/* * 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 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; ////////////////////////////////////////////////////////////////////////// // Factory methods for stock shaders /** * Call this to create a new "empty" shader, that will not draw anything. */ static sk_sp 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 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 MakeColorShader(const SkColor4f&, sk_sp); /** * 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 MakeCompose(sk_sp dst, sk_sp src, SkBlendMode mode, float lerp = 1); /* * DEPRECATED: call MakeCompose. */ static sk_sp MakeComposeShader(sk_sp dst, sk_sp 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 MakeMixer(sk_sp dst, sk_sp 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 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 MakePictureShader(sk_sp 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 makeAsALocalMatrixShader(SkMatrix* localMatrix) const; private: SkShader() = default; friend class SkShaderBase; typedef SkFlattenable INHERITED; }; #endif