1 /*
2 * Copyright (C) Research In Motion Limited 2011. All rights reserved.
3 * Copyright (C) 2013 Google Inc. All rights reserved.
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Library General Public
7 * License as published by the Free Software Foundation; either
8 * version 2 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Library General Public License for more details.
14 *
15 * You should have received a copy of the GNU Library General Public License
16 * along with this library; see the file COPYING.LIB. If not, write to
17 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
18 * Boston, MA 02110-1301, USA.
19 */
20
21 #include "config.h"
22 #include "platform/graphics/filters/FEDropShadow.h"
23
24 #include "platform/graphics/GraphicsContext.h"
25 #include "platform/graphics/filters/FEGaussianBlur.h"
26 #include "platform/graphics/filters/SkiaImageFilterBuilder.h"
27 #include "platform/text/TextStream.h"
28 #include "third_party/skia/include/core/SkColorFilter.h"
29 #include "third_party/skia/include/effects/SkBlurImageFilter.h"
30 #include "third_party/skia/include/effects/SkDropShadowImageFilter.h"
31
32 namespace blink {
33
FEDropShadow(Filter * filter,float stdX,float stdY,float dx,float dy,const Color & shadowColor,float shadowOpacity)34 FEDropShadow::FEDropShadow(Filter* filter, float stdX, float stdY, float dx, float dy, const Color& shadowColor, float shadowOpacity)
35 : FilterEffect(filter)
36 , m_stdX(stdX)
37 , m_stdY(stdY)
38 , m_dx(dx)
39 , m_dy(dy)
40 , m_shadowColor(shadowColor)
41 , m_shadowOpacity(shadowOpacity)
42 {
43 }
44
create(Filter * filter,float stdX,float stdY,float dx,float dy,const Color & shadowColor,float shadowOpacity)45 PassRefPtr<FEDropShadow> FEDropShadow::create(Filter* filter, float stdX, float stdY, float dx, float dy, const Color& shadowColor, float shadowOpacity)
46 {
47 return adoptRef(new FEDropShadow(filter, stdX, stdY, dx, dy, shadowColor, shadowOpacity));
48 }
49
mapRect(const FloatRect & rect,bool forward)50 FloatRect FEDropShadow::mapRect(const FloatRect& rect, bool forward)
51 {
52 FloatRect result = rect;
53 Filter* filter = this->filter();
54 ASSERT(filter);
55
56 FloatRect offsetRect = rect;
57 if (forward)
58 offsetRect.move(filter->applyHorizontalScale(m_dx), filter->applyVerticalScale(m_dy));
59 else
60 offsetRect.move(-filter->applyHorizontalScale(m_dx), -filter->applyVerticalScale(m_dy));
61 result.unite(offsetRect);
62
63 IntSize kernelSize = FEGaussianBlur::calculateKernelSize(filter, FloatPoint(m_stdX, m_stdY));
64
65 // We take the half kernel size and multiply it with three, because we run box blur three times.
66 result.inflateX(3 * kernelSize.width() * 0.5f);
67 result.inflateY(3 * kernelSize.height() * 0.5f);
68 return result;
69 }
70
applySoftware()71 void FEDropShadow::applySoftware()
72 {
73 FilterEffect* in = inputEffect(0);
74
75 ImageBuffer* resultImage = createImageBufferResult();
76 if (!resultImage)
77 return;
78
79 Filter* filter = this->filter();
80 FloatSize blurRadius(filter->applyHorizontalScale(m_stdX), filter->applyVerticalScale(m_stdY));
81 FloatSize offset(filter->applyHorizontalScale(m_dx), filter->applyVerticalScale(m_dy));
82
83 FloatRect drawingRegion = drawingRegionOfInputImage(in->absolutePaintRect());
84 GraphicsContext* resultContext = resultImage->context();
85 ASSERT(resultContext);
86
87 Color color = adaptColorToOperatingColorSpace(m_shadowColor.combineWithAlpha(m_shadowOpacity));
88 SkAutoTUnref<SkImageFilter> blurFilter(SkBlurImageFilter::Create(blurRadius.width(), blurRadius.height()));
89 SkAutoTUnref<SkColorFilter> colorFilter(SkColorFilter::CreateModeFilter(color.rgb(), SkXfermode::kSrcIn_Mode));
90 SkPaint paint;
91 paint.setImageFilter(blurFilter.get());
92 paint.setColorFilter(colorFilter.get());
93 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode);
94 RefPtr<Image> image = in->asImageBuffer()->copyImage(DontCopyBackingStore);
95
96 RefPtr<NativeImageSkia> nativeImage = image->nativeImageForCurrentFrame();
97
98 if (!nativeImage)
99 return;
100
101 resultContext->drawBitmap(nativeImage->bitmap(), drawingRegion.x() + offset.width(), drawingRegion.y() + offset.height(), &paint);
102 resultContext->drawBitmap(nativeImage->bitmap(), drawingRegion.x(), drawingRegion.y());
103 }
104
createImageFilter(SkiaImageFilterBuilder * builder)105 PassRefPtr<SkImageFilter> FEDropShadow::createImageFilter(SkiaImageFilterBuilder* builder)
106 {
107 RefPtr<SkImageFilter> input(builder->build(inputEffect(0), operatingColorSpace()));
108 float dx = filter()->applyHorizontalScale(m_dx);
109 float dy = filter()->applyVerticalScale(m_dy);
110 float stdX = filter()->applyHorizontalScale(m_stdX);
111 float stdY = filter()->applyVerticalScale(m_stdY);
112 Color color = adaptColorToOperatingColorSpace(m_shadowColor.combineWithAlpha(m_shadowOpacity));
113 SkImageFilter::CropRect cropRect = getCropRect(builder->cropOffset());
114 return adoptRef(SkDropShadowImageFilter::Create(SkFloatToScalar(dx), SkFloatToScalar(dy), SkFloatToScalar(stdX), SkFloatToScalar(stdY), color.rgb(), input.get(), &cropRect));
115 }
116
117
externalRepresentation(TextStream & ts,int indent) const118 TextStream& FEDropShadow::externalRepresentation(TextStream& ts, int indent) const
119 {
120 writeIndent(ts, indent);
121 ts << "[feDropShadow";
122 FilterEffect::externalRepresentation(ts);
123 ts << " stdDeviation=\"" << m_stdX << ", " << m_stdY << "\" dx=\"" << m_dx << "\" dy=\"" << m_dy << "\" flood-color=\"" << m_shadowColor.nameForRenderTreeAsText() <<"\" flood-opacity=\"" << m_shadowOpacity << "]\n";
124 inputEffect(0)->externalRepresentation(ts, indent + 1);
125 return ts;
126 }
127
128 } // namespace blink
129