPath::kEvenOdd_FillType); 97 SkASSERT(!concavePath.isConvex()); 98 concavePath.close(); 99 return concavePath; 100 } 101 102 #if defined(SK_BUILD_FOR_ANDROID) 103 int SDL_main(int argc, char** argv) { 104 #else 105 int main(int argc, char** argv) { 106 #endif 107 uint32_t windowFlags = 0; 108 109 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); 110 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); 111 112 SDL_GLContext glContext = nullptr; 113 #if defined(SK_BUILD_FOR_ANDROID) 114 // For Android we need to set up for OpenGL ES and we make the window hi res & full screen 115 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); 116 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | 117 SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN_DESKTOP | 118 SDL_WINDOW_ALLOW_HIGHDPI; 119 #else 120 // For all other clients we use the core profile and operate in a window 121 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); 122 123 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; 124 #endif 125 static const int kStencilBits = 8; // Skia needs 8 stencil bits 126 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); 127 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); 128 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); 129 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); 130 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); 131 SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, kStencilBits); 132 133 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); 134 135 // If you want multisampling, uncomment the below lines and set a sample count 136 static const int kMsaaSampleCount = 0; //4; 137 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); 138 // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, kMsaaSampleCount); 139 140 /* 141 * In a real application you might want to initialize more subsystems 142 */ 143 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { 144 handle_error(); 145 return 1; 146 } 147 148 // Setup window 149 // This code will create a window with the same resolution as the user's desktop. 150 SDL_DisplayMode dm; 151 if (SDL_GetDesktopDisplayMode(0, &dm) != 0) { 152 handle_error(); 153 return 1; 154 } 155 156 SDL_Window* window = SDL_CreateWindow("SDL Window", SDL_WINDOWPOS_CENTERED, 157 SDL_WINDOWPOS_CENTERED, dm.w, dm.h, windowFlags); 158 159 if (!window) { 160 handle_error(); 161 return 1; 162 } 163 164 // To go fullscreen 165 // SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN); 166 167 // try and setup a GL context 168 glContext = SDL_GL_CreateContext(window); 169 if (!glContext) { 170 handle_error(); 171 return 1; 172 } 173 174 int success = SDL_GL_MakeCurrent(window, glContext); 175 if (success != 0) { 176 handle_error(); 177 return success; 178 } 179 180 glViewport(0, 0, dm.w, dm.h); 181 glClearColor(1, 1, 1, 1); 182 glClearStencil(0); 183 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); 184 185 // setup GrContext 186 SkAutoTUnref<const GrGLInterface> interface(GrGLCreateNativeInterface()); 187 188 // To use NVPR, comment this out 189 interface.reset(GrGLInterfaceRemoveNVPR(interface)); 190 SkASSERT(interface); 191 192 // setup contexts 193 SkAutoTUnref<GrContext> grContext(GrContext::Create(kOpenGL_GrBackend, 194 (GrBackendContext)interface.get())); 195 SkASSERT(grContext); 196 197 // Wrap the frame buffer object attached to the screen in a Skia render target so Skia can 198 // render to it 199 GrBackendRenderTargetDesc desc; 200 desc.fWidth = dm.w; 201 desc.fHeight = dm.h; 202 desc.fConfig = kSkia8888_GrPixelConfig; 203 desc.fOrigin = kBottomLeft_GrSurfaceOrigin; 204 desc.fSampleCnt = kMsaaSampleCount; 205 desc.fStencilBits = kStencilBits; 206 GrGLint buffer; 207 GR_GL_GetIntegerv(interface, GR_GL_FRAMEBUFFER_BINDING, &buffer); 208 desc.fRenderTargetHandle = buffer; 209 SkAutoTUnref<GrRenderTarget> 210 renderTarget(grContext->textureProvider()->wrapBackendRenderTarget(desc)); 211 212 // setup SkSurface 213 // To use distance field text, use commented out SkSurfaceProps instead 214 // SkSurfaceProps props(SkSurfaceProps::kUseDeviceIndependentFonts_Flag, 215 // SkSurfaceProps::kLegacyFontHost_InitType); 216 SkSurfaceProps props(SkSurfaceProps::kLegacyFontHost_InitType); 217 SkAutoTUnref<SkSurface> surface(SkSurface::NewRenderTargetDirect(renderTarget, &props)); 218 219 SkCanvas* canvas = surface->getCanvas(); 220 221 ApplicationState state; 222 223 const char* helpMessage = "Click and drag to create rects. Press esc to quit."; 224 225 SkPaint paint; 226 227 // create a surface for CPU rasterization 228 SkAutoTUnref<SkSurface> cpuSurface(SkSurface::NewRaster(canvas->imageInfo())); 229 230 SkCanvas* offscreen = cpuSurface->getCanvas(); 231 offscreen->save(); 232 offscreen->translate(50.0f, 50.0f); 233 offscreen->drawPath(create_star(), paint); 234 offscreen->restore(); 235 236 SkAutoTUnref<SkImage> image(cpuSurface->newImageSnapshot()); 237 238 int rotation = 0; 239 while (!state.fQuit) { // Our application loop 240 SkRandom rand; 241 canvas->clear(SK_ColorWHITE); 242 handle_events(&state, canvas); 243 244 paint.setColor(SK_ColorBLACK); 245 canvas->drawText(helpMessage, strlen(helpMessage), SkIntToScalar(100), 246 SkIntToScalar(100), paint); 247 for (int i = 0; i < state.fRects.count(); i++) { 248 paint.setColor(rand.nextU() | 0x44808080); 249 canvas->drawRect(state.fRects[i], paint); 250 } 251 252 // draw offscreen canvas 253 canvas->save(); 254 canvas->translate(dm.w / 2.0, dm.h / 2.0); 255 canvas->rotate(rotation++); 256 canvas->drawImage(image, -50.0f, -50.0f); 257 canvas->restore(); 258 259 canvas->flush(); 260 SDL_GL_SwapWindow(window); 261 } 262 263 if (glContext) { 264 SDL_GL_DeleteContext(glContext); 265 } 266 267 //Destroy window 268 SDL_DestroyWindow(window); 269 270 //Quit SDL subsystems 271 SDL_Quit(); 272 return 0; 273 } 274