void GraphicsContext::setPlatformShadow(const FloatSize& offset, float blur, const Color& color, ColorSpace colorSpace) { if (paintingDisabled()) return; CGFloat xOffset = offset.width(); CGFloat yOffset = offset.height(); CGFloat blurRadius = blur; CGContextRef context = platformContext(); if (!m_state.shadowsIgnoreTransforms) { CGAffineTransform userToBaseCTM = wkGetUserToBaseCTM(context); CGFloat A = userToBaseCTM.a * userToBaseCTM.a + userToBaseCTM.b * userToBaseCTM.b; CGFloat B = userToBaseCTM.a * userToBaseCTM.c + userToBaseCTM.b * userToBaseCTM.d; CGFloat C = B; CGFloat D = userToBaseCTM.c * userToBaseCTM.c + userToBaseCTM.d * userToBaseCTM.d; CGFloat smallEigenvalue = narrowPrecisionToCGFloat(sqrt(0.5 * ((A + D) - sqrt(4 * B * C + (A - D) * (A - D))))); // Extreme "blur" values can make text drawing crash or take crazy long times, so clamp blurRadius = min(blur * smallEigenvalue, narrowPrecisionToCGFloat(1000.0)); CGSize offsetInBaseSpace = CGSizeApplyAffineTransform(offset, userToBaseCTM); xOffset = offsetInBaseSpace.width; yOffset = offsetInBaseSpace.height; } // Work around <rdar://problem/5539388> by ensuring that the offsets will get truncated // to the desired integer. static const CGFloat extraShadowOffset = narrowPrecisionToCGFloat(1.0 / 128); if (xOffset > 0) xOffset += extraShadowOffset; else if (xOffset < 0) xOffset -= extraShadowOffset; if (yOffset > 0) yOffset += extraShadowOffset; else if (yOffset < 0) yOffset -= extraShadowOffset; // Check for an invalid color, as this means that the color was not set for the shadow // and we should therefore just use the default shadow color. if (!color.isValid()) CGContextSetShadow(context, CGSizeMake(xOffset, yOffset), blurRadius); else CGContextSetShadowWithColor(context, CGSizeMake(xOffset, yOffset), blurRadius, cachedCGColor(color, colorSpace)); }
AffineTransform::operator CGAffineTransform() const { return CGAffineTransformMake(narrowPrecisionToCGFloat(a()), narrowPrecisionToCGFloat(b()), narrowPrecisionToCGFloat(c()), narrowPrecisionToCGFloat(d()), narrowPrecisionToCGFloat(e()), narrowPrecisionToCGFloat(f())); }
static inline CGSize adjustedShadowSize(CGFloat width, CGFloat height) { // Work around <rdar://problem/5539388> by ensuring that shadow offsets will get truncated // to the desired integer. static const CGFloat extraShadowOffset = narrowPrecisionToCGFloat(1.0 / 128); if (width > 0) width += extraShadowOffset; else if (width < 0) width -= extraShadowOffset; if (height > 0) height += extraShadowOffset; else if (height < 0) height -= extraShadowOffset; return CGSizeMake(width, height); }
void Image::drawPattern(GraphicsContext* ctxt, const FloatRect& tileRect, const AffineTransform& patternTransform, const FloatPoint& phase, ColorSpace styleColorSpace, CompositeOperator op, const FloatRect& destRect) { if (!nativeImageForCurrentFrame()) return; ASSERT(patternTransform.isInvertible()); if (!patternTransform.isInvertible()) // Avoid a hang under CGContextDrawTiledImage on release builds. return; CGContextRef context = ctxt->platformContext(); ctxt->save(); CGContextClipToRect(context, destRect); ctxt->setCompositeOperation(op); CGContextTranslateCTM(context, destRect.x(), destRect.y() + destRect.height()); CGContextScaleCTM(context, 1, -1); // Compute the scaled tile size. float scaledTileHeight = tileRect.height() * narrowPrecisionToFloat(patternTransform.d()); // We have to adjust the phase to deal with the fact we're in Cartesian space now (with the bottom left corner of destRect being // the origin). float adjustedX = phase.x() - destRect.x() + tileRect.x() * narrowPrecisionToFloat(patternTransform.a()); // We translated the context so that destRect.x() is the origin, so subtract it out. float adjustedY = destRect.height() - (phase.y() - destRect.y() + tileRect.y() * narrowPrecisionToFloat(patternTransform.d()) + scaledTileHeight); CGImageRef tileImage = nativeImageForCurrentFrame(); float h = CGImageGetHeight(tileImage); RetainPtr<CGImageRef> subImage; if (tileRect.size() == size()) subImage = tileImage; else { // Copying a sub-image out of a partially-decoded image stops the decoding of the original image. It should never happen // because sub-images are only used for border-image, which only renders when the image is fully decoded. ASSERT(h == height()); subImage.adoptCF(CGImageCreateWithImageInRect(tileImage, tileRect)); } // Adjust the color space. subImage = imageWithColorSpace(subImage.get(), styleColorSpace); #ifndef BUILDING_ON_TIGER // Leopard has an optimized call for the tiling of image patterns, but we can only use it if the image has been decoded enough that // its buffer is the same size as the overall image. Because a partially decoded CGImageRef with a smaller width or height than the // overall image buffer needs to tile with "gaps", we can't use the optimized tiling call in that case. // FIXME: Could create WebKitSystemInterface SPI for CGCreatePatternWithImage2 and probably make Tiger tile faster as well. // FIXME: We cannot use CGContextDrawTiledImage with scaled tiles on Leopard, because it suffers from rounding errors. Snow Leopard is ok. float scaledTileWidth = tileRect.width() * narrowPrecisionToFloat(patternTransform.a()); float w = CGImageGetWidth(tileImage); #ifdef BUILDING_ON_LEOPARD if (w == size().width() && h == size().height() && scaledTileWidth == tileRect.width() && scaledTileHeight == tileRect.height()) #else if (w == size().width() && h == size().height()) #endif CGContextDrawTiledImage(context, FloatRect(adjustedX, adjustedY, scaledTileWidth, scaledTileHeight), subImage.get()); else { #endif // On Leopard, this code now only runs for partially decoded images whose buffers do not yet match the overall size of the image. // On Tiger this code runs all the time. This code is suboptimal because the pattern does not reference the image directly, and the // pattern is destroyed before exiting the function. This means any decoding the pattern does doesn't end up cached anywhere, so we // redecode every time we paint. static const CGPatternCallbacks patternCallbacks = { 0, drawPatternCallback, NULL }; CGAffineTransform matrix = CGAffineTransformMake(narrowPrecisionToCGFloat(patternTransform.a()), 0, 0, narrowPrecisionToCGFloat(patternTransform.d()), adjustedX, adjustedY); matrix = CGAffineTransformConcat(matrix, CGContextGetCTM(context)); // The top of a partially-decoded image is drawn at the bottom of the tile. Map it to the top. matrix = CGAffineTransformTranslate(matrix, 0, size().height() - h); RetainPtr<CGPatternRef> pattern(AdoptCF, CGPatternCreate(subImage.get(), CGRectMake(0, 0, tileRect.width(), tileRect.height()), matrix, tileRect.width(), tileRect.height(), kCGPatternTilingConstantSpacing, true, &patternCallbacks)); if (!pattern) { ctxt->restore(); return; } RetainPtr<CGColorSpaceRef> patternSpace(AdoptCF, CGColorSpaceCreatePattern(0)); CGFloat alpha = 1; RetainPtr<CGColorRef> color(AdoptCF, CGColorCreateWithPattern(patternSpace.get(), pattern.get(), &alpha)); CGContextSetFillColorSpace(context, patternSpace.get()); // FIXME: Really want a public API for this. It is just CGContextSetBaseCTM(context, CGAffineTransformIdentiy). wkSetPatternBaseCTM(context, CGAffineTransformIdentity); CGContextSetPatternPhase(context, CGSizeZero); CGContextSetFillColorWithColor(context, color.get()); CGContextFillRect(context, CGContextGetClipBoundingBox(context)); #ifndef BUILDING_ON_TIGER } #endif ctxt->restore(); if (imageObserver()) imageObserver()->didDraw(this); }
void Image::drawPattern(GraphicsContext* ctxt, const FloatRect& tileRect, const AffineTransform& patternTransform, const FloatPoint& phase, ColorSpace styleColorSpace, CompositeOperator op, const FloatRect& destRect, BlendMode blendMode) { if (!nativeImageForCurrentFrame()) return; if (!patternTransform.isInvertible()) return; CGContextRef context = ctxt->platformContext(); GraphicsContextStateSaver stateSaver(*ctxt); CGContextClipToRect(context, destRect); ctxt->setCompositeOperation(op, blendMode); CGContextTranslateCTM(context, destRect.x(), destRect.y() + destRect.height()); CGContextScaleCTM(context, 1, -1); // Compute the scaled tile size. float scaledTileHeight = tileRect.height() * narrowPrecisionToFloat(patternTransform.d()); // We have to adjust the phase to deal with the fact we're in Cartesian space now (with the bottom left corner of destRect being // the origin). float adjustedX = phase.x() - destRect.x() + tileRect.x() * narrowPrecisionToFloat(patternTransform.a()); // We translated the context so that destRect.x() is the origin, so subtract it out. float adjustedY = destRect.height() - (phase.y() - destRect.y() + tileRect.y() * narrowPrecisionToFloat(patternTransform.d()) + scaledTileHeight); CGImageRef tileImage = nativeImageForCurrentFrame(); float h = CGImageGetHeight(tileImage); RetainPtr<CGImageRef> subImage; if (tileRect.size() == size()) subImage = tileImage; else { // Copying a sub-image out of a partially-decoded image stops the decoding of the original image. It should never happen // because sub-images are only used for border-image, which only renders when the image is fully decoded. ASSERT(h == height()); subImage = adoptCF(CGImageCreateWithImageInRect(tileImage, tileRect)); } // Adjust the color space. subImage = Image::imageWithColorSpace(subImage.get(), styleColorSpace); // Leopard has an optimized call for the tiling of image patterns, but we can only use it if the image has been decoded enough that // its buffer is the same size as the overall image. Because a partially decoded CGImageRef with a smaller width or height than the // overall image buffer needs to tile with "gaps", we can't use the optimized tiling call in that case. // FIXME: We cannot use CGContextDrawTiledImage with scaled tiles on Leopard, because it suffers from rounding errors. Snow Leopard is ok. float scaledTileWidth = tileRect.width() * narrowPrecisionToFloat(patternTransform.a()); float w = CGImageGetWidth(tileImage); if (w == size().width() && h == size().height() && !spaceSize().width() && !spaceSize().height()) CGContextDrawTiledImage(context, FloatRect(adjustedX, adjustedY, scaledTileWidth, scaledTileHeight), subImage.get()); else { // On Leopard and newer, this code now only runs for partially decoded images whose buffers do not yet match the overall size of the image. static const CGPatternCallbacks patternCallbacks = { 0, drawPatternCallback, patternReleaseCallback }; CGAffineTransform matrix = CGAffineTransformMake(narrowPrecisionToCGFloat(patternTransform.a()), 0, 0, narrowPrecisionToCGFloat(patternTransform.d()), adjustedX, adjustedY); matrix = CGAffineTransformConcat(matrix, CGContextGetCTM(context)); // The top of a partially-decoded image is drawn at the bottom of the tile. Map it to the top. matrix = CGAffineTransformTranslate(matrix, 0, size().height() - h); #if PLATFORM(IOS) matrix = CGAffineTransformScale(matrix, 1, -1); matrix = CGAffineTransformTranslate(matrix, 0, -h); #endif CGImageRef platformImage = CGImageRetain(subImage.get()); RetainPtr<CGPatternRef> pattern = adoptCF(CGPatternCreate(platformImage, CGRectMake(0, 0, tileRect.width(), tileRect.height()), matrix, tileRect.width() + spaceSize().width() * (1 / narrowPrecisionToFloat(patternTransform.a())), tileRect.height() + spaceSize().height() * (1 / narrowPrecisionToFloat(patternTransform.d())), kCGPatternTilingConstantSpacing, true, &patternCallbacks)); if (!pattern) return; RetainPtr<CGColorSpaceRef> patternSpace = adoptCF(CGColorSpaceCreatePattern(0)); CGFloat alpha = 1; RetainPtr<CGColorRef> color = adoptCF(CGColorCreateWithPattern(patternSpace.get(), pattern.get(), &alpha)); CGContextSetFillColorSpace(context, patternSpace.get()); // FIXME: Really want a public API for this. It is just CGContextSetBaseCTM(context, CGAffineTransformIdentiy). wkSetBaseCTM(context, CGAffineTransformIdentity); CGContextSetPatternPhase(context, CGSizeZero); CGContextSetFillColorWithColor(context, color.get()); CGContextFillRect(context, CGContextGetClipBoundingBox(context)); } stateSaver.restore(); if (imageObserver()) imageObserver()->didDraw(this); }