GradientStopsSkia(const std::vector<GradientStop>& aStops, uint32_t aNumStops, ExtendMode aExtendMode) : mCount(aNumStops) , mExtendMode(aExtendMode) { if (mCount == 0) { return; } // Skia gradients always require a stop at 0.0 and 1.0, insert these if // we don't have them. uint32_t shift = 0; if (aStops[0].offset != 0) { mCount++; shift = 1; } if (aStops[aNumStops-1].offset != 1) { mCount++; } mColors.resize(mCount); mPositions.resize(mCount); if (aStops[0].offset != 0) { mColors[0] = ColorToSkColor(aStops[0].color, 1.0); mPositions[0] = 0; } for (uint32_t i = 0; i < aNumStops; i++) { mColors[i + shift] = ColorToSkColor(aStops[i].color, 1.0); mPositions[i + shift] = SkFloatToScalar(aStops[i].offset); } if (aStops[aNumStops-1].offset != 1) { mColors[mCount-1] = ColorToSkColor(aStops[aNumStops-1].color, 1.0); mPositions[mCount-1] = SK_Scalar1; } }
void DrawTargetSkia::DrawSurfaceWithShadow(SourceSurface *aSurface, const Point &aDest, const Color &aColor, const Point &aOffset, Float aSigma, CompositionOp aOperator) { if (!(aSurface->GetType() == SurfaceType::SKIA || aSurface->GetType() == SurfaceType::DATA)) { return; } MarkChanged(); mCanvas->save(SkCanvas::kMatrix_SaveFlag); mCanvas->resetMatrix(); TempBitmap bitmap = GetBitmapForSurface(aSurface); SkPaint paint; SkImageFilter* filter = SkDropShadowImageFilter::Create(aOffset.x, aOffset.y, aSigma, ColorToSkColor(aColor, 1.0)); paint.setImageFilter(filter); paint.setXfermodeMode(GfxOpToSkiaOp(aOperator)); mCanvas->drawBitmap(bitmap.mBitmap, aDest.x, aDest.y, &paint); mCanvas->restore(); }
static void SetPaintPattern(SkPaint& aPaint, const Pattern& aPattern, TempBitmap& aTmpBitmap, Float aAlpha = 1.0) { switch (aPattern.GetType()) { case PatternType::COLOR: { Color color = static_cast<const ColorPattern&>(aPattern).mColor; aPaint.setColor(ColorToSkColor(color, aAlpha)); break; } case PatternType::LINEAR_GRADIENT: { const LinearGradientPattern& pat = static_cast<const LinearGradientPattern&>(aPattern); GradientStopsSkia *stops = static_cast<GradientStopsSkia*>(pat.mStops.get()); SkShader::TileMode mode = ExtendModeToTileMode(stops->mExtendMode); if (stops->mCount >= 2) { SkPoint points[2]; points[0] = SkPoint::Make(SkFloatToScalar(pat.mBegin.x), SkFloatToScalar(pat.mBegin.y)); points[1] = SkPoint::Make(SkFloatToScalar(pat.mEnd.x), SkFloatToScalar(pat.mEnd.y)); SkShader* shader = SkGradientShader::CreateLinear(points, &stops->mColors.front(), &stops->mPositions.front(), stops->mCount, mode); if (shader) { SkMatrix mat; GfxMatrixToSkiaMatrix(pat.mMatrix, mat); shader->setLocalMatrix(mat); SkSafeUnref(aPaint.setShader(shader)); } } else { aPaint.setColor(SkColorSetARGB(0, 0, 0, 0)); } break; } case PatternType::RADIAL_GRADIENT: { const RadialGradientPattern& pat = static_cast<const RadialGradientPattern&>(aPattern); GradientStopsSkia *stops = static_cast<GradientStopsSkia*>(pat.mStops.get()); SkShader::TileMode mode = ExtendModeToTileMode(stops->mExtendMode); if (stops->mCount >= 2) { SkPoint points[2]; points[0] = SkPoint::Make(SkFloatToScalar(pat.mCenter1.x), SkFloatToScalar(pat.mCenter1.y)); points[1] = SkPoint::Make(SkFloatToScalar(pat.mCenter2.x), SkFloatToScalar(pat.mCenter2.y)); SkShader* shader = SkGradientShader::CreateTwoPointConical(points[0], SkFloatToScalar(pat.mRadius1), points[1], SkFloatToScalar(pat.mRadius2), &stops->mColors.front(), &stops->mPositions.front(), stops->mCount, mode); if (shader) { SkMatrix mat; GfxMatrixToSkiaMatrix(pat.mMatrix, mat); shader->setLocalMatrix(mat); SkSafeUnref(aPaint.setShader(shader)); } } else { aPaint.setColor(SkColorSetARGB(0, 0, 0, 0)); } break; } case PatternType::SURFACE: { const SurfacePattern& pat = static_cast<const SurfacePattern&>(aPattern); aTmpBitmap = GetBitmapForSurface(pat.mSurface); const SkBitmap& bitmap = aTmpBitmap.mBitmap; SkShader::TileMode mode = ExtendModeToTileMode(pat.mExtendMode); SkShader* shader = SkShader::CreateBitmapShader(bitmap, mode, mode); SkMatrix mat; GfxMatrixToSkiaMatrix(pat.mMatrix, mat); shader->setLocalMatrix(mat); SkSafeUnref(aPaint.setShader(shader)); if (pat.mFilter == Filter::POINT) { aPaint.setFilterLevel(SkPaint::kNone_FilterLevel); } break; } } }
void DrawTargetSkia::DrawSurfaceWithShadow(SourceSurface *aSurface, const Point &aDest, const Color &aColor, const Point &aOffset, Float aSigma, CompositionOp aOperator) { MarkChanged(); mCanvas->save(SkCanvas::kMatrix_SaveFlag); mCanvas->resetMatrix(); uint32_t blurFlags = SkBlurMaskFilter::kHighQuality_BlurFlag | SkBlurMaskFilter::kIgnoreTransform_BlurFlag; const SkBitmap& bitmap = static_cast<SourceSurfaceSkia*>(aSurface)->GetBitmap(); SkShader* shader = SkShader::CreateBitmapShader(bitmap, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode); SkMatrix matrix; matrix.reset(); matrix.setTranslateX(SkFloatToScalar(aDest.x)); matrix.setTranslateY(SkFloatToScalar(aDest.y)); shader->setLocalMatrix(matrix); SkLayerDrawLooper* dl = new SkLayerDrawLooper; SkLayerDrawLooper::LayerInfo info; info.fPaintBits |= SkLayerDrawLooper::kShader_Bit; SkPaint *layerPaint = dl->addLayer(info); layerPaint->setShader(shader); info.fPaintBits = 0; info.fPaintBits |= SkLayerDrawLooper::kMaskFilter_Bit; info.fPaintBits |= SkLayerDrawLooper::kColorFilter_Bit; info.fColorMode = SkXfermode::kDst_Mode; info.fOffset.set(SkFloatToScalar(aOffset.x), SkFloatToScalar(aOffset.y)); info.fPostTranslate = true; SkMaskFilter* mf = SkBlurMaskFilter::Create(aSigma, SkBlurMaskFilter::kNormal_BlurStyle, blurFlags); SkColor color = ColorToSkColor(aColor, 1); SkColorFilter* cf = SkColorFilter::CreateModeFilter(color, SkXfermode::kSrcIn_Mode); layerPaint = dl->addLayer(info); SkSafeUnref(layerPaint->setMaskFilter(mf)); SkSafeUnref(layerPaint->setColorFilter(cf)); layerPaint->setColor(color); // TODO: This is using the rasterizer to calculate an alpha mask // on both the shadow and normal layers. We should fix this // properly so it only happens for the shadow layer SkLayerRasterizer *raster = new SkLayerRasterizer(); SkPaint maskPaint; SkSafeUnref(maskPaint.setShader(shader)); raster->addLayer(maskPaint, 0, 0); SkPaint paint; paint.setAntiAlias(true); SkSafeUnref(paint.setRasterizer(raster)); paint.setXfermodeMode(GfxOpToSkiaOp(aOperator)); SkSafeUnref(paint.setLooper(dl)); SkRect rect = RectToSkRect(Rect(Float(aDest.x), Float(aDest.y), Float(bitmap.width()), Float(bitmap.height()))); mCanvas->drawRect(rect, paint); mCanvas->restore(); }