Index: Source/core/platform/graphics/ShadowBlur.cpp |
diff --git a/Source/core/platform/graphics/ShadowBlur.cpp b/Source/core/platform/graphics/ShadowBlur.cpp |
deleted file mode 100644 |
index aa0bf4c0fb9562b87d41d5e47a3c547943cc421c..0000000000000000000000000000000000000000 |
--- a/Source/core/platform/graphics/ShadowBlur.cpp |
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-/* |
- * Copyright (C) 2011 Apple Inc. All rights reserved. |
- * Copyright (C) 2010 Sencha, Inc. All rights reserved. |
- * Copyright (C) 2010 Igalia S.L. All rights reserved. |
- * Copyright (C) Research In Motion Limited 2011. All rights reserved. |
- * |
- * Redistribution and use in source and binary forms, with or without |
- * modification, are permitted provided that the following conditions |
- * are met: |
- * 1. Redistributions of source code must retain the above copyright |
- * notice, this list of conditions and the following disclaimer. |
- * 2. Redistributions in binary form must reproduce the above copyright |
- * notice, this list of conditions and the following disclaimer in the |
- * documentation and/or other materials provided with the distribution. |
- * |
- * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
- * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
- * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
- */ |
- |
-#include "config.h" |
-#include "core/platform/graphics/ShadowBlur.h" |
- |
-#include "wtf/MathExtras.h" |
-#include <algorithm> |
- |
-using namespace std; |
- |
-namespace WebCore { |
- |
-enum { |
- leftLobe = 0, |
- rightLobe = 1 |
-}; |
- |
-ShadowBlur::ShadowBlur(const FloatSize& radius, const FloatSize& offset, const Color& color) |
- : m_color(color) |
- , m_blurRadius(radius) |
- , m_offset(offset) |
- , m_shadowsIgnoreTransforms(false) |
-{ |
- updateShadowBlurValues(); |
-} |
- |
-void ShadowBlur::updateShadowBlurValues() |
-{ |
- // Limit blur radius to 128 to avoid lots of very expensive blurring. |
- m_blurRadius = m_blurRadius.shrunkTo(FloatSize(128, 128)); |
- |
- // The type of shadow is decided by the blur radius, shadow offset, and shadow color. |
- if (!m_color.isValid() || !m_color.alpha()) { |
- // Can't paint the shadow with invalid or invisible color. |
- m_type = NoShadow; |
- } else if (m_blurRadius.width() > 0 || m_blurRadius.height() > 0) { |
- // Shadow is always blurred, even the offset is zero. |
- m_type = BlurShadow; |
- } else if (!m_offset.width() && !m_offset.height()) { |
- // Without blur and zero offset means the shadow is fully hidden. |
- m_type = NoShadow; |
- } else |
- m_type = SolidShadow; |
-} |
- |
-// Instead of integer division, we use 17.15 for fixed-point division. |
-static const int blurSumShift = 15; |
- |
-// Takes a two dimensional array with three rows and two columns for the lobes. |
-static void calculateLobes(int lobes[][2], float blurRadius, bool shadowsIgnoreTransforms) |
-{ |
- int diameter; |
- if (shadowsIgnoreTransforms) |
- diameter = max(2, static_cast<int>(floorf((2 / 3.f) * blurRadius))); // Canvas shadow. FIXME: we should adjust the blur radius higher up. |
- else { |
- // http://dev.w3.org/csswg/css3-background/#box-shadow |
- // Approximate a Gaussian blur with a standard deviation equal to half the blur radius, |
- // which http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement tell us how to do. |
- // However, shadows rendered according to that spec will extend a little further than m_blurRadius, |
- // so we apply a fudge factor to bring the radius down slightly. |
- float stdDev = blurRadius / 2; |
- const float gaussianKernelFactor = 3 / 4.f * sqrtf(2 * piFloat); |
- const float fudgeFactor = 0.88f; |
- diameter = max(2, static_cast<int>(floorf(stdDev * gaussianKernelFactor * fudgeFactor + 0.5f))); |
- } |
- |
- if (diameter & 1) { |
- // if d is odd, use three box-blurs of size 'd', centered on the output pixel. |
- int lobeSize = (diameter - 1) / 2; |
- lobes[0][leftLobe] = lobeSize; |
- lobes[0][rightLobe] = lobeSize; |
- lobes[1][leftLobe] = lobeSize; |
- lobes[1][rightLobe] = lobeSize; |
- lobes[2][leftLobe] = lobeSize; |
- lobes[2][rightLobe] = lobeSize; |
- } else { |
- // if d is even, two box-blurs of size 'd' (the first one centered on the pixel boundary |
- // between the output pixel and the one to the left, the second one centered on the pixel |
- // boundary between the output pixel and the one to the right) and one box blur of size 'd+1' centered on the output pixel |
- int lobeSize = diameter / 2; |
- lobes[0][leftLobe] = lobeSize; |
- lobes[0][rightLobe] = lobeSize - 1; |
- lobes[1][leftLobe] = lobeSize - 1; |
- lobes[1][rightLobe] = lobeSize; |
- lobes[2][leftLobe] = lobeSize; |
- lobes[2][rightLobe] = lobeSize; |
- } |
-} |
- |
-void ShadowBlur::blurLayerImage(unsigned char* imageData, const IntSize& size, int rowStride) |
-{ |
- const int channels[4] = { 3, 0, 1, 3 }; |
- |
- int lobes[3][2]; // indexed by pass, and left/right lobe |
- calculateLobes(lobes, m_blurRadius.width(), m_shadowsIgnoreTransforms); |
- |
- // First pass is horizontal. |
- int stride = 4; |
- int delta = rowStride; |
- int final = size.height(); |
- int dim = size.width(); |
- |
- // Two stages: horizontal and vertical |
- for (int pass = 0; pass < 2; ++pass) { |
- unsigned char* pixels = imageData; |
- |
- if (!pass && !m_blurRadius.width()) |
- final = 0; // Do no work if horizonal blur is zero. |
- |
- for (int j = 0; j < final; ++j, pixels += delta) { |
- // For each step, we blur the alpha in a channel and store the result |
- // in another channel for the subsequent step. |
- // We use sliding window algorithm to accumulate the alpha values. |
- // This is much more efficient than computing the sum of each pixels |
- // covered by the box kernel size for each x. |
- for (int step = 0; step < 3; ++step) { |
- int side1 = lobes[step][leftLobe]; |
- int side2 = lobes[step][rightLobe]; |
- int pixelCount = side1 + 1 + side2; |
- int invCount = ((1 << blurSumShift) + pixelCount - 1) / pixelCount; |
- int ofs = 1 + side2; |
- int alpha1 = pixels[channels[step]]; |
- int alpha2 = pixels[(dim - 1) * stride + channels[step]]; |
- |
- unsigned char* ptr = pixels + channels[step + 1]; |
- unsigned char* prev = pixels + stride + channels[step]; |
- unsigned char* next = pixels + ofs * stride + channels[step]; |
- |
- int i; |
- int sum = side1 * alpha1 + alpha1; |
- int limit = (dim < side2 + 1) ? dim : side2 + 1; |
- |
- for (i = 1; i < limit; ++i, prev += stride) |
- sum += *prev; |
- |
- if (limit <= side2) |
- sum += (side2 - limit + 1) * alpha2; |
- |
- limit = (side1 < dim) ? side1 : dim; |
- for (i = 0; i < limit; ptr += stride, next += stride, ++i, ++ofs) { |
- *ptr = (sum * invCount) >> blurSumShift; |
- sum += ((ofs < dim) ? *next : alpha2) - alpha1; |
- } |
- |
- prev = pixels + channels[step]; |
- for (; ofs < dim; ptr += stride, prev += stride, next += stride, ++i, ++ofs) { |
- *ptr = (sum * invCount) >> blurSumShift; |
- sum += (*next) - (*prev); |
- } |
- |
- for (; i < dim; ptr += stride, prev += stride, ++i) { |
- *ptr = (sum * invCount) >> blurSumShift; |
- sum += alpha2 - (*prev); |
- } |
- } |
- } |
- |
- // Last pass is vertical. |
- stride = rowStride; |
- delta = 4; |
- final = size.width(); |
- dim = size.height(); |
- |
- if (!m_blurRadius.height()) |
- break; |
- |
- if (m_blurRadius.width() != m_blurRadius.height()) |
- calculateLobes(lobes, m_blurRadius.height(), m_shadowsIgnoreTransforms); |
- } |
-} |
- |
-} // namespace WebCore |