tiny_skia/shaders/
mod.rs

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// Copyright 2006 The Android Open Source Project
// Copyright 2020 Yevhenii Reizner
//
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

mod gradient;
mod linear_gradient;
mod pattern;
mod radial_gradient;

use tiny_skia_path::{NormalizedF32, Scalar};

pub use gradient::GradientStop;
pub use linear_gradient::LinearGradient;
pub use pattern::{FilterQuality, Pattern, PixmapPaint};
pub use radial_gradient::RadialGradient;

use crate::{Color, Transform};

use crate::pipeline::RasterPipelineBuilder;

/// A shader spreading mode.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum SpreadMode {
    /// Replicate the edge color if the shader draws outside of its
    /// original bounds.
    Pad,

    /// Repeat the shader's image horizontally and vertically, alternating
    /// mirror images so that adjacent images always seam.
    Reflect,

    /// Repeat the shader's image horizontally and vertically.
    Repeat,
}

impl Default for SpreadMode {
    fn default() -> Self {
        SpreadMode::Pad
    }
}

/// A shader specifies the source color(s) for what is being drawn.
///
/// If a paint has no shader, then the paint's color is used. If the paint has a
/// shader, then the shader's color(s) are use instead, but they are
/// modulated by the paint's alpha. This makes it easy to create a shader
/// once (e.g. bitmap tiling or gradient) and then change its transparency
/// without having to modify the original shader. Only the paint's alpha needs
/// to be modified.
#[derive(Clone, PartialEq, Debug)]
pub enum Shader<'a> {
    /// A solid color shader.
    SolidColor(Color),
    /// A linear gradient shader.
    LinearGradient(LinearGradient),
    /// A radial gradient shader.
    RadialGradient(RadialGradient),
    /// A pattern shader.
    Pattern(Pattern<'a>),
}

impl<'a> Shader<'a> {
    /// Checks if the shader is guaranteed to produce only opaque colors.
    pub fn is_opaque(&self) -> bool {
        match self {
            Shader::SolidColor(ref c) => c.is_opaque(),
            Shader::LinearGradient(ref g) => g.is_opaque(),
            Shader::RadialGradient(_) => false,
            Shader::Pattern(_) => false,
        }
    }

    // Unlike Skia, we do not have is_constant, because we don't have Color shaders.

    /// If this returns false, then we draw nothing (do not fall back to shader context)
    #[must_use]
    pub(crate) fn push_stages(&self, p: &mut RasterPipelineBuilder) -> bool {
        match self {
            Shader::SolidColor(color) => {
                p.push_uniform_color(color.premultiply());
                true
            }
            Shader::LinearGradient(ref g) => g.push_stages(p),
            Shader::RadialGradient(ref g) => g.push_stages(p),
            Shader::Pattern(ref patt) => patt.push_stages(p),
        }
    }

    /// Transforms the shader.
    pub fn transform(&mut self, ts: Transform) {
        match self {
            Shader::SolidColor(_) => {}
            Shader::LinearGradient(g) => {
                g.base.transform = g.base.transform.post_concat(ts);
            }
            Shader::RadialGradient(g) => {
                g.base.transform = g.base.transform.post_concat(ts);
            }
            Shader::Pattern(p) => {
                p.transform = p.transform.post_concat(ts);
            }
        }
    }

    /// Shifts shader's opacity.
    ///
    /// `opacity` will be clamped to the 0..=1 range.
    ///
    /// This is roughly the same as Skia's `SkPaint::setAlpha`.
    ///
    /// Unlike Skia, we do not support global alpha/opacity, which is in Skia
    /// is set via the alpha channel of the `SkPaint::fColor4f`.
    /// Instead, you can shift the opacity of the shader to whatever value you need.
    ///
    /// - For `SolidColor` this function will multiply `color.alpha` by `opacity`.
    /// - For gradients this function will multiply all colors by `opacity`.
    /// - For `Pattern` this function will multiply `Patter::opacity` by `opacity`.
    pub fn apply_opacity(&mut self, opacity: f32) {
        match self {
            Shader::SolidColor(ref mut c) => {
                c.apply_opacity(opacity);
            }
            Shader::LinearGradient(g) => {
                g.base.apply_opacity(opacity);
            }
            Shader::RadialGradient(g) => {
                g.base.apply_opacity(opacity);
            }
            Shader::Pattern(ref mut p) => {
                p.opacity = NormalizedF32::new(p.opacity.get() * opacity.bound(0.0, 1.0)).unwrap();
            }
        }
    }
}