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main.cpp
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276 lines (231 loc) · 8.57 KB
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#include "include/gpu/GrBackendSurface.h"
#include <SDL2/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"
#define SK_GL
#include "include/gpu/GrDirectContext.h"
#if defined(SK_BUILD_FOR_ANDROID)
#include <GLES/gl.h>
#elif defined(SK_BUILD_FOR_UNIX)
#include <GL/gl.h>
#elif defined(SK_BUILD_FOR_MAC)
#include <OpenGL/gl.h>
#elif defined(SK_BUILD_FOR_IOS)
#include <OpenGLES/ES2/gl.h>
#endif
struct Circle {
SkPoint center;
SkScalar radius;
};
struct ApplicationState {
ApplicationState() : fQuit(false) {}
SkTArray<Circle> circles;
SkPoint pressedPosition;
SkPoint lineEndPosition;
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) {
Circle& circle = state->circles.back();
auto linePosition = SkPoint::Make(SkIntToScalar(event.button.x),
SkIntToScalar(event.button.y));
state->lineEndPosition = linePosition;
auto distance = SkPoint::Distance(state->pressedPosition,
SkPoint::Make(SkIntToScalar(event.button.x), SkIntToScalar(event.button.y)));
circle.radius = distance;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.state == SDL_PRESSED) {
state->pressedPosition = SkPoint::Make(SkIntToScalar(event.button.x), SkIntToScalar(event.button.y));
Circle circle;
circle.center = SkPoint::Make(SkIntToScalar(event.button.x), SkIntToScalar(event.button.y));
state->circles.push_back() = circle;
}
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;
}
}
}
#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("Path", 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<GrDirectContext> grContext(GrDirectContext::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::kUnknown_SkPixelGeometry);
SkSurfaceProps props;
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;
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->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_ColorWHITE);
paint.setAntiAlias(true);
for (int i = 0; i < state.circles.count(); i++) {
paint.setColor(rand.nextU() | 0x99202080);
auto [center, radius] = state.circles[i];
canvas->drawCircle(center, radius, paint);
paint.reset();
SkPath path;
path.moveTo(state.pressedPosition);
path.lineTo(state.lineEndPosition);
paint.setStrokeWidth(3);
paint.setStyle(SkPaint::kStrokeAndFill_Style);
canvas->drawPath(path, 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;
}