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/*
* 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<GrFragmentProcessor> 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<SkShader> 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<SkColorSpace>);
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<GrFragmentProcessor> 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<SkShader> onMakeColorSpace(SkColorSpaceXformer* xformer) const override;
private:
sk_sp<SkColorSpace> fColorSpace;
const SkColor4f fColor4;
const SkColor fCachedByteColor;
typedef SkShaderBase INHERITED;
};
#endif
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