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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 "SkFlattenable.h"
     13 #include "SkImageInfo.h"
     14 #include "SkMask.h"
     15 #include "SkMatrix.h"
     16 #include "SkPaint.h"
     17 #include "../gpu/GrColor.h"
     18 
     19 class SkColorFilter;
     20 class SkPath;
     21 class SkPicture;
     22 class SkXfermode;
     23 class GrContext;
     24 class GrFragmentProcessor;
     25 
     26 /** \class SkShader
     27  *
     28  *  Shaders specify the source color(s) for what is being drawn. If a paint
     29  *  has no shader, then the paint's color is used. If the paint has a
     30  *  shader, then the shader's color(s) are use instead, but they are
     31  *  modulated by the paint's alpha. This makes it easy to create a shader
     32  *  once (e.g. bitmap tiling or gradient) and then change its transparency
     33  *  w/o having to modify the original shader... only the paint's alpha needs
     34  *  to be modified.
     35  */
     36 class SK_API SkShader : public SkFlattenable {
     37 public:
     38     SkShader(const SkMatrix* localMatrix = NULL);
     39     virtual ~SkShader();
     40 
     41     /**
     42      *  Returns the local matrix.
     43      *
     44      *  FIXME: This can be incorrect for a Shader with its own local matrix
     45      *  that is also wrapped via CreateLocalMatrixShader.
     46      */
     47     const SkMatrix& getLocalMatrix() const { return fLocalMatrix; }
     48 
     49     enum TileMode {
     50         /** replicate the edge color if the shader draws outside of its
     51          *  original bounds
     52          */
     53         kClamp_TileMode,
     54 
     55         /** repeat the shader's image horizontally and vertically */
     56         kRepeat_TileMode,
     57 
     58         /** repeat the shader's image horizontally and vertically, alternating
     59          *  mirror images so that adjacent images always seam
     60          */
     61         kMirror_TileMode,
     62 
     63 #if 0
     64         /** only draw within the original domain, return 0 everywhere else */
     65         kDecal_TileMode,
     66 #endif
     67     };
     68 
     69     enum {
     70         kTileModeCount = kMirror_TileMode + 1
     71     };
     72 
     73     // override these in your subclass
     74 
     75     enum Flags {
     76         //!< set if all of the colors will be opaque
     77         kOpaqueAlpha_Flag = 1 << 0,
     78 
     79         /** set if the spans only vary in X (const in Y).
     80             e.g. an Nx1 bitmap that is being tiled in Y, or a linear-gradient
     81             that varies from left-to-right. This flag specifies this for
     82             shadeSpan().
     83          */
     84         kConstInY32_Flag = 1 << 1,
     85 
     86         /** hint for the blitter that 4f is the preferred shading mode.
     87          */
     88         kPrefers4f_Flag  = 1 << 2,
     89     };
     90 
     91     /**
     92      *  Returns true if the shader is guaranteed to produce only opaque
     93      *  colors, subject to the SkPaint using the shader to apply an opaque
     94      *  alpha value. Subclasses should override this to allow some
     95      *  optimizations.
     96      */
     97     virtual bool isOpaque() const { return false; }
     98 
     99     /**
    100      *  ContextRec acts as a parameter bundle for creating Contexts.
    101      */
    102     struct ContextRec {
    103         enum DstType {
    104             kPMColor_DstType, // clients prefer shading into PMColor dest
    105             kPM4f_DstType,    // clients prefer shading into PM4f dest
    106         };
    107 
    108         ContextRec(const SkPaint& paint, const SkMatrix& matrix, const SkMatrix* localM,
    109                    DstType dstType)
    110             : fPaint(&paint)
    111             , fMatrix(&matrix)
    112             , fLocalMatrix(localM)
    113             , fPreferredDstType(dstType) {}
    114 
    115         const SkPaint*  fPaint;            // the current paint associated with the draw
    116         const SkMatrix* fMatrix;           // the current matrix in the canvas
    117         const SkMatrix* fLocalMatrix;      // optional local matrix
    118         const DstType   fPreferredDstType; // the "natural" client dest type
    119     };
    120 
    121     class Context : public ::SkNoncopyable {
    122     public:
    123         Context(const SkShader& shader, const ContextRec&);
    124 
    125         virtual ~Context();
    126 
    127         /**
    128          *  Called sometimes before drawing with this shader. Return the type of
    129          *  alpha your shader will return. The default implementation returns 0.
    130          *  Your subclass should override if it can (even sometimes) report a
    131          *  non-zero value, since that will enable various blitters to perform
    132          *  faster.
    133          */
    134         virtual uint32_t getFlags() const { return 0; }
    135 
    136         /**
    137          *  Called for each span of the object being drawn. Your subclass should
    138          *  set the appropriate colors (with premultiplied alpha) that correspond
    139          *  to the specified device coordinates.
    140          */
    141         virtual void shadeSpan(int x, int y, SkPMColor[], int count) = 0;
    142 
    143         virtual void shadeSpan4f(int x, int y, SkPM4f[], int count);
    144 
    145         /**
    146          * The const void* ctx is only const because all the implementations are const.
    147          * This can be changed to non-const if a new shade proc needs to change the ctx.
    148          */
    149         typedef void (*ShadeProc)(const void* ctx, int x, int y, SkPMColor[], int count);
    150         virtual ShadeProc asAShadeProc(void** ctx);
    151 
    152         /**
    153          *  Similar to shadeSpan, but only returns the alpha-channel for a span.
    154          *  The default implementation calls shadeSpan() and then extracts the alpha
    155          *  values from the returned colors.
    156          */
    157         virtual void shadeSpanAlpha(int x, int y, uint8_t alpha[], int count);
    158 
    159         // Notification from blitter::blitMask in case we need to see the non-alpha channels
    160         virtual void set3DMask(const SkMask*) {}
    161 
    162     protected:
    163         // Reference to shader, so we don't have to dupe information.
    164         const SkShader& fShader;
    165 
    166         enum MatrixClass {
    167             kLinear_MatrixClass,            // no perspective
    168             kFixedStepInX_MatrixClass,      // fast perspective, need to call fixedStepInX() each
    169                                             // scanline
    170             kPerspective_MatrixClass        // slow perspective, need to mappoints each pixel
    171         };
    172         static MatrixClass ComputeMatrixClass(const SkMatrix&);
    173 
    174         uint8_t         getPaintAlpha() const { return fPaintAlpha; }
    175         const SkMatrix& getTotalInverse() const { return fTotalInverse; }
    176         MatrixClass     getInverseClass() const { return (MatrixClass)fTotalInverseClass; }
    177         const SkMatrix& getCTM() const { return fCTM; }
    178     private:
    179         SkMatrix    fCTM;
    180         SkMatrix    fTotalInverse;
    181         uint8_t     fPaintAlpha;
    182         uint8_t     fTotalInverseClass;
    183 
    184         typedef SkNoncopyable INHERITED;
    185     };
    186 
    187     /**
    188      *  Create the actual object that does the shading.
    189      *  Size of storage must be >= contextSize.
    190      */
    191     Context* createContext(const ContextRec&, void* storage) const;
    192 
    193     /**
    194      *  Return the size of a Context returned by createContext.
    195      *
    196      *  Override this if your subclass overrides createContext, to return the correct size of
    197      *  your subclass' context.
    198      */
    199     virtual size_t contextSize(const ContextRec&) const;
    200 
    201     /**
    202      *  Returns true if this shader is just a bitmap, and if not null, returns the bitmap,
    203      *  localMatrix, and tilemodes. If this is not a bitmap, returns false and ignores the
    204      *  out-parameters.
    205      */
    206     bool isABitmap(SkBitmap* outTexture, SkMatrix* outMatrix, TileMode xy[2]) const {
    207         return this->onIsABitmap(outTexture, outMatrix, xy);
    208     }
    209 
    210     bool isABitmap() const {
    211         return this->isABitmap(nullptr, nullptr, nullptr);
    212     }
    213 
    214     /**
    215      *  If the shader subclass can be represented as a gradient, asAGradient
    216      *  returns the matching GradientType enum (or kNone_GradientType if it
    217      *  cannot). Also, if info is not null, asAGradient populates info with
    218      *  the relevant (see below) parameters for the gradient.  fColorCount
    219      *  is both an input and output parameter.  On input, it indicates how
    220      *  many entries in fColors and fColorOffsets can be used, if they are
    221      *  non-NULL.  After asAGradient has run, fColorCount indicates how
    222      *  many color-offset pairs there are in the gradient.  If there is
    223      *  insufficient space to store all of the color-offset pairs, fColors
    224      *  and fColorOffsets will not be altered.  fColorOffsets specifies
    225      *  where on the range of 0 to 1 to transition to the given color.
    226      *  The meaning of fPoint and fRadius is dependant on the type of gradient.
    227      *
    228      *  None:
    229      *      info is ignored.
    230      *  Color:
    231      *      fColorOffsets[0] is meaningless.
    232      *  Linear:
    233      *      fPoint[0] and fPoint[1] are the end-points of the gradient
    234      *  Radial:
    235      *      fPoint[0] and fRadius[0] are the center and radius
    236      *  Conical:
    237      *      fPoint[0] and fRadius[0] are the center and radius of the 1st circle
    238      *      fPoint[1] and fRadius[1] are the center and radius of the 2nd circle
    239      *  Sweep:
    240      *      fPoint[0] is the center of the sweep.
    241      */
    242 
    243     enum GradientType {
    244         kNone_GradientType,
    245         kColor_GradientType,
    246         kLinear_GradientType,
    247         kRadial_GradientType,
    248         kSweep_GradientType,
    249         kConical_GradientType,
    250         kLast_GradientType = kConical_GradientType
    251     };
    252 
    253     struct GradientInfo {
    254         int         fColorCount;    //!< In-out parameter, specifies passed size
    255                                     //   of fColors/fColorOffsets on input, and
    256                                     //   actual number of colors/offsets on
    257                                     //   output.
    258         SkColor*    fColors;        //!< The colors in the gradient.
    259         SkScalar*   fColorOffsets;  //!< The unit offset for color transitions.
    260         SkPoint     fPoint[2];      //!< Type specific, see above.
    261         SkScalar    fRadius[2];     //!< Type specific, see above.
    262         TileMode    fTileMode;      //!< The tile mode used.
    263         uint32_t    fGradientFlags; //!< see SkGradientShader::Flags
    264     };
    265 
    266     virtual GradientType asAGradient(GradientInfo* info) const;
    267 
    268     /**
    269      *  If the shader subclass is composed of two shaders, return true, and if rec is not NULL,
    270      *  fill it out with info about the shader.
    271      *
    272      *  These are bare pointers; the ownership and reference count are unchanged.
    273      */
    274 
    275     struct ComposeRec {
    276         const SkShader*     fShaderA;
    277         const SkShader*     fShaderB;
    278         const SkXfermode*   fMode;
    279     };
    280 
    281     virtual bool asACompose(ComposeRec*) const { return false; }
    282 
    283 
    284     /**
    285      *  Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
    286      *  returned if there is no GPU implementation.
    287      *
    288      *  The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
    289      *  local matrix, and filter quality directly.
    290      *
    291      *  The GrContext may be used by the to create textures that are required by the returned
    292      *  processor.
    293      *
    294      *  The returned GrFragmentProcessor should expect an unpremultiplied input color and
    295      *  produce a premultiplied output.
    296      */
    297     virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*,
    298                                                            const SkMatrix& viewMatrix,
    299                                                            const SkMatrix* localMatrix,
    300                                                            SkFilterQuality) const;
    301 
    302     /**
    303      *  If the shader can represent its "average" luminance in a single color, return true and
    304      *  if color is not NULL, return that color. If it cannot, return false and ignore the color
    305      *  parameter.
    306      *
    307      *  Note: if this returns true, the returned color will always be opaque, as only the RGB
    308      *  components are used to compute luminance.
    309      */
    310     bool asLuminanceColor(SkColor*) const;
    311 
    312 #ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
    313     /**
    314      *  If the shader is a custom shader which has data the caller might want, call this function
    315      *  to get that data.
    316      */
    317     virtual bool asACustomShader(void** /* customData */) const { return false; }
    318 #endif
    319 
    320     //////////////////////////////////////////////////////////////////////////
    321     //  Methods to create combinations or variants of shaders
    322 
    323     /**
    324      *  Return a shader that will apply the specified localMatrix to this shader.
    325      *  The specified matrix will be applied before any matrix associated with this shader.
    326      */
    327     SkShader* newWithLocalMatrix(const SkMatrix&) const;
    328 
    329     /**
    330      *  Create a new shader that produces the same colors as invoking this shader and then applying
    331      *  the colorfilter.
    332      */
    333     SkShader* newWithColorFilter(SkColorFilter*) const;
    334 
    335     //////////////////////////////////////////////////////////////////////////
    336     //  Factory methods for stock shaders
    337 
    338     /**
    339      *  Call this to create a new "empty" shader, that will not draw anything.
    340      */
    341     static SkShader* CreateEmptyShader();
    342 
    343     /**
    344      *  Call this to create a new shader that just draws the specified color. This should always
    345      *  draw the same as a paint with this color (and no shader).
    346      */
    347     static SkShader* CreateColorShader(SkColor);
    348 
    349     static SkShader* CreateComposeShader(SkShader* dst, SkShader* src, SkXfermode::Mode);
    350 
    351     /**
    352      *  Create a new compose shader, given shaders dst, src, and a combining xfermode mode.
    353      *  The xfermode is called with the output of the two shaders, and its output is returned.
    354      *  If xfer is null, SkXfermode::kSrcOver_Mode is assumed.
    355      *
    356      *  Ownership of the shaders, and the xfermode if not null, is not transfered, so the caller
    357      *  is still responsible for managing its reference-count for those objects.
    358      */
    359     static SkShader* CreateComposeShader(SkShader* dst, SkShader* src, SkXfermode* xfer);
    360 
    361     /** Call this to create a new shader that will draw with the specified bitmap.
    362      *
    363      *  If the bitmap cannot be used (e.g. has no pixels, or its dimensions
    364      *  exceed implementation limits (currently at 64K - 1)) then SkEmptyShader
    365      *  may be returned.
    366      *
    367      *  If the src is kA8_Config then that mask will be colorized using the color on
    368      *  the paint.
    369      *
    370      *  @param src  The bitmap to use inside the shader
    371      *  @param tmx  The tiling mode to use when sampling the bitmap in the x-direction.
    372      *  @param tmy  The tiling mode to use when sampling the bitmap in the y-direction.
    373      *  @return     Returns a new shader object. Note: this function never returns null.
    374     */
    375     static SkShader* CreateBitmapShader(const SkBitmap& src,
    376                                         TileMode tmx, TileMode tmy,
    377                                         const SkMatrix* localMatrix = NULL);
    378 
    379     // NOTE: You can create an SkImage Shader with SkImage::newShader().
    380 
    381     /** Call this to create a new shader that will draw with the specified picture.
    382      *
    383      *  @param src  The picture to use inside the shader (if not NULL, its ref count
    384      *              is incremented). The SkPicture must not be changed after
    385      *              successfully creating a picture shader.
    386      *  @param tmx  The tiling mode to use when sampling the bitmap in the x-direction.
    387      *  @param tmy  The tiling mode to use when sampling the bitmap in the y-direction.
    388      *  @param tile The tile rectangle in picture coordinates: this represents the subset
    389      *              (or superset) of the picture used when building a tile. It is not
    390      *              affected by localMatrix and does not imply scaling (only translation
    391      *              and cropping). If null, the tile rect is considered equal to the picture
    392      *              bounds.
    393      *  @return     Returns a new shader object. Note: this function never returns null.
    394     */
    395     static SkShader* CreatePictureShader(const SkPicture* src,
    396                                          TileMode tmx, TileMode tmy,
    397                                          const SkMatrix* localMatrix,
    398                                          const SkRect* tile);
    399 
    400     /**
    401      *  If this shader can be represented by another shader + a localMatrix, return that shader
    402      *  and, if not NULL, the localMatrix. If not, return NULL and ignore the localMatrix parameter.
    403      *
    404      *  Note: the returned shader (if not NULL) will have been ref'd, and it is the responsibility
    405      *  of the caller to balance that with unref() when they are done.
    406      */
    407     virtual SkShader* refAsALocalMatrixShader(SkMatrix* localMatrix) const;
    408 
    409     SK_TO_STRING_VIRT()
    410     SK_DEFINE_FLATTENABLE_TYPE(SkShader)
    411 
    412 protected:
    413     void flatten(SkWriteBuffer&) const override;
    414 
    415     bool computeTotalInverse(const ContextRec&, SkMatrix* totalInverse) const;
    416 
    417     /**
    418      *  Your subclass must also override contextSize() if it overrides onCreateContext().
    419      *  Base class impl returns NULL.
    420      */
    421     virtual Context* onCreateContext(const ContextRec&, void* storage) const;
    422 
    423     virtual bool onAsLuminanceColor(SkColor*) const {
    424         return false;
    425     }
    426 
    427     virtual bool onIsABitmap(SkBitmap*, SkMatrix*, TileMode[2]) const {
    428         return false;
    429     }
    430 
    431 private:
    432     // This is essentially const, but not officially so it can be modified in
    433     // constructors.
    434     SkMatrix fLocalMatrix;
    435 
    436     // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer constructor.
    437     friend class SkLocalMatrixShader;
    438     friend class SkBitmapProcShader;    // for computeTotalInverse()
    439 
    440     typedef SkFlattenable INHERITED;
    441 };
    442 
    443 #endif
    444