skia2/include/core/SkShader.h
Cary Clark 6943689ab4 clean up includes
Prepare SkRegion.h, SkShader.h, SkStream.h for documentation.
Name params, add trailing commas to enum member list,
move or remove some public SkRegion.h stuff.

SkRegion gets a minor overhaul to move some pieces
to private: or SkRegionPriv. The intent is to preserve the
current code so that the fixes for documentation do not impact
performance or code size.

R=djsollen@google.com,reed@google.com

Docs-Preview: https://skia.org/?cl=141284
Bug: skia:6818
Change-Id: I0d82794081b8739a9e8af0d1cd4a0e5d32d04f04
Reviewed-on: https://skia-review.googlesource.com/141284
Commit-Queue: Cary Clark <caryclark@skia.org>
Reviewed-by: Mike Reed <reed@google.com>
2018-08-06 14:49:46 +00:00

290 lines
11 KiB
C++

/*
* 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 "SkBlendMode.h"
#include "SkColor.h"
#include "SkFilterQuality.h"
#include "SkFlattenable.h"
#include "SkImageInfo.h"
#include "SkMatrix.h"
class SkArenaAlloc;
class SkBitmap;
class SkColorFilter;
class SkColorSpace;
class SkColorSpaceXformer;
class SkImage;
class SkPath;
class SkPicture;
class SkRasterPipeline;
class GrContext;
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:
enum TileMode {
/** replicate the edge color if the shader draws outside of its
* original bounds
*/
kClamp_TileMode,
/** repeat the shader's image horizontally and vertically */
kRepeat_TileMode,
/** repeat the shader's image horizontally and vertically, alternating
* mirror images so that adjacent images always seam
*/
kMirror_TileMode,
/**
* Only draw within the original domain, return transparent-black everywhere else.
* EXPERIMENTAL -- DO NOT USE YET
*/
kDecal_TileMode,
kLast_TileMode = kDecal_TileMode,
};
static constexpr int kTileModeCount = kLast_TileMode + 1;
/**
* Returns the local matrix.
*
* FIXME: This can be incorrect for a Shader with its own local matrix
* that is also wrapped via CreateLocalMatrixShader.
*/
const SkMatrix& getLocalMatrix() const;
/**
* 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; }
#ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
/**
* Returns true if this shader is just a bitmap, and if not null, returns the bitmap,
* localMatrix, and tilemodes. If this is not a bitmap, returns false and ignores the
* out-parameters.
*/
bool isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const;
bool isABitmap() const {
return this->isABitmap(nullptr, nullptr, nullptr);
}
#endif
/**
* 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, TileMode xy[2]) const;
bool isAImage() const {
return this->isAImage(nullptr, 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.
TileMode fTileMode; //!< The tile mode used.
uint32_t fGradientFlags; //!< see SkGradientShader::Flags
};
virtual GradientType asAGradient(GradientInfo* info) const;
#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
struct ComposeRec {
const SkShader* fShaderA;
const SkShader* fShaderB;
SkBlendMode fBlendMode;
};
virtual bool asACompose(ComposeRec*) const { return false; }
#endif
//////////////////////////////////////////////////////////////////////////
// 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<SkShader> makeWithLocalMatrix(const SkMatrix&) const;
/**
* Create a new shader that produces the same colors as invoking this shader and then applying
* the colorfilter.
*/
sk_sp<SkShader> makeWithColorFilter(sk_sp<SkColorFilter>) const;
//////////////////////////////////////////////////////////////////////////
// Factory methods for stock shaders
/**
* Call this to create a new "empty" shader, that will not draw anything.
*/
static sk_sp<SkShader> MakeEmptyShader();
/**
* Call this to create a new shader that just draws the specified color. This should always
* draw the same as a paint with this color (and no shader).
*/
static sk_sp<SkShader> MakeColorShader(SkColor);
/**
* Create a shader that draws the specified color (in the specified colorspace).
*
* This works around the limitation that SkPaint::setColor() only takes byte values, and does
* not support specific colorspaces.
*/
static sk_sp<SkShader> MakeColorShader(const SkColor4f&, sk_sp<SkColorSpace>);
/**
* Compose two shaders together, using two operators: mode and lerp. The resulting colors
* are computed by first combining the src and dst shaders using mode, and then linearly
* interpolating between the dst and result colors using lerp.
*
* result = dst * (1 - lerp) + (src (mode) dst) * lerp
*
* If either shader is nullptr, then this returns nullptr.
* If lerp is NaN then this returns nullptr, otherwise lerp is clamped to [0..1].
*/
static sk_sp<SkShader> MakeCompose(sk_sp<SkShader> dst, sk_sp<SkShader> src,
SkBlendMode mode, float lerp = 1);
/*
* DEPRECATED: call MakeCompose.
*/
static sk_sp<SkShader> MakeComposeShader(sk_sp<SkShader> dst, sk_sp<SkShader> src,
SkBlendMode mode) {
return MakeCompose(std::move(dst), std::move(src), mode, 1);
}
/**
* Compose two shaders together using a weighted average.
*
* result = dst * (1 - lerp) + src * lerp
*
* If either shader is nullptr, then this returns nullptr.
* If lerp is NaN then this returns nullptr, otherwise lerp is clamped to [0..1].
*/
static sk_sp<SkShader> MakeMixer(sk_sp<SkShader> dst, sk_sp<SkShader> src, float lerp) {
return MakeCompose(std::move(dst), std::move(src), SkBlendMode::kSrc, lerp);
}
/** Call this to create a new shader that will draw with the specified bitmap.
*
* If the bitmap cannot be used (e.g. has no pixels, or its dimensions
* exceed implementation limits (currently at 64K - 1)) then SkEmptyShader
* may be returned.
*
* If the src is kA8_Config then that mask will be colorized using the color on
* the paint.
*
* @param src The bitmap to use inside the shader
* @param tmx The tiling mode to use when sampling the bitmap in the x-direction.
* @param tmy The tiling mode to use when sampling the bitmap in the y-direction.
* @return Returns a new shader object. Note: this function never returns null.
*/
static sk_sp<SkShader> MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix = nullptr);
// NOTE: You can create an SkImage Shader with SkImage::newShader().
/** Call this to create a new shader that will draw with the specified picture.
*
* @param src The picture to use inside the shader (if not NULL, its ref count
* is incremented). The SkPicture must not be changed after
* successfully creating a picture shader.
* @param tmx The tiling mode to use when sampling the bitmap in the x-direction.
* @param tmy The tiling mode to use when sampling the bitmap in the y-direction.
* @param tile The tile rectangle in picture coordinates: this represents the subset
* (or superset) of the picture used when building a tile. It is not
* affected by localMatrix and does not imply scaling (only translation
* and cropping). If null, the tile rect is considered equal to the picture
* bounds.
* @return Returns a new shader object. Note: this function never returns null.
*/
static sk_sp<SkShader> MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
const SkMatrix* localMatrix, const SkRect* tile);
/**
* If this shader can be represented by another shader + a localMatrix, return that shader and
* the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
*/
// TODO: clean up clients, move to SkShaderBase.
virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
private:
SkShader() = default;
friend class SkShaderBase;
typedef SkFlattenable INHERITED;
};
#endif