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1 /*
2  * Copyright 2006 The Android Open Source Project
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #ifndef SkShader_DEFINED
9 #define SkShader_DEFINED
10 
11 #include "SkBitmap.h"
12 #include "SkFilterQuality.h"
13 #include "SkFlattenable.h"
14 #include "SkImageInfo.h"
15 #include "SkMask.h"
16 #include "SkMatrix.h"
17 #include "SkPaint.h"
18 #include "../gpu/GrColor.h"
19 
20 class SkArenaAlloc;
21 class SkColorFilter;
22 class SkColorSpace;
23 class SkColorSpaceXformer;
24 class SkImage;
25 class SkPath;
26 class SkPicture;
27 class SkRasterPipeline;
28 class GrContext;
29 class GrFragmentProcessor;
30 
31 /** \class SkShader
32  *
33  *  Shaders specify the source color(s) for what is being drawn. If a paint
34  *  has no shader, then the paint's color is used. If the paint has a
35  *  shader, then the shader's color(s) are use instead, but they are
36  *  modulated by the paint's alpha. This makes it easy to create a shader
37  *  once (e.g. bitmap tiling or gradient) and then change its transparency
38  *  w/o having to modify the original shader... only the paint's alpha needs
39  *  to be modified.
40  */
41 class SK_API SkShader : public SkFlattenable {
42 public:
43     enum TileMode {
44         /** replicate the edge color if the shader draws outside of its
45          *  original bounds
46          */
47         kClamp_TileMode,
48 
49         /** repeat the shader's image horizontally and vertically */
50         kRepeat_TileMode,
51 
52         /** repeat the shader's image horizontally and vertically, alternating
53          *  mirror images so that adjacent images always seam
54          */
55         kMirror_TileMode,
56 
57 #if 0
58         /** only draw within the original domain, return 0 everywhere else */
59         kDecal_TileMode,
60 #endif
61     };
62 
63     enum {
64         kTileModeCount = kMirror_TileMode + 1
65     };
66 
67     /**
68      *  Returns the local matrix.
69      *
70      *  FIXME: This can be incorrect for a Shader with its own local matrix
71      *  that is also wrapped via CreateLocalMatrixShader.
72      */
73     const SkMatrix& getLocalMatrix() const;
74 
75     /**
76      *  Returns true if the shader is guaranteed to produce only opaque
77      *  colors, subject to the SkPaint using the shader to apply an opaque
78      *  alpha value. Subclasses should override this to allow some
79      *  optimizations.
80      */
isOpaque()81     virtual bool isOpaque() const { return false; }
82 
83 #ifdef SK_SUPPORT_LEGACY_SHADER_ISABITMAP
84     /**
85      *  Returns true if this shader is just a bitmap, and if not null, returns the bitmap,
86      *  localMatrix, and tilemodes. If this is not a bitmap, returns false and ignores the
87      *  out-parameters.
88      */
89     bool isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const;
90 
isABitmap()91     bool isABitmap() const {
92         return this->isABitmap(nullptr, nullptr, nullptr);
93     }
94 #endif
95 
96     /**
97      *  Iff this shader is backed by a single SkImage, return its ptr (the caller must ref this
98      *  if they want to keep it longer than the lifetime of the shader). If not, return nullptr.
99      */
100     SkImage* isAImage(SkMatrix* localMatrix, TileMode xy[2]) const;
101 
isAImage()102     bool isAImage() const {
103         return this->isAImage(nullptr, nullptr) != nullptr;
104     }
105 
106     /**
107      *  If the shader subclass can be represented as a gradient, asAGradient
108      *  returns the matching GradientType enum (or kNone_GradientType if it
109      *  cannot). Also, if info is not null, asAGradient populates info with
110      *  the relevant (see below) parameters for the gradient.  fColorCount
111      *  is both an input and output parameter.  On input, it indicates how
112      *  many entries in fColors and fColorOffsets can be used, if they are
113      *  non-NULL.  After asAGradient has run, fColorCount indicates how
114      *  many color-offset pairs there are in the gradient.  If there is
115      *  insufficient space to store all of the color-offset pairs, fColors
116      *  and fColorOffsets will not be altered.  fColorOffsets specifies
117      *  where on the range of 0 to 1 to transition to the given color.
118      *  The meaning of fPoint and fRadius is dependant on the type of gradient.
119      *
120      *  None:
121      *      info is ignored.
122      *  Color:
123      *      fColorOffsets[0] is meaningless.
124      *  Linear:
125      *      fPoint[0] and fPoint[1] are the end-points of the gradient
126      *  Radial:
127      *      fPoint[0] and fRadius[0] are the center and radius
128      *  Conical:
129      *      fPoint[0] and fRadius[0] are the center and radius of the 1st circle
130      *      fPoint[1] and fRadius[1] are the center and radius of the 2nd circle
131      *  Sweep:
132      *      fPoint[0] is the center of the sweep.
133      */
134 
135     enum GradientType {
136         kNone_GradientType,
137         kColor_GradientType,
138         kLinear_GradientType,
139         kRadial_GradientType,
140         kSweep_GradientType,
141         kConical_GradientType,
142         kLast_GradientType = kConical_GradientType
143     };
144 
145     struct GradientInfo {
146         int         fColorCount;    //!< In-out parameter, specifies passed size
147                                     //   of fColors/fColorOffsets on input, and
148                                     //   actual number of colors/offsets on
149                                     //   output.
150         SkColor*    fColors;        //!< The colors in the gradient.
151         SkScalar*   fColorOffsets;  //!< The unit offset for color transitions.
152         SkPoint     fPoint[2];      //!< Type specific, see above.
153         SkScalar    fRadius[2];     //!< Type specific, see above.
154         TileMode    fTileMode;      //!< The tile mode used.
155         uint32_t    fGradientFlags; //!< see SkGradientShader::Flags
156     };
157 
158     virtual GradientType asAGradient(GradientInfo* info) const;
159 
160 #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
161     struct ComposeRec {
162         const SkShader*     fShaderA;
163         const SkShader*     fShaderB;
164         SkBlendMode         fBlendMode;
165     };
asACompose(ComposeRec *)166     virtual bool asACompose(ComposeRec*) const { return false; }
167 #endif
168 
169     //////////////////////////////////////////////////////////////////////////
170     //  Methods to create combinations or variants of shaders
171 
172     /**
173      *  Return a shader that will apply the specified localMatrix to this shader.
174      *  The specified matrix will be applied before any matrix associated with this shader.
175      */
176     sk_sp<SkShader> makeWithLocalMatrix(const SkMatrix&) const;
177 
178     /**
179      *  Create a new shader that produces the same colors as invoking this shader and then applying
180      *  the colorfilter.
181      */
182     sk_sp<SkShader> makeWithColorFilter(sk_sp<SkColorFilter>) const;
183 
184     //////////////////////////////////////////////////////////////////////////
185     //  Factory methods for stock shaders
186 
187     /**
188      *  Call this to create a new "empty" shader, that will not draw anything.
189      */
190     static sk_sp<SkShader> MakeEmptyShader();
191 
192     /**
193      *  Call this to create a new shader that just draws the specified color. This should always
194      *  draw the same as a paint with this color (and no shader).
195      */
196     static sk_sp<SkShader> MakeColorShader(SkColor);
197 
198     /**
199      *  Create a shader that draws the specified color (in the specified colorspace).
200      *
201      *  This works around the limitation that SkPaint::setColor() only takes byte values, and does
202      *  not support specific colorspaces.
203      */
204     static sk_sp<SkShader> MakeColorShader(const SkColor4f&, sk_sp<SkColorSpace>);
205 
206     /**
207      *  Compose two shaders together, using two operators: mode and lerp. The resulting colors
208      *  are computed by first combining the src and dst shaders using mode, and then linearly
209      *  interpolating between the dst and result colors using lerp.
210      *
211      *      result = dst * (1 - lerp) + (src (mode) dst) * lerp
212      *
213      *  If either shader is nullptr, then this returns nullptr.
214      *  If lerp is NaN then this returns nullptr, otherwise lerp is clamped to [0..1].
215      */
216     static sk_sp<SkShader> MakeCompose(sk_sp<SkShader> dst, sk_sp<SkShader> src,
217                                        SkBlendMode mode, float lerp = 1);
218 
219     /*
220      *  DEPRECATED: call MakeCompose.
221      */
MakeComposeShader(sk_sp<SkShader> dst,sk_sp<SkShader> src,SkBlendMode mode)222     static sk_sp<SkShader> MakeComposeShader(sk_sp<SkShader> dst, sk_sp<SkShader> src,
223                                              SkBlendMode mode) {
224         return MakeCompose(std::move(dst), std::move(src), mode, 1);
225     }
226 
227     /**
228      *  Compose two shaders together using a weighted average.
229      *
230      *  result = dst * (1 - lerp) + src * lerp
231      *
232      *  If either shader is nullptr, then this returns nullptr.
233      *  If lerp is NaN then this returns nullptr, otherwise lerp is clamped to [0..1].
234      */
MakeMixer(sk_sp<SkShader> dst,sk_sp<SkShader> src,float lerp)235     static sk_sp<SkShader> MakeMixer(sk_sp<SkShader> dst, sk_sp<SkShader> src, float lerp) {
236         return MakeCompose(std::move(dst), std::move(src), SkBlendMode::kSrc, lerp);
237     }
238 
239     /** Call this to create a new shader that will draw with the specified bitmap.
240      *
241      *  If the bitmap cannot be used (e.g. has no pixels, or its dimensions
242      *  exceed implementation limits (currently at 64K - 1)) then SkEmptyShader
243      *  may be returned.
244      *
245      *  If the src is kA8_Config then that mask will be colorized using the color on
246      *  the paint.
247      *
248      *  @param src  The bitmap to use inside the shader
249      *  @param tmx  The tiling mode to use when sampling the bitmap in the x-direction.
250      *  @param tmy  The tiling mode to use when sampling the bitmap in the y-direction.
251      *  @return     Returns a new shader object. Note: this function never returns null.
252     */
253     static sk_sp<SkShader> MakeBitmapShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
254                                             const SkMatrix* localMatrix = nullptr);
255 
256     // NOTE: You can create an SkImage Shader with SkImage::newShader().
257 
258     /** Call this to create a new shader that will draw with the specified picture.
259      *
260      *  @param src  The picture to use inside the shader (if not NULL, its ref count
261      *              is incremented). The SkPicture must not be changed after
262      *              successfully creating a picture shader.
263      *  @param tmx  The tiling mode to use when sampling the bitmap in the x-direction.
264      *  @param tmy  The tiling mode to use when sampling the bitmap in the y-direction.
265      *  @param tile The tile rectangle in picture coordinates: this represents the subset
266      *              (or superset) of the picture used when building a tile. It is not
267      *              affected by localMatrix and does not imply scaling (only translation
268      *              and cropping). If null, the tile rect is considered equal to the picture
269      *              bounds.
270      *  @return     Returns a new shader object. Note: this function never returns null.
271     */
272     static sk_sp<SkShader> MakePictureShader(sk_sp<SkPicture> src, TileMode tmx, TileMode tmy,
273                                              const SkMatrix* localMatrix, const SkRect* tile);
274 
275     /**
276      *  If this shader can be represented by another shader + a localMatrix, return that shader and
277      *  the localMatrix. If not, return nullptr and ignore the localMatrix parameter.
278      */
279     // TODO: clean up clients, move to SkShaderBase.
280     virtual sk_sp<SkShader> makeAsALocalMatrixShader(SkMatrix* localMatrix) const;
281 
282 private:
283     SkShader() = default;
284     friend class SkShaderBase;
285 
286     typedef SkFlattenable INHERITED;
287 };
288 
289 #endif
290