26265d2fea
Bug: skia:7650 Change-Id: I94e0ab4bbdf9602be7c107ffbc9c3ed527473c6f Reviewed-on: https://skia-review.googlesource.com/c/skia/+/387438 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Mike Reed <reed@google.com>
148 lines
5.3 KiB
C++
148 lines
5.3 KiB
C++
/*
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* Copyright 2006 The Android Open Source Project
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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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#ifndef SkShader_DEFINED
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#define SkShader_DEFINED
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkFlattenable.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkTileMode.h"
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class SkArenaAlloc;
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class SkBitmap;
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class SkColorFilter;
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class SkColorSpace;
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class SkImage;
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class SkPath;
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class SkPicture;
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class SkRasterPipeline;
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class GrFragmentProcessor;
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/** \class SkShader
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*
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* Shaders specify the source color(s) for what is being drawn. If a paint
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* has no shader, then the paint's color is used. If the paint has a
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* shader, then the shader's color(s) are use instead, but they are
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* modulated by the paint's alpha. This makes it easy to create a shader
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* once (e.g. bitmap tiling or gradient) and then change its transparency
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* w/o having to modify the original shader... only the paint's alpha needs
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* to be modified.
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*/
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class SK_API SkShader : public SkFlattenable {
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public:
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/**
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* Returns true if the shader is guaranteed to produce only opaque
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* colors, subject to the SkPaint using the shader to apply an opaque
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* alpha value. Subclasses should override this to allow some
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* optimizations.
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*/
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virtual bool isOpaque() const { return false; }
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/**
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* Iff this shader is backed by a single SkImage, return its ptr (the caller must ref this
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* if they want to keep it longer than the lifetime of the shader). If not, return nullptr.
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*/
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SkImage* isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const;
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bool isAImage() const {
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return this->isAImage(nullptr, (SkTileMode*)nullptr) != nullptr;
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}
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/**
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* If the shader subclass can be represented as a gradient, asAGradient
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* returns the matching GradientType enum (or kNone_GradientType if it
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* cannot). Also, if info is not null, asAGradient populates info with
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* the relevant (see below) parameters for the gradient. fColorCount
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* is both an input and output parameter. On input, it indicates how
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* many entries in fColors and fColorOffsets can be used, if they are
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* non-NULL. After asAGradient has run, fColorCount indicates how
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* many color-offset pairs there are in the gradient. If there is
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* insufficient space to store all of the color-offset pairs, fColors
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* and fColorOffsets will not be altered. fColorOffsets specifies
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* where on the range of 0 to 1 to transition to the given color.
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* The meaning of fPoint and fRadius is dependant on the type of gradient.
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*
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* None:
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* info is ignored.
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* Color:
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* fColorOffsets[0] is meaningless.
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* Linear:
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* fPoint[0] and fPoint[1] are the end-points of the gradient
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* Radial:
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* fPoint[0] and fRadius[0] are the center and radius
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* Conical:
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* fPoint[0] and fRadius[0] are the center and radius of the 1st circle
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* fPoint[1] and fRadius[1] are the center and radius of the 2nd circle
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* Sweep:
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* fPoint[0] is the center of the sweep.
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*/
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enum GradientType {
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kNone_GradientType,
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kColor_GradientType,
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kLinear_GradientType,
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kRadial_GradientType,
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kSweep_GradientType,
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kConical_GradientType,
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kLast_GradientType = kConical_GradientType,
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};
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struct GradientInfo {
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int fColorCount; //!< In-out parameter, specifies passed size
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// of fColors/fColorOffsets on input, and
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// actual number of colors/offsets on
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// output.
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SkColor* fColors; //!< The colors in the gradient.
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SkScalar* fColorOffsets; //!< The unit offset for color transitions.
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SkPoint fPoint[2]; //!< Type specific, see above.
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SkScalar fRadius[2]; //!< Type specific, see above.
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SkTileMode fTileMode;
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uint32_t fGradientFlags; //!< see SkGradientShader::Flags
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};
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// DEPRECATED. skbug.com/8941
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virtual GradientType asAGradient(GradientInfo* info) const;
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//////////////////////////////////////////////////////////////////////////
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// Methods to create combinations or variants of shaders
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/**
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* Return a shader that will apply the specified localMatrix to this shader.
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* The specified matrix will be applied before any matrix associated with this shader.
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*/
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sk_sp<SkShader> makeWithLocalMatrix(const SkMatrix&) const;
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/**
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* Create a new shader that produces the same colors as invoking this shader and then applying
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* the colorfilter.
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*/
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sk_sp<SkShader> makeWithColorFilter(sk_sp<SkColorFilter>) const;
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private:
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SkShader() = default;
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friend class SkShaderBase;
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using INHERITED = SkFlattenable;
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};
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class SK_API SkShaders {
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public:
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static sk_sp<SkShader> Empty();
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static sk_sp<SkShader> Color(SkColor);
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static sk_sp<SkShader> Color(const SkColor4f&, sk_sp<SkColorSpace>);
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static sk_sp<SkShader> Blend(SkBlendMode mode, sk_sp<SkShader> dst, sk_sp<SkShader> src);
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static sk_sp<SkShader> Lerp(float t, sk_sp<SkShader> dst, sk_sp<SkShader> src);
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private:
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SkShaders() = delete;
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};
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#endif
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