зеркало из https://github.com/mozilla/moz-skia.git
120 строки
3.9 KiB
C++
120 строки
3.9 KiB
C++
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/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "Test.h"
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#include "SkShader.h"
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#include "SkGradientShader.h"
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#include "SkColorShader.h"
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static void test_bitmap(skiatest::Reporter* reporter) {
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SkBitmap bmp;
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bmp.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
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// test 1: bitmap without pixel data
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SkShader* shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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shader->unref();
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// From this point on, we have pixels
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bmp.allocPixels();
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// test 2: not opaque by default
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shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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shader->unref();
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// test 3: explicitly opaque
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bmp.setIsOpaque(true);
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shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, shader->isOpaque());
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shader->unref();
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// test 4: explicitly not opaque
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bmp.setIsOpaque(false);
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shader = SkShader::CreateBitmapShader(bmp,
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SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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shader->unref();
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}
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static void test_gradient(skiatest::Reporter* reporter)
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{
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SkPoint pts[2];
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pts[0].iset(0, 0);
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pts[1].iset(1, 0);
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SkColor colors[2];
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SkScalar pos[2] = {SkIntToScalar(0), SkIntToScalar(1)};
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int count = 2;
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SkShader::TileMode mode = SkShader::kClamp_TileMode;
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// test 1: all opaque
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colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
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colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
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SkShader* grad = SkGradientShader::CreateLinear(pts, colors, pos, count,
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mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, grad->isOpaque());
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grad->unref();
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// test 2: all 0 alpha
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colors[0] = SkColorSetARGB(0, 0, 0, 0);
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colors[1] = SkColorSetARGB(0, 0, 0, 0);
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grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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grad->unref();
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// test 3: one opaque, one transparent
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colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
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colors[1] = SkColorSetARGB(0x40, 0, 0, 0);
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grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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grad->unref();
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// test 4: test 3, swapped
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colors[0] = SkColorSetARGB(0x40, 0, 0, 0);
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colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
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grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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grad->unref();
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}
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static void test_color(skiatest::Reporter* reporter)
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{
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SkColorShader colorShader1(SkColorSetARGB(0,0,0,0));
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REPORTER_ASSERT(reporter, !colorShader1.isOpaque());
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SkColorShader colorShader2(SkColorSetARGB(0xFF,0,0,0));
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REPORTER_ASSERT(reporter, colorShader2.isOpaque());
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SkColorShader colorShader3(SkColorSetARGB(0x7F,0,0,0));
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REPORTER_ASSERT(reporter, !colorShader3.isOpaque());
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// with inherrited color, shader must declare itself as opaque,
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// since lack of opacity will depend solely on the paint
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SkColorShader colorShader4;
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REPORTER_ASSERT(reporter, colorShader4.isOpaque());
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}
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static void test_shader_opacity(skiatest::Reporter* reporter)
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{
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test_gradient(reporter);
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test_color(reporter);
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test_bitmap(reporter);
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}
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#include "TestClassDef.h"
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DEFINE_TESTCLASS("ShaderOpacity", ShaderOpacityTestClass, test_shader_opacity)
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