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* Copyright 2014 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef SkPictureShader_DEFINED
#define SkPictureShader_DEFINED
#include "include/core/SkFlattenable.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPicture.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSize.h"
#include "include/core/SkSurfaceProps.h"
#include "include/core/SkTypes.h"
#include "src/shaders/SkShaderBase.h"
class SkArenaAlloc;
class SkColorSpace;
class SkImage;
class SkReadBuffer;
class SkShader;
class SkSurface;
class SkWriteBuffer;
enum SkColorType : int;
enum class SkFilterMode;
enum class SkTileMode;
struct SkStageRec;
* An SkPictureShader can be used to draw SkPicture-based patterns.
* The SkPicture is first rendered into a tile, which is then used to shade the area according
* to specified tiling rules.
class SkPictureShader : public SkShaderBase {
static sk_sp<SkShader> Make(sk_sp<SkPicture>, SkTileMode, SkTileMode, SkFilterMode,
const SkMatrix*, const SkRect*);
SkPictureShader(sk_sp<SkPicture>, SkTileMode, SkTileMode, SkFilterMode, const SkRect*);
ShaderType type() const override { return ShaderType::kPicture; }
sk_sp<SkPicture> picture() const { return fPicture; }
SkRect tile() const { return fTile; }
SkTileMode tileModeX() const { return fTmx; }
SkTileMode tileModeY() const { return fTmy; }
SkFilterMode filter() const { return fFilter; }
struct CachedImageInfo {
bool success;
SkSize tileScale; // Additional scale factors to apply when sampling image.
SkMatrix matrixForDraw; // Matrix used to produce an image from the picture
SkImageInfo imageInfo;
SkSurfaceProps props;
static CachedImageInfo Make(const SkRect& bounds,
const SkMatrix& totalM,
SkColorType dstColorType,
SkColorSpace* dstColorSpace,
const int maxTextureSize,
const SkSurfaceProps& propsIn);
sk_sp<SkImage> makeImage(sk_sp<SkSurface> surf, const SkPicture* pict) const;
void flatten(SkWriteBuffer&) const override;
bool appendStages(const SkStageRec&, const SkShaders::MatrixRec&) const override;
Context* onMakeContext(const ContextRec&, SkArenaAlloc*) const override;
sk_sp<SkShader> rasterShader(const SkMatrix&,
SkColorType dstColorType,
SkColorSpace* dstColorSpace,
const SkSurfaceProps& props) const;
sk_sp<SkPicture> fPicture;
SkRect fTile;
SkTileMode fTmx, fTmy;
SkFilterMode fFilter;
#endif // SkPictureShader_DEFINED