1 | // Copyright 2006 The Android Open Source Project |
2 | // Copyright 2020 Yevhenii Reizner |
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 | mod gradient; |
8 | mod linear_gradient; |
9 | mod pattern; |
10 | mod radial_gradient; |
11 | |
12 | use tiny_skia_path::{NormalizedF32, Scalar}; |
13 | |
14 | pub use gradient::GradientStop; |
15 | pub use linear_gradient::LinearGradient; |
16 | pub use pattern::{FilterQuality, Pattern, PixmapPaint}; |
17 | pub use radial_gradient::RadialGradient; |
18 | |
19 | use crate::{Color, Transform}; |
20 | |
21 | use crate::pipeline::RasterPipelineBuilder; |
22 | |
23 | /// A shader spreading mode. |
24 | #[derive (Copy, Clone, PartialEq, Debug)] |
25 | pub enum SpreadMode { |
26 | /// Replicate the edge color if the shader draws outside of its |
27 | /// original bounds. |
28 | Pad, |
29 | |
30 | /// Repeat the shader's image horizontally and vertically, alternating |
31 | /// mirror images so that adjacent images always seam. |
32 | Reflect, |
33 | |
34 | /// Repeat the shader's image horizontally and vertically. |
35 | Repeat, |
36 | } |
37 | |
38 | impl Default for SpreadMode { |
39 | fn default() -> Self { |
40 | SpreadMode::Pad |
41 | } |
42 | } |
43 | |
44 | /// A shader specifies the source color(s) for what is being drawn. |
45 | /// |
46 | /// If a paint has no shader, then the paint's color is used. If the paint has a |
47 | /// shader, then the shader's color(s) are use instead, but they are |
48 | /// modulated by the paint's alpha. This makes it easy to create a shader |
49 | /// once (e.g. bitmap tiling or gradient) and then change its transparency |
50 | /// without having to modify the original shader. Only the paint's alpha needs |
51 | /// to be modified. |
52 | #[derive (Clone, PartialEq, Debug)] |
53 | pub enum Shader<'a> { |
54 | /// A solid color shader. |
55 | SolidColor(Color), |
56 | /// A linear gradient shader. |
57 | LinearGradient(LinearGradient), |
58 | /// A radial gradient shader. |
59 | RadialGradient(RadialGradient), |
60 | /// A pattern shader. |
61 | Pattern(Pattern<'a>), |
62 | } |
63 | |
64 | impl<'a> Shader<'a> { |
65 | /// Checks if the shader is guaranteed to produce only opaque colors. |
66 | pub fn is_opaque(&self) -> bool { |
67 | match self { |
68 | Shader::SolidColor(ref c) => c.is_opaque(), |
69 | Shader::LinearGradient(ref g) => g.is_opaque(), |
70 | Shader::RadialGradient(_) => false, |
71 | Shader::Pattern(_) => false, |
72 | } |
73 | } |
74 | |
75 | // Unlike Skia, we do not have is_constant, because we don't have Color shaders. |
76 | |
77 | /// If this returns false, then we draw nothing (do not fall back to shader context) |
78 | #[must_use ] |
79 | pub(crate) fn push_stages(&self, p: &mut RasterPipelineBuilder) -> bool { |
80 | match self { |
81 | Shader::SolidColor(color) => { |
82 | p.push_uniform_color(color.premultiply()); |
83 | true |
84 | } |
85 | Shader::LinearGradient(ref g) => g.push_stages(p), |
86 | Shader::RadialGradient(ref g) => g.push_stages(p), |
87 | Shader::Pattern(ref patt) => patt.push_stages(p), |
88 | } |
89 | } |
90 | |
91 | /// Transforms the shader. |
92 | pub fn transform(&mut self, ts: Transform) { |
93 | match self { |
94 | Shader::SolidColor(_) => {} |
95 | Shader::LinearGradient(g) => { |
96 | g.base.transform = g.base.transform.post_concat(ts); |
97 | } |
98 | Shader::RadialGradient(g) => { |
99 | g.base.transform = g.base.transform.post_concat(ts); |
100 | } |
101 | Shader::Pattern(p) => { |
102 | p.transform = p.transform.post_concat(ts); |
103 | } |
104 | } |
105 | } |
106 | |
107 | /// Shifts shader's opacity. |
108 | /// |
109 | /// `opacity` will be clamped to the 0..=1 range. |
110 | /// |
111 | /// This is roughly the same as Skia's `SkPaint::setAlpha`. |
112 | /// |
113 | /// Unlike Skia, we do not support global alpha/opacity, which is in Skia |
114 | /// is set via the alpha channel of the `SkPaint::fColor4f`. |
115 | /// Instead, you can shift the opacity of the shader to whatever value you need. |
116 | /// |
117 | /// - For `SolidColor` this function will multiply `color.alpha` by `opacity`. |
118 | /// - For gradients this function will multiply all colors by `opacity`. |
119 | /// - For `Pattern` this function will multiply `Patter::opacity` by `opacity`. |
120 | pub fn apply_opacity(&mut self, opacity: f32) { |
121 | match self { |
122 | Shader::SolidColor(ref mut c) => { |
123 | c.apply_opacity(opacity); |
124 | } |
125 | Shader::LinearGradient(g) => { |
126 | g.base.apply_opacity(opacity); |
127 | } |
128 | Shader::RadialGradient(g) => { |
129 | g.base.apply_opacity(opacity); |
130 | } |
131 | Shader::Pattern(ref mut p) => { |
132 | p.opacity = NormalizedF32::new(p.opacity.get() * opacity.bound(0.0, 1.0)).unwrap(); |
133 | } |
134 | } |
135 | } |
136 | } |
137 | |