BUG=skia:4157 NOTRY=true DOCS_PREVIEW= https://skia.org/user/api/skpaint?cl=1270643004 Review URL: https://codereview.chromium.org/1270643004
18 KiB
SkPaint
color, stroke, font, effects
- SkXfermode - transfer modes
- ShShader - gradients and patterns
- SkMaskFilter - modifications to the alpha mask
- SkColorFilter - modify the source color before applying the
Anytime you draw something in Skia, and want to specify what color it is, or how it blends with the background, or what style or font to draw it in, you specify those attributes in a paint.
Unlike SkCanvas
, paints do not maintain an internal stack of state
(i.e. there is no save/restore on a paint). However, paints are
relatively light-weight, so the client may create and maintain any
number of paint objects, each set up for a particular use. Factoring
all of these color and stylistic attribute out of the canvas state,
and into (multiple) paint objects, allows canvas' save/restore to be
that much more efficient, as all they have to do is maintain the stack
of matrix and clip settings.
void draw(SkCanvas* canvas) {
canvas->clear(SK_ColorWHITE);
SkPaint paint1, paint2, paint3;
paint1.setTextSize(64.0f);
paint1.setAntiAlias(true);
paint1.setColor(0xFFFF0000);
paint1.setStyle(SkPaint::kFill_Style);
paint2.setTextSize(64.f);
paint2.setAntiAlias(true);
paint2.setColor(0xFF008800);
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(SkIntToScalar(3));
paint3.setTextSize(64.0f);
paint3.setAntiAlias(true);
paint3.setColor(0xFF888888);
paint3.setTextScaleX(SkFloatToScalar(1.5f));
const char text[] = "Skia!";
canvas->drawText(text, strlen(text), 20.0f, 64.0f, paint1);
canvas->drawText(text, strlen(text), 20.0f, 144.0f, paint2);
canvas->drawText(text, strlen(text), 20.0f, 224.0f, paint3);
}
This shows three different paints, each set up to draw in a different style. Now the caller can intermix these paints freely, either using them as is, or modifying them as the drawing proceeds.
SkPaint paint1, paint2, paint3;
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(3);
paint3.setAntiAlias(true);
paint3.setColor(SK_ColorRED);
paint3.setTextSize(80);
canvas->drawRect(SkRect::MakeXYWH(10,10,60,20), paint1);
canvas->drawRect(SkRect::MakeXYWH(80,10,60,20), paint2);
paint2.setStrokeWidth(SkIntToScalar(5));
canvas->drawOval(SkRect::MakeXYWH(150,10,60,20), paint2);
canvas->drawText("SKIA", 4, 20, 120, paint3);
paint3.setColor(SK_ColorBLUE);
canvas->drawText("SKIA", 4, 20, 220, paint3);
Beyond simple attributes such as color, strokes, and text values, paints support effects. These are subclasses of different aspects of the drawing pipeline, that when referenced by a paint (each of them is reference-counted), are called to override some part of the drawing pipeline.
For example, to draw using a gradient instead of a single color, assign a SkShader to the paint.
SkPoint points[2] = {
SkPoint::Make(0.0f, 0.0f),
SkPoint::Make(256.0f, 256.0f)
};
SkColor colors[2] = {SK_ColorBLUE, SK_ColorYELLOW};
SkShader* shader =
SkGradientShader::CreateLinear(
points, colors, NULL, 2,
SkShader::kClamp_TileMode, 0, NULL);
SkPaint paint;
paint.setShader(shader);
shader->unref();
canvas->drawPaint(paint);
Now, anything drawn with that paint will be drawn with the gradient
specified in the call to CreateLinear()
. The shader object that is
returned is reference-counted. Whenever any effects object, like a
shader, is assigned to a paint, its reference-count is increased by
the paint. To balance this, the caller in the above example calls
unref()
on the shader once it has assigned it to the paint. Now the
paint is the only "owner" of that shader, and it will automatically
call unref()
on the shader when either the paint goes out of scope, or
if another shader (or null) is assigned to it.
There are 6 types of effects that can be assigned to a paint:
- SkPathEffect - modifications to the geometry (path) before it generates an alpha mask (e.g. dashing)
- SkRasterizer - composing custom mask layers (e.g. shadows)
- SkMaskFilter - modifications to the alpha mask before it is colorized and drawn (e.g. blur, emboss)
- SkShader - e.g. gradients (linear, radial, sweep), bitmap patterns (clamp, repeat, mirror)
- SkColorFilter - modify the source color(s) before applying the xfermode (e.g. color matrix)
- SkXfermode - e.g. porter-duff transfermodes, blend modes
Paints also hold a reference to a SkTypeface. The typeface represents a specific font style, to be used for measuring and drawing text. Speaking of which, paints are used not only for drawing text, but also for measuring it.
paint.measureText(...);
paint.getTextBounds(...);
paint.textToGlyphs(...);
paint.getFontMetrics(...);
SkXfermode
The following example demonstrates all of the Skia's standard transfer modes. In this example the source is a solid magenta color with a horizonatal alpha gradient and the destination is a solid cyan color with a vertical alpha gradient.
SkXfermode::Mode modes[] = {
SkXfermode::kClear_Mode,
SkXfermode::kSrc_Mode,
SkXfermode::kDst_Mode,
SkXfermode::kSrcOver_Mode,
SkXfermode::kDstOver_Mode,
SkXfermode::kSrcIn_Mode,
SkXfermode::kDstIn_Mode,
SkXfermode::kSrcOut_Mode,
SkXfermode::kDstOut_Mode,
SkXfermode::kSrcATop_Mode,
SkXfermode::kDstATop_Mode,
SkXfermode::kXor_Mode,
SkXfermode::kPlus_Mode,
SkXfermode::kModulate_Mode,
SkXfermode::kScreen_Mode,
SkXfermode::kOverlay_Mode,
SkXfermode::kDarken_Mode,
SkXfermode::kLighten_Mode,
SkXfermode::kColorDodge_Mode,
SkXfermode::kColorBurn_Mode,
SkXfermode::kHardLight_Mode,
SkXfermode::kSoftLight_Mode,
SkXfermode::kDifference_Mode,
SkXfermode::kExclusion_Mode,
SkXfermode::kMultiply_Mode,
SkXfermode::kHue_Mode,
SkXfermode::kSaturation_Mode,
SkXfermode::kColor_Mode,
SkXfermode::kLuminosity_Mode,
};
SkRect rect = SkRect::MakeWH(64.0f, 64.0f);
SkPaint text, stroke, src, dst;
stroke.setStyle(SkPaint::kStroke_Style);
text.setTextSize(24.0f);
text.setAntiAlias(true);
SkPoint srcPoints[2] = {
SkPoint::Make(0.0f, 0.0f),
SkPoint::Make(64.0f, 0.0f)
};
SkColor srcColors[2] = {
SK_ColorMAGENTA & 0x00FFFFFF,
SK_ColorMAGENTA};
SkAutoTUnref<SkShader> srcShader(
SkGradientShader::CreateLinear(
srcPoints, srcColors, NULL, 2,
SkShader::kClamp_TileMode, 0, NULL));
src.setShader(srcShader);
SkPoint dstPoints[2] = {
SkPoint::Make(0.0f, 0.0f),
SkPoint::Make(0.0f, 64.0f)
};
SkColor dstColors[2] = {
SK_ColorCYAN & 0x00FFFFFF,
SK_ColorCYAN};
SkAutoTUnref<SkShader> dstShader(
SkGradientShader::CreateLinear(
dstPoints, dstColors, NULL, 2,
SkShader::kClamp_TileMode, 0, NULL));
dst.setShader(dstShader);
canvas->clear(SK_ColorWHITE);
size_t N = sizeof(modes) / sizeof(modes[0]);
size_t K = (N - 1) / 3 + 1;
SkASSERT(K * 64 == 640); // tall enough
for (size_t i = 0; i < N; ++i) {
SkAutoCanvasRestore autoCanvasRestore(canvas, true);
canvas->translate(192.0f * (i / K), 64.0f * (i % K));
const char* desc = SkXfermode::ModeName(modes[i]);
canvas->drawText(desc, strlen(desc), 68.0f, 30.0f, text);
canvas->clipRect(SkRect::MakeWH(64.0f, 64.0f));
canvas->drawColor(SK_ColorLTGRAY);
(void)canvas->saveLayer(NULL, NULL);
canvas->clear(SK_ColorTRANSPARENT);
canvas->drawPaint(dst);
src.setXfermodeMode(modes[i]);
canvas->drawPaint(src);
canvas->drawRect(rect, stroke);
}
ShShader
Several shaders are defined (besides the linear gradient already mentioned):
-
Bitmap Shader
canvas->clear(SK_ColorWHITE); SkMatrix matrix; matrix.setScale(0.75f, 0.75f); matrix.preRotate(30.0f); SkShader* shader = SkShader::CreateBitmapShader( source, SkShader::kRepeat_TileMode , SkShader::kRepeat_TileMode , &matrix); SkPaint paint; paint.setShader(shader); shader->unref(); canvas->drawPaint(paint);
-
Radial Gradient Shader
SkColor colors[2] = {SK_ColorBLUE, SK_ColorYELLOW}; SkShader* shader = SkGradientShader::CreateRadial( SkPoint::Make(128.0f, 128.0f), 180.0f, colors, NULL, 2, SkShader::kClamp_TileMode, 0, NULL); SkPaint paint; paint.setShader(shader); shader->unref(); canvas->drawPaint(paint);
-
Two-Point Conical Gradient Shader
SkColor colors[2] = {SK_ColorBLUE, SK_ColorYELLOW}; SkShader* shader = SkGradientShader::CreateTwoPointConical( SkPoint::Make(128.0f, 128.0f), 128.0f, SkPoint::Make(128.0f, 16.0f), 16.0f, colors, NULL, 2, SkShader::kClamp_TileMode, 0, NULL); SkPaint paint; paint.setShader(shader); shader->unref(); canvas->drawPaint(paint);
-
Sweep Gradient Shader
SkColor colors[4] = { SK_ColorCYAN, SK_ColorMAGENTA, SK_ColorYELLOW, SK_ColorCYAN}; SkShader* shader = SkGradientShader::CreateSweep( 128.0f, 128.0f, colors, NULL, 4, 0, NULL); SkPaint paint; paint.setShader(shader); shader->unref(); canvas->drawPaint(paint);
-
Fractal Perlin Noise Shader
canvas->clear(SK_ColorWHITE); SkShader* shader = SkPerlinNoiseShader::CreateFractalNoise( 0.05f, 0.05f, 4, 0.0f, NULL); SkPaint paint; paint.setShader(shader); shader->unref(); canvas->drawPaint(paint);
-
Turbulence Perlin Noise Shader
canvas->clear(SK_ColorWHITE); SkShader* shader = SkPerlinNoiseShader::CreateTurbulence( 0.05f, 0.05f, 4, 0.0f, NULL); SkPaint paint; paint.setShader(shader); shader->unref(); canvas->drawPaint(paint);
-
Compose Shader
SkColor colors[2] = {SK_ColorBLUE, SK_ColorYELLOW}; SkShader* shader1 = SkGradientShader::CreateRadial( SkPoint::Make(128.0f, 128.0f), 180.0f, colors, NULL, 2, SkShader::kClamp_TileMode, 0, NULL); SkShader* shader2 = SkPerlinNoiseShader::CreateTurbulence( 0.025f, 0.025f, 2, 0.0f, NULL); SkShader* shader = new SkComposeShader(shader1, shader2); SkPaint paint; paint.setShader(shader); shader->unref(); shader2->unref(); shader1->unref(); canvas->drawPaint(paint);
SkMaskFilter
-
Blur Mask Filter
canvas->drawColor(SK_ColorWHITE); SkPaint paint; paint.setAntiAlias(true); paint.setTextSize(120); SkMaskFilter* filter = SkBlurMaskFilter::Create( kNormal_SkBlurStyle, 5.0f, 0); paint.setMaskFilter(filter); filter->unref(); const char text[] = "Skia"; canvas->drawText(text, strlen(text), 0, 160, paint);
-
Emboss Mask Filter
canvas->drawColor(SK_ColorWHITE); SkPaint paint; paint.setAntiAlias(true); paint.setTextSize(120); SkScalar direction[3] = {1.0f, 1.0f, 1.0f}; SkMaskFilter* filter = SkBlurMaskFilter::CreateEmboss( 2.0f, direction, 0.3f, 0.1f); paint.setMaskFilter(filter); filter->unref(); const char text[] = "Skia"; canvas->drawText(text, strlen(text), 0, 160, paint);
SkColorFilter
-
Color Matrix Color Filter
void f(SkCanvas* c, SkScalar x, SkScalar y, SkScalar colorMatrix[20]) { SkColorFilter* cf = SkColorMatrixFilter::Create(colorMatrix); SkPaint paint; paint.setColorFilter(cf); cf->unref(); c->drawBitmap(source, x, y, &paint); } void draw(SkCanvas* c) { c->scale(0.25, 0.25); SkScalar colorMatrix1[20] = { 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0}; f(c, 0, 0, colorMatrix1); SkScalar grayscale[20] = { 0.21, 0.72, 0.07, 0.0, 0.0, 0.21, 0.72, 0.07, 0.0, 0.0, 0.21, 0.72, 0.07, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}; f(c, 512, 0, grayscale); SkScalar colorMatrix3[20] = { -1, 1, 1, 0, 0, 1, -1, 1, 0, 0, 1, 1, -1, 0, 0, 0, 0, 0, 1, 0}; f(c, 0, 512, colorMatrix3); SkScalar colorMatrix4[20] = { 0.0, 0.5, 0.5, 0, 0, 0.5, 0.0, 0.5, 0, 0, 0.5, 0.5, 0.0, 0, 0, 0.0, 0.0, 0.0, 1, 0}; f(c, 512, 512, colorMatrix4); SkScalar highContrast[20] = { 4.0, 0.0, 0.0, 0.0, -4.0 * 255 / (4.0 - 1), 0.0, 4.0, 0.0, 0.0, -4.0 * 255 / (4.0 - 1), 0.0, 0.0, 4.0, 0.0, -4.0 * 255 / (4.0 - 1), 0.0, 0.0, 0.0, 1.0, 0.0}; f(c, 1024, 0, highContrast); SkScalar colorMatrix6[20] = { 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0}; f(c, 1024, 512, colorMatrix6); SkScalar sepia[20] = { 0.393, 0.769, 0.189, 0.0, 0.0, 0.349, 0.686, 0.168, 0.0, 0.0, 0.272, 0.534, 0.131, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}; f(c, 1536, 0, sepia); SkScalar inverter[20] = { -1, 0, 0, 0, 255, 0, -1, 0, 0, 255, 0, 0, -1, 0, 255, 0, 0, 0, 1, 0}; f(c, 1536, 512, inverter); }
-
Color Table Color Filter
canvas->scale(0.5, 0.5); uint8_t ct[256]; for (int i = 0; i < 256; ++i) { int x = (i - 96) * 255 / 64; ct[i] = x < 0 ? 0 : x > 255 ? 255 : x; } SkColorFilter* cf = SkTableColorFilter::CreateARGB(NULL, ct, ct, ct); SkPaint paint; paint.setColorFilter(cf); cf->unref(); canvas->drawBitmap(source, 0, 0, &paint);