AffineTransform SVGRenderingContext::calculateTransformationToOutermostCoordinateSystem(const RenderObject& renderer) { AffineTransform absoluteTransform = currentContentTransformation(); float deviceScaleFactor = renderer.document().deviceScaleFactor(); // Walk up the render tree, accumulating SVG transforms. const RenderObject* ancestor = &renderer; while (ancestor) { absoluteTransform = ancestor->localToParentTransform() * absoluteTransform; if (ancestor->isSVGRoot()) break; ancestor = ancestor->parent(); } // Continue walking up the layer tree, accumulating CSS transforms. RenderLayer* layer = ancestor ? ancestor->enclosingLayer() : nullptr; while (layer) { if (TransformationMatrix* layerTransform = layer->transform()) absoluteTransform = layerTransform->toAffineTransform() * absoluteTransform; // We can stop at compositing layers, to match the backing resolution. if (layer->isComposited()) break; layer = layer->parent(); } absoluteTransform.scale(deviceScaleFactor); return absoluteTransform; }
void SVGImageBufferTools::renderSubtreeToImageBuffer(ImageBuffer* image, RenderObject* item, const AffineTransform& subtreeContentTransformation) { ASSERT(item); ASSERT(image); ASSERT(image->context()); PaintInfo info(image->context(), PaintInfo::infiniteRect(), PaintPhaseForeground, 0, 0, 0); RenderSVGContainer* svgContainer = 0; if (item && item->isSVGContainer() && !item->isSVGViewportContainer()) svgContainer = toRenderSVGContainer(item); bool drawsContents = svgContainer ? svgContainer->drawsContents() : false; if (svgContainer && !drawsContents) svgContainer->setDrawsContents(true); AffineTransform& contentTransformation = currentContentTransformation(); AffineTransform savedContentTransformation = contentTransformation; contentTransformation.multiply(subtreeContentTransformation); item->layoutIfNeeded(); item->paint(info, 0, 0); contentTransformation = savedContentTransformation; if (svgContainer && !drawsContents) svgContainer->setDrawsContents(false); }
void SVGImageBufferTools::calculateTransformationToOutermostSVGCoordinateSystem(const RenderObject* renderer, AffineTransform& absoluteTransform) { const RenderObject* current = renderer; ASSERT(current); absoluteTransform = currentContentTransformation(); while (current) { absoluteTransform = current->localToParentTransform() * absoluteTransform; if (current->isSVGRoot()) break; current = current->parent(); } }
void SVGImageBufferTools::clipToImageBuffer(GraphicsContext* context, const AffineTransform& absoluteTransform, const FloatRect& clampedAbsoluteTargetRect, OwnPtr<ImageBuffer>& imageBuffer) { ASSERT(context); ASSERT(imageBuffer); // The mask image has been created in the absolute coordinate space, as the image should not be scaled. // So the actual masking process has to be done in the absolute coordinate space as well. context->concatCTM(absoluteTransform.inverse()); context->clipToImageBuffer(imageBuffer.get(), clampedAbsoluteTargetRect); context->concatCTM(absoluteTransform); // When nesting resources, with objectBoundingBox as content unit types, there's no use in caching the // resulting image buffer as the parent resource already caches the result. if (!currentContentTransformation().isIdentity()) imageBuffer.clear(); }
void SVGRenderingContext::renderSubtreeToImageBuffer(ImageBuffer* image, RenderElement& item, const AffineTransform& subtreeContentTransformation) { ASSERT(image); // Rendering into a buffer implies we're being used for masking, clipping, patterns or filters. In each of these // cases we don't want to paint the selection. PaintInfo info(image->context(), LayoutRect::infiniteRect(), PaintPhaseForeground, PaintBehaviorSkipSelectionHighlight); AffineTransform& contentTransformation = currentContentTransformation(); AffineTransform savedContentTransformation = contentTransformation; contentTransformation = subtreeContentTransformation * contentTransformation; ASSERT(!item.needsLayout()); item.paint(info, IntPoint()); contentTransformation = savedContentTransformation; }
void SVGImageBufferTools::renderSubtreeToImageBuffer(ImageBuffer* image, RenderObject* item, const AffineTransform& subtreeContentTransformation) { ASSERT(item); ASSERT(image); ASSERT(image->context()); PaintInfo info(image->context(), PaintInfo::infiniteRect(), PaintPhaseForeground, 0, 0, 0, 0); AffineTransform& contentTransformation = currentContentTransformation(); AffineTransform savedContentTransformation = contentTransformation; contentTransformation = subtreeContentTransformation * contentTransformation; item->layoutIfNeeded(); item->paint(info, IntPoint()); contentTransformation = savedContentTransformation; }
void SVGRenderingContext::clipToImageBuffer(GraphicsContext& context, const AffineTransform& absoluteTransform, const FloatRect& targetRect, std::unique_ptr<ImageBuffer>& imageBuffer, bool safeToClear) { if (!imageBuffer) return; FloatRect absoluteTargetRect = calculateImageBufferRect(targetRect, absoluteTransform); // The mask image has been created in the absolute coordinate space, as the image should not be scaled. // So the actual masking process has to be done in the absolute coordinate space as well. context.concatCTM(absoluteTransform.inverse().valueOr(AffineTransform())); context.clipToImageBuffer(*imageBuffer, absoluteTargetRect); context.concatCTM(absoluteTransform); // When nesting resources, with objectBoundingBox as content unit types, there's no use in caching the // resulting image buffer as the parent resource already caches the result. if (safeToClear && !currentContentTransformation().isIdentity()) imageBuffer.reset(); }