/* * Copyright 2007 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 SkColorShader_DEFINED #define SkColorShader_DEFINED #include "SkColorSpaceXformer.h" #include "SkShaderBase.h" #include "SkPM4f.h" /** \class SkColorShader A Shader that represents a single color. In general, this effect can be accomplished by just using the color field on the paint, but if an actual shader object is needed, this provides that feature. */ class SkColorShader : public SkShaderBase { public: /** Create a ColorShader that ignores the color in the paint, and uses the specified color. Note: like all shaders, at draw time the paint's alpha will be respected, and is applied to the specified color. */ explicit SkColorShader(SkColor c); bool isOpaque() const override; bool isConstant() const override { return true; } class ColorShaderContext : public Context { public: ColorShaderContext(const SkColorShader& shader, const ContextRec&); uint32_t getFlags() const override; void shadeSpan(int x, int y, SkPMColor span[], int count) override; void shadeSpan4f(int x, int y, SkPM4f[], int count) override; private: SkPM4f fPM4f; SkPMColor fPMColor; uint32_t fFlags; typedef Context INHERITED; }; GradientType asAGradient(GradientInfo* info) const override; #if SK_SUPPORT_GPU std::unique_ptr asFragmentProcessor(const GrFPArgs&) const override; #endif SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkColorShader) protected: SkColorShader(SkReadBuffer&); void flatten(SkWriteBuffer&) const override; Context* onMakeContext(const ContextRec&, SkArenaAlloc* storage) const override; bool onAsLuminanceColor(SkColor* lum) const override { *lum = fColor; return true; } bool onAppendStages(const StageRec&) const override; sk_sp onMakeColorSpace(SkColorSpaceXformer* xformer) const override { return SkShader::MakeColorShader(xformer->apply(fColor)); } private: SkColor fColor; typedef SkShaderBase INHERITED; }; class SkColor4Shader : public SkShaderBase { public: SkColor4Shader(const SkColor4f&, sk_sp); bool isOpaque() const override { return SkColorGetA(fCachedByteColor) == 255; } bool isConstant() const override { return true; } class Color4Context : public Context { public: Color4Context(const SkColor4Shader& shader, const ContextRec&); uint32_t getFlags() const override; void shadeSpan(int x, int y, SkPMColor span[], int count) override; void shadeSpan4f(int x, int y, SkPM4f[], int count) override; private: SkPM4f fPM4f; SkPMColor fPMColor; uint32_t fFlags; typedef Context INHERITED; }; GradientType asAGradient(GradientInfo* info) const override; #if SK_SUPPORT_GPU std::unique_ptr asFragmentProcessor(const GrFPArgs&) const override; #endif SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkColorShader) protected: SkColor4Shader(SkReadBuffer&); void flatten(SkWriteBuffer&) const override; Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override; bool onAsLuminanceColor(SkColor* lum) const override { *lum = fCachedByteColor; return true; } bool onAppendStages(const StageRec&) const override; sk_sp onMakeColorSpace(SkColorSpaceXformer* xformer) const override; private: sk_sp fColorSpace; const SkColor4f fColor4; const SkColor fCachedByteColor; typedef SkShaderBase INHERITED; }; #endif