| /* |
| * Copyright (C) Research In Motion Limited 2011. All rights reserved. |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Library General Public |
| * License as published by the Free Software Foundation; either |
| * version 2 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Library General Public License for more details. |
| * |
| * You should have received a copy of the GNU Library General Public License |
| * along with this library; see the file COPYING.LIB. If not, write to |
| * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, |
| * Boston, MA 02110-1301, USA. |
| */ |
| |
| #include "config.h" |
| #include "FEDropShadow.h" |
| |
| #include "ColorSerialization.h" |
| #include "FEGaussianBlur.h" |
| #include "Filter.h" |
| #include "GraphicsContext.h" |
| #include "PixelBuffer.h" |
| #include "ShadowBlur.h" |
| #include <wtf/MathExtras.h> |
| #include <wtf/text/TextStream.h> |
| |
| namespace WebCore { |
| |
| FEDropShadow::FEDropShadow(Filter& filter, float stdX, float stdY, float dx, float dy, const Color& shadowColor, float shadowOpacity) |
| : FilterEffect(filter, Type::DropShadow) |
| , m_stdX(stdX) |
| , m_stdY(stdY) |
| , m_dx(dx) |
| , m_dy(dy) |
| , m_shadowColor(shadowColor) |
| , m_shadowOpacity(shadowOpacity) |
| { |
| } |
| |
| Ref<FEDropShadow> FEDropShadow::create(Filter& filter, float stdX, float stdY, float dx, float dy, const Color& shadowColor, float shadowOpacity) |
| { |
| return adoptRef(*new FEDropShadow(filter, stdX, stdY, dx, dy, shadowColor, shadowOpacity)); |
| } |
| |
| void FEDropShadow::determineAbsolutePaintRect() |
| { |
| Filter& filter = this->filter(); |
| |
| FloatRect absolutePaintRect = inputEffect(0)->absolutePaintRect(); |
| FloatRect absoluteOffsetPaintRect(absolutePaintRect); |
| absoluteOffsetPaintRect.move(filter.scaledByFilterResolution({ m_dx, m_dy })); |
| absolutePaintRect.unite(absoluteOffsetPaintRect); |
| |
| IntSize kernelSize = FEGaussianBlur::calculateKernelSize(filter, { m_stdX, m_stdY }); |
| |
| // We take the half kernel size and multiply it with three, because we run box blur three times. |
| absolutePaintRect.inflateX(3 * kernelSize.width() * 0.5f); |
| absolutePaintRect.inflateY(3 * kernelSize.height() * 0.5f); |
| |
| if (clipsToBounds()) |
| absolutePaintRect.intersect(maxEffectRect()); |
| else |
| absolutePaintRect.unite(maxEffectRect()); |
| |
| setAbsolutePaintRect(enclosingIntRect(absolutePaintRect)); |
| } |
| |
| void FEDropShadow::platformApplySoftware() |
| { |
| FilterEffect* in = inputEffect(0); |
| |
| ImageBuffer* resultImage = createImageBufferResult(); |
| if (!resultImage) |
| return; |
| |
| Filter& filter = this->filter(); |
| |
| FloatSize blurRadius = 2 * filter.scaledByFilterResolution({ m_stdX, m_stdY }); |
| blurRadius.scale(filter.filterScale()); |
| FloatSize offset = filter.scaledByFilterResolution({ m_dx, m_dy }); |
| |
| FloatRect drawingRegion = drawingRegionOfInputImage(in->absolutePaintRect()); |
| FloatRect drawingRegionWithOffset(drawingRegion); |
| drawingRegionWithOffset.move(offset); |
| |
| ImageBuffer* sourceImage = in->imageBufferResult(); |
| if (!sourceImage) |
| return; |
| |
| GraphicsContext& resultContext = resultImage->context(); |
| resultContext.setAlpha(m_shadowOpacity); |
| resultContext.drawImageBuffer(*sourceImage, drawingRegionWithOffset); |
| resultContext.setAlpha(1); |
| |
| ShadowBlur contextShadow(blurRadius, offset, m_shadowColor); |
| |
| PixelBufferFormat format { AlphaPremultiplication::Premultiplied, PixelFormat::RGBA8, resultColorSpace() }; |
| IntRect shadowArea(IntPoint(), resultImage->logicalSize()); |
| auto pixelBuffer = resultImage->getPixelBuffer(format, shadowArea); |
| if (!pixelBuffer) |
| return; |
| |
| auto& sourcePixelArray = pixelBuffer->data(); |
| contextShadow.blurLayerImage(sourcePixelArray.data(), pixelBuffer->size(), 4 * pixelBuffer->size().width()); |
| |
| resultImage->putPixelBuffer(*pixelBuffer, shadowArea); |
| |
| resultContext.setCompositeOperation(CompositeOperator::SourceIn); |
| resultContext.fillRect(FloatRect(FloatPoint(), absolutePaintRect().size()), m_shadowColor); |
| resultContext.setCompositeOperation(CompositeOperator::DestinationOver); |
| |
| resultImage->context().drawImageBuffer(*sourceImage, drawingRegion); |
| } |
| |
| IntOutsets FEDropShadow::outsets() const |
| { |
| IntSize outsetSize = FEGaussianBlur::calculateOutsetSize({ m_stdX, m_stdY }); |
| return { |
| std::max<int>(0, outsetSize.height() - m_dy), |
| std::max<int>(0, outsetSize.width() + m_dx), |
| std::max<int>(0, outsetSize.height() + m_dy), |
| std::max<int>(0, outsetSize.width() - m_dx) |
| }; |
| } |
| |
| TextStream& FEDropShadow::externalRepresentation(TextStream& ts, RepresentationType representation) const |
| { |
| ts << indent <<"[feDropShadow"; |
| FilterEffect::externalRepresentation(ts, representation); |
| ts << " stdDeviation=\"" << m_stdX << ", " << m_stdY << "\" dx=\"" << m_dx << "\" dy=\"" << m_dy << "\" flood-color=\"" << serializationForRenderTreeAsText(m_shadowColor) <<"\" flood-opacity=\"" << m_shadowOpacity << "]\n"; |
| |
| TextStream::IndentScope indentScope(ts); |
| inputEffect(0)->externalRepresentation(ts, representation); |
| return ts; |
| } |
| |
| } // namespace WebCore |