94 lines
3.0 KiB
C++
94 lines
3.0 KiB
C++
/*
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* Copyright 2006 The Android Open Source Project
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkShader_DEFINED
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#define SkShader_DEFINED
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkFlattenable.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkTileMode.h"
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class SkArenaAlloc;
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class SkBitmap;
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class SkBlender;
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class SkColorFilter;
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class SkColorSpace;
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class SkImage;
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class SkPath;
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class SkPicture;
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class SkRasterPipeline;
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class GrFragmentProcessor;
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/** \class SkShader
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*
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* Shaders specify the source color(s) for what is being drawn. If a paint
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* has no shader, then the paint's color is used. If the paint has a
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* shader, then the shader's color(s) are use instead, but they are
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* modulated by the paint's alpha. This makes it easy to create a shader
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* once (e.g. bitmap tiling or gradient) and then change its transparency
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* w/o having to modify the original shader... only the paint's alpha needs
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* to be modified.
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*/
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class SK_API SkShader : public SkFlattenable {
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public:
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/**
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* Returns true if the shader is guaranteed to produce only opaque
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* colors, subject to the SkPaint using the shader to apply an opaque
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* alpha value. Subclasses should override this to allow some
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* optimizations.
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*/
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virtual bool isOpaque() const { return false; }
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/**
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* Iff this shader is backed by a single SkImage, return its ptr (the caller must ref this
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* if they want to keep it longer than the lifetime of the shader). If not, return nullptr.
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*/
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SkImage* isAImage(SkMatrix* localMatrix, SkTileMode xy[2]) const;
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bool isAImage() const {
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return this->isAImage(nullptr, (SkTileMode*)nullptr) != nullptr;
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}
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//////////////////////////////////////////////////////////////////////////
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// Methods to create combinations or variants of shaders
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/**
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* Return a shader that will apply the specified localMatrix to this shader.
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* The specified matrix will be applied before any matrix associated with this shader.
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*/
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sk_sp<SkShader> makeWithLocalMatrix(const SkMatrix&) const;
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/**
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* Create a new shader that produces the same colors as invoking this shader and then applying
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* the colorfilter.
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*/
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sk_sp<SkShader> makeWithColorFilter(sk_sp<SkColorFilter>) const;
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private:
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SkShader() = default;
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friend class SkShaderBase;
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using INHERITED = SkFlattenable;
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};
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class SK_API SkShaders {
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public:
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static sk_sp<SkShader> Empty();
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static sk_sp<SkShader> Color(SkColor);
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static sk_sp<SkShader> Color(const SkColor4f&, sk_sp<SkColorSpace>);
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static sk_sp<SkShader> Blend(SkBlendMode mode, sk_sp<SkShader> dst, sk_sp<SkShader> src);
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static sk_sp<SkShader> Blend(sk_sp<SkBlender>, sk_sp<SkShader> dst, sk_sp<SkShader> src);
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static sk_sp<SkShader> CoordClamp(sk_sp<SkShader>, const SkRect& subset);
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private:
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SkShaders() = delete;
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};
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#endif
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