SkShader* Gradient::getShader(SkShader::TileMode mode)
{
    if (NULL == m_gradient)
        m_gradient = new PlatformGradientRec;
    else if (mode == m_gradient->m_tileMode)
        return m_gradient->m_shader;

    // need to ensure that the m_stops array is sorted. We call getColor()
    // which, as a side effect, does the sort.
    // TODO: refactor Gradient.h to formally expose a sort method
    {
        float r, g, b, a;
        this->getColor(0, &r, &g, &b, &a);
    }

    SkPoint pts[2] = { m_p0, m_p1 };    // convert to SkPoint

    const size_t count = m_stops.size();
    SkAutoMalloc    storage(count * (sizeof(SkColor) + sizeof(SkScalar)));
    SkColor*        colors = (SkColor*)storage.get();
    SkScalar*       pos = (SkScalar*)(colors + count);

    Vector<ColorStop>::iterator iter = m_stops.begin();
    for (int i = 0; iter != m_stops.end(); i++) {
        pos[i] = SkFloatToScalar(iter->stop);
        colors[i] = SkColorSetARGB(F2B(iter->alpha), F2B(iter->red),
                                   F2B(iter->green), F2B(iter->blue));
        ++iter;
    }

    SkShader* s;
    if (m_radial)
        s = SkGradientShader::CreateTwoPointRadial(pts[0],
                                                   SkFloatToScalar(m_r0),
                                                   pts[1],
                                                   SkFloatToScalar(m_r1),
                                                   colors, pos, count, mode);
    else
        s = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);

    if (NULL == s)
        s = new SkColorShader(0);

    // zap our previous shader, if present
    SkSafeUnref(m_gradient->m_shader);
    m_gradient->m_shader = s;
    m_gradient->m_tileMode = mode;
    SkMatrix matrix = m_gradientSpaceTransformation;
    s->setLocalMatrix(matrix);

    return s;
}
SkShader* Gradient::getShader(SkShader::TileMode mode) {
    if (NULL == m_gradient) {
        m_gradient = new PlatformGradientRec;
    } else if (m_gradient->m_tileMode == mode) {
        return m_gradient->m_shader;
    }

    SkPoint pts[2];

    android_setpt(&pts[0], m_p0);
    android_setpt(&pts[1], m_p1);
    size_t count = m_stops.size();
    SkAutoMalloc    storage(count * (sizeof(SkColor) + sizeof(SkScalar)));
    SkColor*        colors = (SkColor*)storage.get();
    SkScalar*       pos = (SkScalar*)(colors + count);

    Vector<ColorStop>::iterator iter = m_stops.begin();
    int i = -1;
    while (i++, iter != m_stops.end()) {
        pos[i] = SkFloatToScalar(iter->stop);
        colors[i] = SkColorSetARGB(F2B(iter->alpha), F2B(iter->red),
            F2B(iter->green), F2B(iter->blue));
        ++iter;
    }

    SkShader* s;
    if (0 == count) {
        // it seems the spec says a zero-size gradient draws transparent
        s = new SkColorShader(0);
    } else if (m_radial) {
        s = SkGradientShader::CreateRadial(pts[0], SkFloatToScalar(m_r0),
                                           colors, pos, count, mode);
    } else {
        s = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
    }

    m_gradient->m_shader->safeUnref();
    m_gradient->m_shader = s;
    m_gradient->m_tileMode = mode;
    return s;
}
Example #3
0
   C4B(L32A32_FLOAT, RG32_FLOAT, C0, C0, C0, C1, FLOAT, 32_32, T),
   C4B(L32A32_SINT, RG32_SINT, C0, C0, C0, C1, SINT, 32_32, T),
   C4B(L32A32_UINT, RG32_UINT, C0, C0, C0, C1, UINT, 32_32, T),

   F3B(DXT1_RGB,   NONE, C0, C1, C2, xx, UNORM, DXT1, T),
   F3B(DXT1_SRGB,  NONE, C0, C1, C2, xx, UNORM, DXT1, T),
   C4B(DXT1_RGBA,  NONE, C0, C1, C2, C3, UNORM, DXT1, T),
   C4B(DXT1_SRGBA, NONE, C0, C1, C2, C3, UNORM, DXT1, T),
   C4B(DXT3_RGBA,  NONE, C0, C1, C2, C3, UNORM, DXT3, T),
   C4B(DXT3_SRGBA, NONE, C0, C1, C2, C3, UNORM, DXT3, T),
   C4B(DXT5_RGBA,  NONE, C0, C1, C2, C3, UNORM, DXT5, T),
   C4B(DXT5_SRGBA, NONE, C0, C1, C2, C3, UNORM, DXT5, T),

   F1B(RGTC1_UNORM, NONE, C0, xx, xx, xx, UNORM, RGTC1, T),
   F1B(RGTC1_SNORM, NONE, C0, xx, xx, xx, SNORM, RGTC1, T),
   F2B(RGTC2_UNORM, NONE, C0, C1, xx, xx, UNORM, RGTC2, T),
   F2B(RGTC2_SNORM, NONE, C0, C1, xx, xx, SNORM, RGTC2, T),
   F3B(LATC1_UNORM, NONE, C0, C0, C0, xx, UNORM, RGTC1, T),
   F3B(LATC1_SNORM, NONE, C0, C0, C0, xx, SNORM, RGTC1, T),
   C4B(LATC2_UNORM, NONE, C0, C0, C0, C1, UNORM, RGTC2, T),
   C4B(LATC2_SNORM, NONE, C0, C0, C0, C1, SNORM, RGTC2, T),

   C4B(BPTC_RGBA_UNORM, NONE, C0, C1, C2, C3, UNORM, BPTC, t),
   C4B(BPTC_SRGBA,      NONE, C0, C1, C2, C3, UNORM, BPTC, t),
   F3B(BPTC_RGB_FLOAT,  NONE, C0, C1, C2, xx, FLOAT, BPTC_FLOAT, t),
   F3B(BPTC_RGB_UFLOAT, NONE, C0, C1, C2, xx, FLOAT, BPTC_UFLOAT, t),

   C4A(R32G32B32A32_FLOAT, RGBA32_FLOAT, C0, C1, C2, C3, FLOAT, 32_32_32_32,
       IBV, 0),
   C4A(R32G32B32A32_UNORM, NONE, C0, C1, C2, C3, UNORM, 32_32_32_32, TV, 0),
   C4A(R32G32B32A32_SNORM, NONE, C0, C1, C2, C3, SNORM, 32_32_32_32, TV, 0),
Example #4
0
static SkColor makeSkColor(float a, float r, float g, float b)
{
    return SkColorSetARGB(F2B(a), F2B(r), F2B(g), F2B(b));
}