SkPDFShader::State::State(const SkShader& shader, const SkMatrix& canvasTransform, const SkIRect& bbox) : fCanvasTransform(canvasTransform), fBBox(bbox), fPixelGeneration(0) { fInfo.fColorCount = 0; fInfo.fColors = NULL; fInfo.fColorOffsets = NULL; shader.getLocalMatrix(&fShaderTransform); fImageTileModes[0] = fImageTileModes[1] = SkShader::kClamp_TileMode; fType = shader.asAGradient(&fInfo); if (fType == SkShader::kNone_GradientType) { SkShader::BitmapType bitmapType; SkMatrix matrix; bitmapType = shader.asABitmap(&fImage, &matrix, fImageTileModes, NULL); if (bitmapType != SkShader::kDefault_BitmapType) { fImage.reset(); return; } SkASSERT(matrix.isIdentity()); fPixelGeneration = fImage.getGenerationID(); } else { fColorData.set(sk_malloc_throw( fInfo.fColorCount * (sizeof(SkColor) + sizeof(SkScalar)))); fInfo.fColors = reinterpret_cast<SkColor*>(fColorData.get()); fInfo.fColorOffsets = reinterpret_cast<SkScalar*>(fInfo.fColors + fInfo.fColorCount); shader.asAGradient(&fInfo); } }
SkPDFShader::State::State(const SkShader& shader, const SkMatrix& canvasTransform, const SkIRect& bbox) : fCanvasTransform(canvasTransform), fBBox(bbox), fPixelGeneration(0) { fInfo.fColorCount = 0; fInfo.fColors = NULL; fInfo.fColorOffsets = NULL; fShaderTransform = shader.getLocalMatrix(); fImageTileModes[0] = fImageTileModes[1] = SkShader::kClamp_TileMode; fType = shader.asAGradient(&fInfo); if (fType == SkShader::kNone_GradientType) { SkShader::BitmapType bitmapType; SkMatrix matrix; bitmapType = shader.asABitmap(&fImage, &matrix, fImageTileModes); if (bitmapType != SkShader::kDefault_BitmapType) { fImage.reset(); return; } SkASSERT(matrix.isIdentity()); fPixelGeneration = fImage.getGenerationID(); } else { AllocateGradientInfoStorage(); shader.asAGradient(&fInfo); } }
PassRefPtr<JSONObject> LoggingCanvas::objectForSkShader(const SkShader& shader) { RefPtr<JSONObject> shaderItem = JSONObject::create(); const SkMatrix localMatrix = shader.getLocalMatrix(); if (!localMatrix.isIdentity()) shaderItem->setArray("localMatrix", arrayForSkMatrix(localMatrix)); return shaderItem.release(); }
SkGLDevice::TexCache* SkGLDevice::setupGLPaintShader(const SkPaint& paint) { SkGL::SetPaint(paint); SkShader* shader = paint.getShader(); if (NULL == shader) { return NULL; } if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) { return NULL; } SkBitmap bitmap; SkMatrix matrix; SkShader::TileMode tileModes[2]; if (!shader->asABitmap(&bitmap, &matrix, tileModes)) { return NULL; } bitmap.lockPixels(); if (!bitmap.readyToDraw()) { return NULL; } // see if we've already cached the bitmap from the shader SkPoint max; GLuint name; TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max); // the lock has already called glBindTexture for us SkGL::SetTexParams(paint.isFilterBitmap(), tileModes[0], tileModes[1]); // since our texture coords will be in local space, we wack the texture // matrix to map them back into 0...1 before we load it SkMatrix localM; if (shader->getLocalMatrix(&localM)) { SkMatrix inverse; if (localM.invert(&inverse)) { matrix.preConcat(inverse); } } matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height()); glMatrixMode(GL_TEXTURE); SkGL::LoadMatrix(matrix); glMatrixMode(GL_MODELVIEW); // since we're going to use a shader/texture, we don't want the color, // just its alpha SkGL::SetAlpha(paint.getAlpha()); // report that we have setup the texture return cache; }
SkPDFShader::State::State(const SkShader& shader, const SkMatrix& canvasTransform, const SkIRect& bbox, SkScalar rasterScale) : fCanvasTransform(canvasTransform), fBBox(bbox), fPixelGeneration(0) { fInfo.fColorCount = 0; fInfo.fColors = NULL; fInfo.fColorOffsets = NULL; fShaderTransform = shader.getLocalMatrix(); fImageTileModes[0] = fImageTileModes[1] = SkShader::kClamp_TileMode; fType = shader.asAGradient(&fInfo); if (fType == SkShader::kNone_GradientType) { SkShader::BitmapType bitmapType; SkMatrix matrix; bitmapType = shader.asABitmap(&fImage, &matrix, fImageTileModes); if (bitmapType != SkShader::kDefault_BitmapType) { // Generic fallback for unsupported shaders: // * allocate a bbox-sized bitmap // * shade the whole area // * use the result as a bitmap shader // bbox is in device space. While that's exactly what we want for sizing our bitmap, // we need to map it into shader space for adjustments (to match // SkPDFImageShader::Create's behavior). SkRect shaderRect = SkRect::Make(bbox); if (!inverse_transform_bbox(canvasTransform, &shaderRect)) { fImage.reset(); return; } // Clamp the bitmap size to about 1M pixels static const SkScalar kMaxBitmapArea = 1024 * 1024; SkScalar bitmapArea = rasterScale * bbox.width() * rasterScale * bbox.height(); if (bitmapArea > kMaxBitmapArea) { rasterScale *= SkScalarSqrt(SkScalarDiv(kMaxBitmapArea, bitmapArea)); } SkISize size = SkISize::Make(SkScalarRoundToInt(rasterScale * bbox.width()), SkScalarRoundToInt(rasterScale * bbox.height())); SkSize scale = SkSize::Make(SkIntToScalar(size.width()) / shaderRect.width(), SkIntToScalar(size.height()) / shaderRect.height()); fImage.allocN32Pixels(size.width(), size.height()); fImage.eraseColor(SK_ColorTRANSPARENT); SkPaint p; p.setShader(const_cast<SkShader*>(&shader)); SkCanvas canvas(fImage); canvas.scale(scale.width(), scale.height()); canvas.translate(-shaderRect.x(), -shaderRect.y()); canvas.drawPaint(p); fShaderTransform.setTranslate(shaderRect.x(), shaderRect.y()); fShaderTransform.preScale(1 / scale.width(), 1 / scale.height()); } else { SkASSERT(matrix.isIdentity()); } fPixelGeneration = fImage.getGenerationID(); } else { AllocateGradientInfoStorage(); shader.asAGradient(&fInfo); } }