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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 "SkShader.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 SK_API SkColorShader : public SkShader {
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 SkShader::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 shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) override;
void shadeSpan4f(int x, int y, SkPM4f[], int count) override;
protected:
bool onChooseBlitProcs(const SkImageInfo&, BlitState*) override;
private:
SkPM4f fPM4f;
SkPMColor fPMColor;
uint32_t fFlags;
typedef SkShader::Context INHERITED;
};
GradientType asAGradient(GradientInfo* info) const override;
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
SK_TO_STRING_OVERRIDE()
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(SkRasterPipeline*, SkColorSpace*, SkArenaAlloc*,
const SkMatrix& ctm, const SkPaint&, const SkMatrix*) const override;
private:
SkColor fColor;
typedef SkShader INHERITED;
};
class SkColor4Shader : public SkShader {
public:
SkColor4Shader(const SkColor4f&, sk_sp<SkColorSpace>);
bool isOpaque() const override {
return SkColorGetA(fCachedByteColor) == 255;
}
bool isConstant() const override { return true; }
class Color4Context : public SkShader::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 shadeSpanAlpha(int x, int y, uint8_t alpha[], int count) override;
void shadeSpan4f(int x, int y, SkPM4f[], int count) override;
protected:
bool onChooseBlitProcs(const SkImageInfo&, BlitState*) override;
private:
SkPM4f fPM4f;
SkPMColor fPMColor;
uint32_t fFlags;
typedef SkShader::Context INHERITED;
};
GradientType asAGradient(GradientInfo* info) const override;
#if SK_SUPPORT_GPU
sk_sp<GrFragmentProcessor> asFragmentProcessor(const AsFPArgs&) const override;
#endif
SK_TO_STRING_OVERRIDE()
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(SkRasterPipeline*, SkColorSpace*, SkArenaAlloc*,
const SkMatrix& ctm, const SkPaint&, const SkMatrix*) const override;
private:
sk_sp<SkColorSpace> fColorSpace;
const SkColor4f fColor4;
const SkColor fCachedByteColor;
typedef SkShader INHERITED;
};
#endif