/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkShader_DEFINED #define SkShader_DEFINED #include "include/core/SkBlendMode.h" #include "include/core/SkColor.h" #include "include/core/SkFilterQuality.h" #include "include/core/SkFlattenable.h" #include "include/core/SkImageInfo.h" #include "include/core/SkMatrix.h" #include "include/core/SkTileMode.h" class SkArenaAlloc; class SkBitmap; class SkColorFilter; class SkColorSpace; class SkImage; class SkPath; class SkPicture; class SkRasterPipeline; class GrFragmentProcessor; /** \class SkShader * * Shaders specify the source color(s) for what is being drawn. If a paint * has no shader, then the paint's color is used. If the paint has a * shader, then the shader's color(s) are use instead, but they are * modulated by the paint's alpha. This makes it easy to create a shader * once (e.g. bitmap tiling or gradient) and then change its transparency * w/o having to modify the original shader... only the paint's alpha needs * to be modified. */ class SK_API SkShader : public SkFlattenable { public: /** * Returns true if the shader is guaranteed to produce only opaque * colors, subject to the SkPaint using the shader to apply an opaque * alpha value. Subclasses should override this to allow some * optimizations. */ virtual bool isOpaque() const { return false; } /** * Iff this shader is backed by a single SkImage, return its ptr (the caller must ref this * if they want to keep it longer than the lifetime of the shader). If not, return nullptr. */ SkImage* isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const; bool isAImage() const { return this->isAImage(nullptr, (SkTileMode*)nullptr) != nullptr; } /** * If the shader subclass can be represented as a gradient, asAGradient * returns the matching GradientType enum (or kNone_GradientType if it * cannot). Also, if info is not null, asAGradient populates info with * the relevant (see below) parameters for the gradient. fColorCount * is both an input and output parameter. On input, it indicates how * many entries in fColors and fColorOffsets can be used, if they are * non-NULL. After asAGradient has run, fColorCount indicates how * many color-offset pairs there are in the gradient. If there is * insufficient space to store all of the color-offset pairs, fColors * and fColorOffsets will not be altered. fColorOffsets specifies * where on the range of 0 to 1 to transition to the given color. * The meaning of fPoint and fRadius is dependant on the type of gradient. * * None: * info is ignored. * Color: * fColorOffsets[0] is meaningless. * Linear: * fPoint[0] and fPoint[1] are the end-points of the gradient * Radial: * fPoint[0] and fRadius[0] are the center and radius * Conical: * fPoint[0] and fRadius[0] are the center and radius of the 1st circle * fPoint[1] and fRadius[1] are the center and radius of the 2nd circle * Sweep: * fPoint[0] is the center of the sweep. */ enum GradientType { kNone_GradientType, kColor_GradientType, kLinear_GradientType, kRadial_GradientType, kSweep_GradientType, kConical_GradientType, kLast_GradientType = kConical_GradientType, }; struct GradientInfo { int fColorCount; //!< In-out parameter, specifies passed size // of fColors/fColorOffsets on input, and // actual number of colors/offsets on // output. SkColor* fColors; //!< The colors in the gradient. SkScalar* fColorOffsets; //!< The unit offset for color transitions. SkPoint fPoint[2]; //!< Type specific, see above. SkScalar fRadius[2]; //!< Type specific, see above. SkTileMode fTileMode; uint32_t fGradientFlags; //!< see SkGradientShader::Flags }; // DEPRECATED. skbug.com/8941 virtual GradientType asAGradient(GradientInfo* info) const; ////////////////////////////////////////////////////////////////////////// // Methods to create combinations or variants of shaders /** * Return a shader that will apply the specified localMatrix to this shader. * The specified matrix will be applied before any matrix associated with this shader. */ sk_sp makeWithLocalMatrix(const SkMatrix&) const; /** * Create a new shader that produces the same colors as invoking this shader and then applying * the colorfilter. */ sk_sp makeWithColorFilter(sk_sp) const; private: SkShader() = default; friend class SkShaderBase; using INHERITED = SkFlattenable; }; class SK_API SkShaders { public: static sk_sp Empty(); static sk_sp Color(SkColor); static sk_sp Color(const SkColor4f&, sk_sp); static sk_sp Blend(SkBlendMode mode, sk_sp dst, sk_sp src); static sk_sp Lerp(float t, sk_sp dst, sk_sp src); private: SkShaders() = delete; }; #endif