blob: 9ff847338a1b6a55fcdb821a09f0acc3c207ea81 [file] [log] [blame]
/*
* Copyright (C) 2005 Oliver Hunt <ojh16@student.canterbury.ac.nz>
*
* 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 "SVGFEPointLightElement.h"
#include "GeometryUtilities.h"
#include "PointLightSource.h"
#include "SVGFilterBuilder.h"
#include "SVGNames.h"
#include <wtf/MathExtras.h>
namespace WebCore {
inline SVGFEPointLightElement::SVGFEPointLightElement(const QualifiedName& tagName, Document& document)
: SVGFELightElement(tagName, document)
{
ASSERT(hasTagName(SVGNames::fePointLightTag));
}
Ref<SVGFEPointLightElement> SVGFEPointLightElement::create(const QualifiedName& tagName, Document& document)
{
return adoptRef(*new SVGFEPointLightElement(tagName, document));
}
Ref<LightSource> SVGFEPointLightElement::lightSource(SVGFilterBuilder& builder) const
{
FloatPoint3D position;
if (builder.primitiveUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX) {
FloatRect referenceBox = builder.targetBoundingBox();
position.setX(referenceBox.x() + x() * referenceBox.width());
position.setY(referenceBox.y() + y() * referenceBox.height());
// https://www.w3.org/TR/SVG/filters.html#fePointLightZAttribute and https://www.w3.org/TR/SVG/coords.html#Units_viewport_percentage
position.setZ(z() * euclidianDistance(referenceBox.minXMinYCorner(), referenceBox.maxXMaxYCorner()) / sqrtOfTwoFloat);
} else
position = FloatPoint3D(x(), y(), z());
return PointLightSource::create(position);
}
}