// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "skia/ext/skia_utils.h" #include "third_party/skia/include/core/SkColorPriv.h" #include "third_party/skia/include/effects/SkGradientShader.h" namespace skia { SkShader* CreateGradientShader(int start_point, int end_point, SkColor start_color, SkColor end_color) { SkColor grad_colors[2] = { start_color, end_color}; SkPoint grad_points[2]; grad_points[0].set(SkIntToScalar(0), SkIntToScalar(start_point)); grad_points[1].set(SkIntToScalar(0), SkIntToScalar(end_point)); return SkGradientShader::CreateLinear( grad_points, grad_colors, NULL, 2, SkShader::kRepeat_TileMode); } // Helper function for HSLToSKColor. static inline double calcHue(double temp1, double temp2, double hueVal) { if (hueVal < 0.0) hueVal++; else if (hueVal > 1.0) hueVal--; if (hueVal * 6.0 < 1.0) return temp1 + (temp2 - temp1) * hueVal * 6.0; if (hueVal * 2.0 < 1.0) return temp2; if (hueVal * 3.0 < 2.0) return temp1 + (temp2 - temp1) * (2.0 / 3.0 - hueVal) * 6.0; return temp1; } SkColor HSLToSkColor(U8CPU alpha, HSL hsl) { double hue = hsl.h; double saturation = hsl.s; double lightness = hsl.l; // If there's no color, we don't care about hue and can do everything based // on brightness. if (!saturation) { U8CPU light; if (lightness < 0) light = 0; else if (lightness >= SK_Scalar1) light = 255; else light = SkDoubleToFixed(lightness) >> 8; return SkColorSetARGB(alpha, light, light, light); } double temp2 = (lightness < 0.5) ? lightness * (1.0 + saturation) : lightness + saturation - (lightness * saturation); double temp1 = 2.0 * lightness - temp2; double rh = calcHue(temp1, temp2, hue + 1.0 / 3.0); double gh = calcHue(temp1, temp2, hue); double bh = calcHue(temp1, temp2, hue - 1.0 / 3.0); return SkColorSetARGB(alpha, static_cast(rh * 255), static_cast(gh * 255), static_cast(bh * 255)); } void SkColorToHSL(SkColor c, HSL& hsl) { double r = SkColorGetR(c) / 255.0; double g = SkColorGetG(c) / 255.0; double b = SkColorGetB(c) / 255.0; double h, s, l; double vmax = r > g ? r : g; vmax = vmax > b ? vmax : b; double vmin = r < g ? r : g; vmin = vmin < b ? vmin : b; double delta = vmax - vmin; l = (vmax + vmin) / 2; if (delta == 0) { h = 0; s = 0; } else { if (l < 0.5) s = delta / (vmax + vmin); else s = delta / (2 - vmax - vmin); double dr = (((vmax - r) / 6.0) + (delta / 2.0)) / delta; double dg = (((vmax - g) / 6.0) + (delta / 2.0)) / delta; double db = (((vmax - b) / 6.0) + (delta / 2.0)) / delta; if (r == vmax) h = db - dg; else if (g == vmax) h = (1.0 / 3.0) + dr - db; else if (b == vmax) h = (2.0 / 3.0) + dg - dr; if (h < 0) h += 1; if (h > 1) h -= 1; } hsl.h = h; hsl.s = s; hsl.l = l; } SkColor HSLShift(SkColor color, HSL shift) { HSL hsl; int alpha = SkColorGetA(color); SkColorToHSL(color, hsl); // Replace the hue with the tint's hue. if (shift.h >= 0) hsl.h = shift.h; // Change the saturation. if (shift.s >= 0) { if (shift.s <= 0.5) { hsl.s *= shift.s * 2.0; } else { hsl.s = hsl.s + (1.0 - hsl.s) * ((shift.s - 0.5) * 2.0); } } SkColor result = HSLToSkColor(alpha, hsl); // Lightness shifts in the style of popular image editors aren't // actually represented in HSL - the L value does have some effect // on saturation. if (shift.l >= 0) { double r = static_castSkColorGetR(result); double g = static_castSkColorGetG(result); double b = static_castSkColorGetB(result); if (shift.l <= 0.5) { r *= (shift.l * 2.0); g *= (shift.l * 2.0); b *= (shift.l * 2.0); } else { r = (r + (255.0 - r) * ((shift.l - 0.5) * 2.0)); g = (g + (255.0 - g) * ((shift.l - 0.5) * 2.0)); b = (b + (255.0 - b) * ((shift.l - 0.5) * 2.0)); } return SkColorSetARGB(alpha, static_cast(r), static_cast(g), static_cast(b)); } else { return result; } } } // namespace skia