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1 /* | 1 /* |
2 * Copyright 2010 Google Inc. | 2 * Copyright 2010 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #include "SkGr.h" | 8 #include "SkGr.h" |
9 #include "SkColorFilter.h" | 9 #include "SkColorFilter.h" |
10 #include "SkConfig8888.h" | 10 #include "SkConfig8888.h" |
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370 SkColor filtered = colorFilter->filterColor(skPaint.getColor()); | 370 SkColor filtered = colorFilter->filterColor(skPaint.getColor()); |
371 grPaint->setColor(SkColor2GrColor(filtered)); | 371 grPaint->setColor(SkColor2GrColor(filtered)); |
372 } else { | 372 } else { |
373 SkAutoTUnref<GrEffectRef> effect(colorFilter->asNewEffect(context)); | 373 SkAutoTUnref<GrEffectRef> effect(colorFilter->asNewEffect(context)); |
374 if (NULL != effect.get()) { | 374 if (NULL != effect.get()) { |
375 grPaint->addColorEffect(effect); | 375 grPaint->addColorEffect(effect); |
376 } | 376 } |
377 } | 377 } |
378 } | 378 } |
379 } | 379 } |
380 | 380 |
robertphillips
2014/05/20 14:36:16
Should this be in GrContext like the other two?
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381 class AutoMatrix { | |
382 public: | |
383 AutoMatrix(GrContext* context) { | |
384 fMatrix = context->getMatrix(); | |
385 fContext = context; | |
386 } | |
387 ~AutoMatrix() { | |
robertphillips
2014/05/20 14:36:16
Don't we usually have a "if (NULL != fContext)" gu
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388 fContext->setMatrix(fMatrix); | |
389 } | |
390 private: | |
391 GrContext* fContext; | |
392 SkMatrix fMatrix; | |
393 }; | |
394 | |
381 void SkPaint2GrPaintShader(GrContext* context, const SkPaint& skPaint, | 395 void SkPaint2GrPaintShader(GrContext* context, const SkPaint& skPaint, |
382 bool constantColor, GrPaint* grPaint) { | 396 bool constantColor, GrPaint* grPaint) { |
383 SkShader* shader = skPaint.getShader(); | 397 SkShader* shader = skPaint.getShader(); |
384 if (NULL == shader) { | 398 if (NULL == shader) { |
385 SkPaint2GrPaintNoShader(context, skPaint, false, constantColor, grPaint) ; | 399 SkPaint2GrPaintNoShader(context, skPaint, false, constantColor, grPaint) ; |
386 return; | 400 return; |
387 } | 401 } |
388 | 402 |
389 // SkShader::asNewEffect() may do offscreen rendering. Setup default drawing state and require | 403 // SkShader::asNewEffect() may do offscreen rendering. Save off the current RT, clip, and |
390 // the shader to set a render target. | 404 // matrix. We don't reset the matrix on the context because SkShader::asNewE ffect may use |
391 GrContext::AutoWideOpenIdentityDraw awo(context, NULL); | 405 // GrContext::getMatrix() to know the transformation from local coords to de vice space. |
406 GrContext::AutoRenderTarget art(context, NULL); | |
407 GrContext::AutoClip ac(context, GrContext::AutoClip::kWideOpen_InitialClip); | |
408 AutoMatrix am(context); | |
392 | 409 |
393 // setup the shader as the first color effect on the paint | 410 // setup the shader as the first color effect on the paint |
394 SkAutoTUnref<GrEffectRef> effect(shader->asNewEffect(context, skPaint, NULL) ); | 411 SkAutoTUnref<GrEffectRef> effect(shader->asNewEffect(context, skPaint, NULL) ); |
395 if (NULL != effect.get()) { | 412 if (NULL != effect.get()) { |
396 grPaint->addColorEffect(effect); | 413 grPaint->addColorEffect(effect); |
397 // Now setup the rest of the paint. | 414 // Now setup the rest of the paint. |
398 SkPaint2GrPaintNoShader(context, skPaint, true, false, grPaint); | 415 SkPaint2GrPaintNoShader(context, skPaint, true, false, grPaint); |
399 } else { | 416 } else { |
400 // We still don't have SkColorShader::asNewEffect() implemented. | 417 // We still don't have SkColorShader::asNewEffect() implemented. |
401 SkShader::GradientInfo info; | 418 SkShader::GradientInfo info; |
402 SkColor color; | 419 SkColor color; |
403 | 420 |
404 info.fColors = &color; | 421 info.fColors = &color; |
405 info.fColorOffsets = NULL; | 422 info.fColorOffsets = NULL; |
406 info.fColorCount = 1; | 423 info.fColorCount = 1; |
407 if (SkShader::kColor_GradientType == shader->asAGradient(&info)) { | 424 if (SkShader::kColor_GradientType == shader->asAGradient(&info)) { |
408 SkPaint copy(skPaint); | 425 SkPaint copy(skPaint); |
409 copy.setShader(NULL); | 426 copy.setShader(NULL); |
410 // modulate the paint alpha by the shader's solid color alpha | 427 // modulate the paint alpha by the shader's solid color alpha |
411 U8CPU newA = SkMulDiv255Round(SkColorGetA(color), copy.getAlpha()); | 428 U8CPU newA = SkMulDiv255Round(SkColorGetA(color), copy.getAlpha()); |
412 copy.setColor(SkColorSetA(color, newA)); | 429 copy.setColor(SkColorSetA(color, newA)); |
413 SkPaint2GrPaintNoShader(context, copy, false, constantColor, grPaint ); | 430 SkPaint2GrPaintNoShader(context, copy, false, constantColor, grPaint ); |
414 } else { | 431 } else { |
415 SkPaint2GrPaintNoShader(context, skPaint, false, constantColor, grPa int); | 432 SkPaint2GrPaintNoShader(context, skPaint, false, constantColor, grPa int); |
416 } | 433 } |
417 } | 434 } |
418 } | 435 } |
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