/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/effects/SkShaderMaskFilterImpl.h" #include "include/core/SkBitmap.h" #include "include/core/SkBlendMode.h" #include "include/core/SkCanvas.h" #include "include/core/SkFlattenable.h" #include "include/core/SkMaskFilter.h" #include "include/core/SkPaint.h" #include "include/core/SkPoint.h" #include "include/core/SkRect.h" #include "include/core/SkRefCnt.h" #include "include/core/SkScalar.h" #include "include/core/SkShader.h" #include "include/effects/SkShaderMaskFilter.h" #include "src/core/SkMask.h" #include "src/core/SkReadBuffer.h" #include "src/core/SkWriteBuffer.h" #include #include #include class SkMatrix; sk_sp SkShaderMaskFilterImpl::CreateProc(SkReadBuffer& buffer) { return SkShaderMaskFilter::Make(buffer.readShader()); } void SkShaderMaskFilterImpl::flatten(SkWriteBuffer& buffer) const { buffer.writeFlattenable(fShader.get()); } static void rect_memcpy(void* dst, size_t dstRB, const void* src, size_t srcRB, size_t copyBytes, int rows) { for (int i = 0; i < rows; ++i) { memcpy(dst, src, copyBytes); dst = (char*)dst + dstRB; src = (const char*)src + srcRB; } } bool SkShaderMaskFilterImpl::filterMask(SkMaskBuilder* dst, const SkMask& src, const SkMatrix& ctm, SkIPoint* margin) const { if (src.fFormat != SkMask::kA8_Format) { return false; } if (margin) { margin->set(0, 0); } dst->bounds() = src.fBounds; dst->rowBytes() = src.fBounds.width(); // need alignment? dst->format() = SkMask::kA8_Format; if (src.fImage == nullptr) { dst->image() = nullptr; return true; } size_t size = dst->computeImageSize(); if (0 == size) { return false; // too big to allocate, abort } // Allocate and initialize dst image with a copy of the src image dst->image() = SkMaskBuilder::AllocImage(size); rect_memcpy(dst->image(), dst->fRowBytes, src.fImage, src.fRowBytes, src.fBounds.width() * sizeof(uint8_t), src.fBounds.height()); // Now we have a dst-mask, just need to setup a canvas and draw into it SkBitmap bitmap; if (!bitmap.installMaskPixels(*dst)) { return false; } SkPaint paint; paint.setShader(fShader); // this blendmode is the trick: we only draw the shader where the mask is paint.setBlendMode(SkBlendMode::kSrcIn); SkCanvas canvas(bitmap); canvas.translate(-SkIntToScalar(dst->fBounds.fLeft), -SkIntToScalar(dst->fBounds.fTop)); canvas.concat(ctm); canvas.drawPaint(paint); return true; } sk_sp SkShaderMaskFilter::Make(sk_sp shader) { return shader ? sk_sp(new SkShaderMaskFilterImpl(std::move(shader))) : nullptr; } void SkShaderMaskFilter::RegisterFlattenables() { SK_REGISTER_FLATTENABLE(SkShaderMaskFilterImpl); // Previous name SkFlattenable::Register("SkShaderMF", SkShaderMaskFilterImpl::CreateProc); }