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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