/*
* Copyright 2006 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 SkShader_DEFINED
#define SkShader_DEFINED
#include "include/core/SkColor.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkFlattenable.h"
#include "include/core/SkRefCnt.h"
#include "include/private/base/SkAPI.h"
class SkBlender;
class SkColorFilter;
class SkImage;
class SkMatrix;
enum class SkBlendMode;
enum class SkTileMode;
struct SkRect;
struct SkSamplingOptions;
/** \class SkShader
*
* Shaders specify the premultiplied source color ( s ) for what is being drawn .
* If a paint has no shader , then the paint ' s color is used . If the paint has a
* shader , then the shader ' s color ( s ) are used instead , but they are
* modulated by the paint ' s alpha . This makes it easy to create a shader
* once ( e . g . bitmap tiling or gradient ) and then change its transparency
* w / o having to modify the original shader . . . only the paint ' s alpha needs
* to be modified .
*/
class SK_API SkShader : public SkFlattenable {
public:
/**
* Returns true if the shader is guaranteed to produce only opaque colors , subject to the
* SkPaint using the shader to apply an opaque alpha value .
*/
virtual bool isOpaque() const = 0 ;
/**
* Iff this shader is backed by a single SkImage , return its ptr ( the caller must ref this
* if they want to keep it longer than the lifetime of the shader ) . If not , return nullptr .
*/
SkImage* isAImage(SkMatrix* localMatrix, SkTileMode xy[2 ]) const ;
bool isAImage() const {
return this->isAImage(nullptr, (SkTileMode*)nullptr) != nullptr;
}
//////////////////////////////////////////////////////////////////////////
// Methods to create combinations or variants of shaders
/**
* Return a shader that will apply the specified localMatrix to this shader .
* The specified matrix will be applied before any matrix associated with this shader .
*/
sk_sp<SkShader> makeWithLocalMatrix(const SkMatrix&) const ;
/**
* Create a new shader that produces the same colors as invoking this shader and then applying
* the colorfilter .
*/
sk_sp<SkShader> makeWithColorFilter(sk_sp<SkColorFilter>) const ;
/**
* Return a shader that will compute this shader in a context such that any child shaders
* return RGBA values converted to the ` inputCS ` colorspace .
*
* It is then assumed that the RGBA values returned by this shader have been transformed into
* ` outputCS ` by the shader being wrapped . By default , shaders are assumed to return values
* in the destination colorspace and premultiplied . Using a different outputCS than inputCS
* allows custom shaders to replace the color management Skia normally performs w / o forcing
* authors to otherwise manipulate surface / image color info to avoid unnecessary or incorrect
* work .
*
* If the shader is not performing colorspace conversion but needs to operate in the ` inputCS `
* then it should have ` outputCS ` be the same as ` inputCS ` . Regardless of the ` outputCS ` here ,
* the RGBA values of the returned SkShader are always converted from ` outputCS ` to the
* destination surface color space .
*
* A null inputCS is assumed to be the destination CS .
* A null outputCS is assumed to be the inputCS .
*/
sk_sp<SkShader> makeWithWorkingColorSpace(sk_sp<SkColorSpace> inputCS,
sk_sp<SkColorSpace> outputCS=nullptr) const ;
private :
SkShader() = default ;
friend class SkShaderBase;
using INHERITED = SkFlattenable;
};
namespace SkShaders {
SK_API sk_sp<SkShader> Empty();
SK_API sk_sp<SkShader> Color(SkColor);
SK_API sk_sp<SkShader> Color(const SkColor4f&, sk_sp<SkColorSpace>);
SK_API sk_sp<SkShader> Blend(SkBlendMode mode, sk_sp<SkShader> dst, sk_sp<SkShader> src);
SK_API sk_sp<SkShader> Blend(sk_sp<SkBlender>, sk_sp<SkShader> dst, sk_sp<SkShader> src);
SK_API sk_sp<SkShader> CoordClamp(sk_sp<SkShader>, const SkRect& subset);
/*
* Create an SkShader that will sample the ' image ' . This is equivalent to SkImage : : makeShader .
*/
SK_API sk_sp<SkShader> Image(sk_sp<SkImage> image,
SkTileMode tmx, SkTileMode tmy,
const SkSamplingOptions& options,
const SkMatrix* localMatrix = nullptr);
/*
* Create an SkShader that will sample ' image ' with minimal processing . This is equivalent to
* SkImage : : makeRawShader .
*/
SK_API sk_sp<SkShader> RawImage(sk_sp<SkImage> image,
SkTileMode tmx, SkTileMode tmy,
const SkSamplingOptions& options,
const SkMatrix* localMatrix = nullptr);
}
#endif
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