#include "config.h"
#if ENABLE(FILTERS)
#include "FEDropShadow.h"
#include "ColorSpace.h"
#include "FEGaussianBlur.h"
#include "Filter.h"
#include "GraphicsContext.h"
#include "RenderTreeAsText.h"
#include "ShadowBlur.h"
#include "TextStream.h"
#include <wtf/ByteArray.h>
#include <wtf/MathExtras.h>
using namespace std;
namespace WebCore {
FEDropShadow::FEDropShadow(Filter* filter, float stdX, float stdY, float dx, float dy, const Color& shadowColor, float shadowOpacity)
: FilterEffect(filter)
, m_stdX(stdX)
, m_stdY(stdY)
, m_dx(dx)
, m_dy(dy)
, m_shadowColor(shadowColor)
, m_shadowOpacity(shadowOpacity)
{
}
PassRefPtr<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();
ASSERT(filter);
FloatRect absolutePaintRect = inputEffect(0)->absolutePaintRect();
FloatRect absoluteOffsetPaintRect(absolutePaintRect);
absoluteOffsetPaintRect.move(filter->applyHorizontalScale(m_dx), filter->applyVerticalScale(m_dy));
absolutePaintRect.unite(absoluteOffsetPaintRect);
absolutePaintRect.intersect(maxEffectRect());
unsigned kernelSizeX = 0;
unsigned kernelSizeY = 0;
FEGaussianBlur::calculateKernelSize(filter, kernelSizeX, kernelSizeY, m_stdX, m_stdY);
absolutePaintRect.inflateX(3 * kernelSizeX * 0.5f);
absolutePaintRect.inflateY(3 * kernelSizeY * 0.5f);
setAbsolutePaintRect(enclosingIntRect(absolutePaintRect));
}
void FEDropShadow::apply()
{
if (hasResult())
return;
FilterEffect* in = inputEffect(0);
in->apply();
if (!in->hasResult())
return;
ImageBuffer* resultImage = createImageBufferResult();
if (!resultImage)
return;
Filter* filter = this->filter();
FloatSize blurRadius(filter->applyHorizontalScale(m_stdX), filter->applyVerticalScale(m_stdY));
FloatSize offset(filter->applyHorizontalScale(m_dx), filter->applyVerticalScale(m_dy));
FloatRect drawingRegion = drawingRegionOfInputImage(in->absolutePaintRect());
FloatRect drawingRegionWithOffset(drawingRegion);
drawingRegionWithOffset.move(offset);
ImageBuffer* sourceImage = in->asImageBuffer();
ASSERT(sourceImage);
GraphicsContext* resultContext = resultImage->context();
ASSERT(resultContext);
resultContext->setAlpha(m_shadowOpacity);
resultContext->drawImageBuffer(sourceImage, ColorSpaceDeviceRGB, drawingRegionWithOffset);
resultContext->setAlpha(1);
ShadowBlur contextShadow(blurRadius, offset, m_shadowColor, ColorSpaceDeviceRGB);
IntRect shadowArea(IntPoint(), resultImage->size());
RefPtr<ByteArray> srcPixelArray = resultImage->getPremultipliedImageData(shadowArea);
contextShadow.blurLayerImage(srcPixelArray->data(), shadowArea.size(), 4 * shadowArea.size().width());
resultImage->putPremultipliedImageData(srcPixelArray.get(), shadowArea.size(), shadowArea, IntPoint());
resultContext->setCompositeOperation(CompositeSourceIn);
resultContext->fillRect(FloatRect(FloatPoint(), absolutePaintRect().size()), m_shadowColor, ColorSpaceDeviceRGB);
resultContext->setCompositeOperation(CompositeDestinationOver);
resultImage->context()->drawImageBuffer(sourceImage, ColorSpaceDeviceRGB, drawingRegion);
}
void FEDropShadow::dump()
{
}
TextStream& FEDropShadow::externalRepresentation(TextStream& ts, int indent) const
{
writeIndent(ts, indent);
ts << "[feDropShadow";
FilterEffect::externalRepresentation(ts);
ts << " stdDeviation=\"" << m_stdX << ", " << m_stdY << "\" dx=\"" << m_dx << "\" dy=\"" << m_dy << "\" flood-color=\"" << m_shadowColor.nameForRenderTreeAsText() <<"\" flood-opacity=\"" << m_shadowOpacity << "]\n";
inputEffect(0)->externalRepresentation(ts, indent + 1);
return ts;
}
}
#endif // ENABLE(FILTERS)