| // Copyright 2015 The Cobalt Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include "cobalt/render_tree/filter_node.h" |
| #include "cobalt/render_tree/node_visitor.h" |
| |
| namespace cobalt { |
| namespace render_tree { |
| |
| FilterNode::Builder::Builder(const scoped_refptr<render_tree::Node>& source) |
| : source(source) {} |
| |
| FilterNode::Builder::Builder(const OpacityFilter& opacity_filter, |
| const scoped_refptr<render_tree::Node>& source) |
| : source(source), opacity_filter(opacity_filter) {} |
| |
| FilterNode::Builder::Builder(const ViewportFilter& viewport_filter, |
| const scoped_refptr<render_tree::Node>& source) |
| : source(source), viewport_filter(viewport_filter) {} |
| |
| FilterNode::Builder::Builder(const BlurFilter& blur_filter, |
| const scoped_refptr<render_tree::Node>& source) |
| : source(source), blur_filter(blur_filter) {} |
| |
| FilterNode::Builder::Builder(const MapToMeshFilter& map_to_mesh_filter, |
| const scoped_refptr<render_tree::Node>& source) |
| : source(source), map_to_mesh_filter(map_to_mesh_filter) {} |
| |
| void FilterNode::Accept(NodeVisitor* visitor) { visitor->Visit(this); } |
| |
| math::RectF FilterNode::Builder::GetBounds() const { |
| if (map_to_mesh_filter) { |
| // This hack is introduced because the MapToMeshFilter, which generates a |
| // 3D object, does not fit well into the render_tree's existing 2D bounds |
| // framework. The 3D object will be rendered into the viewport, so it is |
| // essentially always on the screen. So, that is hereby indicated by |
| // assigning it a radically large bounding rectangle. |
| return math::RectF(-10000.0f, -10000.0f, 20000.0f, 20000.0f); |
| } |
| |
| math::RectF source_bounds = source->GetBounds(); |
| math::RectF destination_bounds; |
| |
| if (viewport_filter) { |
| destination_bounds = |
| math::IntersectRects(source_bounds, viewport_filter->viewport()); |
| } else { |
| destination_bounds = source_bounds; |
| } |
| |
| if (blur_filter) { |
| float blur_radius = blur_filter->blur_sigma() * 3; |
| destination_bounds.Outset(blur_radius, blur_radius); |
| } |
| |
| return destination_bounds; |
| } |
| |
| void FilterNode::AssertValid() const { |
| if (data_.viewport_filter && data_.viewport_filter->has_rounded_corners()) { |
| DCHECK(data_.viewport_filter->rounded_corners().IsNormalized( |
| data_.viewport_filter->viewport())); |
| } |
| } |
| |
| } // namespace render_tree |
| } // namespace cobalt |