static CGShadingRef CGShadingRefForRadialGradient(const SVGPaintServerRadialGradient* server) { CGPoint center = CGPoint(server->gradientCenter()); CGPoint focus = CGPoint(server->gradientFocal()); double radius = server->gradientRadius(); double fdx = focus.x - center.x; double fdy = focus.y - center.y; // Spec: If (fx, fy) lies outside the circle defined by (cx, cy) and r, set (fx, fy) // to the point of intersection of the line through (fx, fy) and the circle. if (sqrtf(fdx * fdx + fdy * fdy) > radius) { double angle = atan2(focus.y * 100.0, focus.x * 100.0); focus.x = cos(angle) * radius; focus.y = sin(angle) * radius; } CGFunctionCallbacks callbacks = {0, cgGradientCallback, NULL}; CGFloat domainLimits[2] = {0, 1}; CGFloat rangeLimits[8] = {0, 1, 0, 1, 0, 1, 0, 1}; CGFunctionRef shadingFunction = CGFunctionCreate((void *)server, 1, domainLimits, 4, rangeLimits, &callbacks); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGShadingRef shading = CGShadingCreateRadial(colorSpace, focus, 0, center, radius, shadingFunction, true, true); CGColorSpaceRelease(colorSpace); CGFunctionRelease(shadingFunction); return shading; }
//============================================================================ // NCGShading::UpdateShading : Update the shading. //---------------------------------------------------------------------------- void NCGShading::UpdateShading(void) const { CGColorSpaceRef cgColorSpace; // Validate our state NN_ASSERT(!mShading.IsValid()); // Create the new shading cgColorSpace = NCGColor::GetDeviceRGB(); switch (mMode) { case kShadingNone: ResetShading(); break; case kShadingLinear: mShading.SetObject(CGShadingCreateAxial( cgColorSpace, ToCG(mStartPoint), ToCG(mEndPoint), mEvaluate, mStartExtend, mEndExtend)); break; case kShadingRadial: mShading.SetObject(CGShadingCreateRadial(cgColorSpace, ToCG(mStartPoint), mStartRadius, ToCG(mEndPoint), mEndRadius, mEvaluate, mStartExtend, mEndExtend)); break; default: NN_LOG("Unknown shading mode: %d", mMode); break; } }
CGShadingRef Gradient::platformGradient() { if (m_gradient) return m_gradient; const CGFloat intervalRanges[2] = { 0, 1 }; const CGFloat colorComponentRanges[4 * 2] = { 0, 1, 0, 1, 0, 1, 0, 1 }; const CGFunctionCallbacks gradientCallbacks = { 0, gradientCallback, 0 }; RetainPtr<CGFunctionRef> colorFunction(AdoptCF, CGFunctionCreate(this, 1, intervalRanges, 4, colorComponentRanges, &gradientCallbacks)); static CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); if (m_radial) m_gradient = CGShadingCreateRadial(colorSpace, m_p0, m_r0, m_p1, m_r1, colorFunction.get(), true, true); else m_gradient = CGShadingCreateAxial(colorSpace, m_p0, m_p1, colorFunction.get(), true, true); return m_gradient; }
void TIPGradientRadialFillRect( CGContextRef theContext, TIPGradientRef theGradient, CGRect theRect, CGPoint center, float radius) { CGPoint startPoint = center; CGPoint endPoint = center; float startRadius = 1.0f; float endRadius = radius; // CoreGraphics Calls CGContextSaveGState(theContext); CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); CGShadingRef myCGShading = CGShadingCreateRadial(colorSpace,startPoint,startRadius,endPoint,endRadius,theGradient->gradientFunction,FALSE,FALSE); CGContextClipToRect(theContext,theRect); CGContextDrawShading(theContext,myCGShading); CGShadingRelease(myCGShading); CGColorSpaceRelease(colorSpace); CGContextRestoreGState(theContext); }
CGShadingRef CanvasGradient::platformShading() { if (m_shading) return m_shading; const CGFloat intervalRanges[2] = { 0, 1 }; const CGFloat colorComponentRanges[4 * 2] = { 0, 1, 0, 1, 0, 1, 0, 1 }; const CGFunctionCallbacks gradientCallbacks = { 0, gradientCallback, 0 }; CGFunctionRef colorFunction = CGFunctionCreate(this, 1, intervalRanges, 4, colorComponentRanges, &gradientCallbacks); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); if (m_radial) m_shading = CGShadingCreateRadial(colorSpace, m_p0, m_r0, m_p1, m_r1, colorFunction, true, true); else m_shading = CGShadingCreateAxial(colorSpace, m_p0, m_p1, colorFunction, true, true); CGColorSpaceRelease(colorSpace); CGFunctionRelease(colorFunction); return m_shading; }