コード例 #1
0
void RenderSVGResourceMasker::calculateMaskContentRepaintRect()
{
    for (Node* childNode = maskElement().firstChild(); childNode; childNode = childNode->nextSibling()) {
        RenderObject* renderer = childNode->renderer();
        if (!childNode->isSVGElement() || !renderer)
            continue;
        const RenderStyle& style = renderer->style();
        if (style.display() == NONE || style.visibility() != VISIBLE)
             continue;
        m_maskContentBoundaries.unite(renderer->localToParentTransform().mapRect(renderer->repaintRectInLocalCoordinates()));
    }
}
コード例 #2
0
bool RenderSVGResourceMasker::drawContentIntoMaskImage(MaskerData* maskerData, ColorSpace colorSpace, RenderObject* object)
{
    GraphicsContext* maskImageContext = maskerData->maskImage->context();
    ASSERT(maskImageContext);

    // Eventually adjust the mask image context according to the target objectBoundingBox.
    AffineTransform maskContentTransformation;
    if (maskElement().maskContentUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX) {
        FloatRect objectBoundingBox = object->objectBoundingBox();
        maskContentTransformation.translate(objectBoundingBox.x(), objectBoundingBox.y());
        maskContentTransformation.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height());
        maskImageContext->concatCTM(maskContentTransformation);
    }

    // Draw the content into the ImageBuffer.
    for (auto& child : childrenOfType<SVGElement>(maskElement())) {
        auto renderer = child.renderer();
        if (!renderer)
            continue;
        if (renderer->needsLayout())
            return false;
        const RenderStyle& style = renderer->style();
        if (style.display() == NONE || style.visibility() != VISIBLE)
            continue;
        SVGRenderingContext::renderSubtreeToImageBuffer(maskerData->maskImage.get(), *renderer, maskContentTransformation);
    }

#if !USE(CG)
    maskerData->maskImage->transformColorSpace(ColorSpaceDeviceRGB, colorSpace);
#else
    UNUSED_PARAM(colorSpace);
#endif

    // Create the luminance mask.
    if (style().svgStyle().maskType() == MT_LUMINANCE)
        maskerData->maskImage->convertToLuminanceMask();

    return true;
}
コード例 #3
0
FloatRect RenderSVGResourceMasker::resourceBoundingBox(const RenderObject& object)
{
    FloatRect objectBoundingBox = object.objectBoundingBox();
    FloatRect maskBoundaries = SVGLengthContext::resolveRectangle<SVGMaskElement>(&maskElement(), maskElement().maskUnits(), objectBoundingBox);

    // Resource was not layouted yet. Give back clipping rect of the mask.
    if (selfNeedsLayout())
        return maskBoundaries;

    if (m_maskContentBoundaries.isEmpty())
        calculateMaskContentRepaintRect();

    FloatRect maskRect = m_maskContentBoundaries;
    if (maskElement().maskContentUnits() == SVGUnitTypes::SVG_UNIT_TYPE_OBJECTBOUNDINGBOX) {
        AffineTransform transform;
        transform.translate(objectBoundingBox.x(), objectBoundingBox.y());
        transform.scaleNonUniform(objectBoundingBox.width(), objectBoundingBox.height());
        maskRect = transform.mapRect(maskRect);
    }

    maskRect.intersect(maskBoundaries);
    return maskRect;
}