| 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 | |