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1 /* | |
2 * Copyright (C) 2011 Apple Inc. All rights reserved. | |
3 * Copyright (C) 2010 Sencha, Inc. All rights reserved. | |
4 * Copyright (C) 2010 Igalia S.L. All rights reserved. | |
5 * Copyright (C) Research In Motion Limited 2011. All rights reserved. | |
6 * | |
7 * Redistribution and use in source and binary forms, with or without | |
8 * modification, are permitted provided that the following conditions | |
9 * are met: | |
10 * 1. Redistributions of source code must retain the above copyright | |
11 * notice, this list of conditions and the following disclaimer. | |
12 * 2. Redistributions in binary form must reproduce the above copyright | |
13 * notice, this list of conditions and the following disclaimer in the | |
14 * documentation and/or other materials provided with the distribution. | |
15 * | |
16 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY | |
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | |
19 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR | |
20 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | |
21 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
22 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | |
24 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | |
26 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
27 */ | |
28 | |
29 #include "config.h" | |
30 #include "core/platform/graphics/ShadowBlur.h" | |
31 | |
32 #include "wtf/MathExtras.h" | |
33 #include <algorithm> | |
34 | |
35 using namespace std; | |
36 | |
37 namespace WebCore { | |
38 | |
39 enum { | |
40 leftLobe = 0, | |
41 rightLobe = 1 | |
42 }; | |
43 | |
44 ShadowBlur::ShadowBlur(const FloatSize& radius, const FloatSize& offset, const C
olor& color) | |
45 : m_color(color) | |
46 , m_blurRadius(radius) | |
47 , m_offset(offset) | |
48 , m_shadowsIgnoreTransforms(false) | |
49 { | |
50 updateShadowBlurValues(); | |
51 } | |
52 | |
53 void ShadowBlur::updateShadowBlurValues() | |
54 { | |
55 // Limit blur radius to 128 to avoid lots of very expensive blurring. | |
56 m_blurRadius = m_blurRadius.shrunkTo(FloatSize(128, 128)); | |
57 | |
58 // The type of shadow is decided by the blur radius, shadow offset, and shad
ow color. | |
59 if (!m_color.isValid() || !m_color.alpha()) { | |
60 // Can't paint the shadow with invalid or invisible color. | |
61 m_type = NoShadow; | |
62 } else if (m_blurRadius.width() > 0 || m_blurRadius.height() > 0) { | |
63 // Shadow is always blurred, even the offset is zero. | |
64 m_type = BlurShadow; | |
65 } else if (!m_offset.width() && !m_offset.height()) { | |
66 // Without blur and zero offset means the shadow is fully hidden. | |
67 m_type = NoShadow; | |
68 } else | |
69 m_type = SolidShadow; | |
70 } | |
71 | |
72 // Instead of integer division, we use 17.15 for fixed-point division. | |
73 static const int blurSumShift = 15; | |
74 | |
75 // Takes a two dimensional array with three rows and two columns for the lobes. | |
76 static void calculateLobes(int lobes[][2], float blurRadius, bool shadowsIgnoreT
ransforms) | |
77 { | |
78 int diameter; | |
79 if (shadowsIgnoreTransforms) | |
80 diameter = max(2, static_cast<int>(floorf((2 / 3.f) * blurRadius))); //
Canvas shadow. FIXME: we should adjust the blur radius higher up. | |
81 else { | |
82 // http://dev.w3.org/csswg/css3-background/#box-shadow | |
83 // Approximate a Gaussian blur with a standard deviation equal to half t
he blur radius, | |
84 // which http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement tel
l us how to do. | |
85 // However, shadows rendered according to that spec will extend a little
further than m_blurRadius, | |
86 // so we apply a fudge factor to bring the radius down slightly. | |
87 float stdDev = blurRadius / 2; | |
88 const float gaussianKernelFactor = 3 / 4.f * sqrtf(2 * piFloat); | |
89 const float fudgeFactor = 0.88f; | |
90 diameter = max(2, static_cast<int>(floorf(stdDev * gaussianKernelFactor
* fudgeFactor + 0.5f))); | |
91 } | |
92 | |
93 if (diameter & 1) { | |
94 // if d is odd, use three box-blurs of size 'd', centered on the output
pixel. | |
95 int lobeSize = (diameter - 1) / 2; | |
96 lobes[0][leftLobe] = lobeSize; | |
97 lobes[0][rightLobe] = lobeSize; | |
98 lobes[1][leftLobe] = lobeSize; | |
99 lobes[1][rightLobe] = lobeSize; | |
100 lobes[2][leftLobe] = lobeSize; | |
101 lobes[2][rightLobe] = lobeSize; | |
102 } else { | |
103 // if d is even, two box-blurs of size 'd' (the first one centered on th
e pixel boundary | |
104 // between the output pixel and the one to the left, the second one cent
ered on the pixel | |
105 // boundary between the output pixel and the one to the right) and one b
ox blur of size 'd+1' centered on the output pixel | |
106 int lobeSize = diameter / 2; | |
107 lobes[0][leftLobe] = lobeSize; | |
108 lobes[0][rightLobe] = lobeSize - 1; | |
109 lobes[1][leftLobe] = lobeSize - 1; | |
110 lobes[1][rightLobe] = lobeSize; | |
111 lobes[2][leftLobe] = lobeSize; | |
112 lobes[2][rightLobe] = lobeSize; | |
113 } | |
114 } | |
115 | |
116 void ShadowBlur::blurLayerImage(unsigned char* imageData, const IntSize& size, i
nt rowStride) | |
117 { | |
118 const int channels[4] = { 3, 0, 1, 3 }; | |
119 | |
120 int lobes[3][2]; // indexed by pass, and left/right lobe | |
121 calculateLobes(lobes, m_blurRadius.width(), m_shadowsIgnoreTransforms); | |
122 | |
123 // First pass is horizontal. | |
124 int stride = 4; | |
125 int delta = rowStride; | |
126 int final = size.height(); | |
127 int dim = size.width(); | |
128 | |
129 // Two stages: horizontal and vertical | |
130 for (int pass = 0; pass < 2; ++pass) { | |
131 unsigned char* pixels = imageData; | |
132 | |
133 if (!pass && !m_blurRadius.width()) | |
134 final = 0; // Do no work if horizonal blur is zero. | |
135 | |
136 for (int j = 0; j < final; ++j, pixels += delta) { | |
137 // For each step, we blur the alpha in a channel and store the resul
t | |
138 // in another channel for the subsequent step. | |
139 // We use sliding window algorithm to accumulate the alpha values. | |
140 // This is much more efficient than computing the sum of each pixels | |
141 // covered by the box kernel size for each x. | |
142 for (int step = 0; step < 3; ++step) { | |
143 int side1 = lobes[step][leftLobe]; | |
144 int side2 = lobes[step][rightLobe]; | |
145 int pixelCount = side1 + 1 + side2; | |
146 int invCount = ((1 << blurSumShift) + pixelCount - 1) / pixelCou
nt; | |
147 int ofs = 1 + side2; | |
148 int alpha1 = pixels[channels[step]]; | |
149 int alpha2 = pixels[(dim - 1) * stride + channels[step]]; | |
150 | |
151 unsigned char* ptr = pixels + channels[step + 1]; | |
152 unsigned char* prev = pixels + stride + channels[step]; | |
153 unsigned char* next = pixels + ofs * stride + channels[step]; | |
154 | |
155 int i; | |
156 int sum = side1 * alpha1 + alpha1; | |
157 int limit = (dim < side2 + 1) ? dim : side2 + 1; | |
158 | |
159 for (i = 1; i < limit; ++i, prev += stride) | |
160 sum += *prev; | |
161 | |
162 if (limit <= side2) | |
163 sum += (side2 - limit + 1) * alpha2; | |
164 | |
165 limit = (side1 < dim) ? side1 : dim; | |
166 for (i = 0; i < limit; ptr += stride, next += stride, ++i, ++ofs
) { | |
167 *ptr = (sum * invCount) >> blurSumShift; | |
168 sum += ((ofs < dim) ? *next : alpha2) - alpha1; | |
169 } | |
170 | |
171 prev = pixels + channels[step]; | |
172 for (; ofs < dim; ptr += stride, prev += stride, next += stride,
++i, ++ofs) { | |
173 *ptr = (sum * invCount) >> blurSumShift; | |
174 sum += (*next) - (*prev); | |
175 } | |
176 | |
177 for (; i < dim; ptr += stride, prev += stride, ++i) { | |
178 *ptr = (sum * invCount) >> blurSumShift; | |
179 sum += alpha2 - (*prev); | |
180 } | |
181 } | |
182 } | |
183 | |
184 // Last pass is vertical. | |
185 stride = rowStride; | |
186 delta = 4; | |
187 final = size.width(); | |
188 dim = size.height(); | |
189 | |
190 if (!m_blurRadius.height()) | |
191 break; | |
192 | |
193 if (m_blurRadius.width() != m_blurRadius.height()) | |
194 calculateLobes(lobes, m_blurRadius.height(), m_shadowsIgnoreTransfor
ms); | |
195 } | |
196 } | |
197 | |
198 } // namespace WebCore | |
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