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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkGradientShader.h"
typedef sk_sp<SkShader> (*MakeShaderProc)(const SkColor[], int count, const SkSize&);
static sk_sp<SkShader> shader_linear(const SkColor colors[], int count, const SkSize& size) {
SkPoint pts[] = { { 0, 0 }, { size.width(), size.height() } };
return SkGradientShader::MakeLinear(pts, colors, nullptr, count, SkShader::kClamp_TileMode);
}
static sk_sp<SkShader> shader_radial(const SkColor colors[], int count, const SkSize& size) {
SkPoint center = { size.width()/2, size.height()/2 };
return SkGradientShader::MakeRadial(center, size.width()/2, colors, nullptr, count,
SkShader::kClamp_TileMode);
}
static sk_sp<SkShader> shader_conical(const SkColor colors[], int count, const SkSize& size) {
SkPoint center = { size.width()/2, size.height()/2 };
return SkGradientShader::MakeTwoPointConical(center, size.width()/64, center, size.width()/2,
colors, nullptr, count, SkShader::kClamp_TileMode);
}
static sk_sp<SkShader> shader_sweep(const SkColor colors[], int count, const SkSize& size) {
return SkGradientShader::MakeSweep(size.width()/2, size.height()/2, colors, nullptr, count);
}
class ShallowGradientGM : public skiagm::GM {
public:
ShallowGradientGM(MakeShaderProc proc, const char name[], bool dither)
: fProc(proc)
, fDither(dither) {
fName.printf("shallow_gradient_%s", name);
}
protected:
SkString onShortName() override {
return fName;
}
SkISize onISize() override {
return SkISize::Make(800, 800);
}
void onDraw(SkCanvas* canvas) override {
const SkColor colors[] = { 0xFF555555, 0xFF444444 };
const int colorCount = SK_ARRAY_COUNT(colors);
SkRect r = { 0, 0, this->width(), this->height() };
SkSize size = SkSize::Make(r.width(), r.height());
SkPaint paint;
paint.setShader(fProc(colors, colorCount, size));
paint.setDither(fDither);
canvas->drawRect(r, paint);
}
private:
MakeShaderProc fProc;
SkString fName;
bool fDither;
typedef skiagm::GM INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
DEF_GM( return new ShallowGradientGM(shader_linear, "linear", true); )
DEF_GM( return new ShallowGradientGM(shader_radial, "radial", true); )
DEF_GM( return new ShallowGradientGM(shader_conical, "conical", true); )
DEF_GM( return new ShallowGradientGM(shader_sweep, "sweep", true); )
DEF_GM( return new ShallowGradientGM(shader_linear, "linear_nodither", false); )
DEF_GM( return new ShallowGradientGM(shader_radial, "radial_nodither", false); )
DEF_GM( return new ShallowGradientGM(shader_conical, "conical_nodither", false); )
DEF_GM( return new ShallowGradientGM(shader_sweep, "sweep_nodither", false); )