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LibWeb: Implement complex transform interpolation

With this commit, we can interpolate between transforms whose functions
don't match. For example:
    translate(100px) -> scale(2) translateX(50px)
Matthew Olsson 1 年之前
父節點
當前提交
6d0672eec0
共有 1 個文件被更改,包括 323 次插入25 次删除
  1. 323 25
      Userland/Libraries/LibWeb/CSS/StyleComputer.cpp

+ 323 - 25
Userland/Libraries/LibWeb/CSS/StyleComputer.cpp

@@ -69,6 +69,7 @@
 #include <LibWeb/Layout/Node.h>
 #include <LibWeb/Loader/ResourceLoader.h>
 #include <LibWeb/Namespace.h>
+#include <LibWeb/Painting/PaintableBox.h>
 #include <LibWeb/Platform/FontPlugin.h>
 #include <LibWeb/ReferrerPolicy/AbstractOperations.h>
 #include <math.h>
@@ -758,18 +759,315 @@ static ErrorOr<void> cascade_custom_properties(DOM::Element& element, Optional<C
     return {};
 }
 
-static ErrorOr<NonnullRefPtr<StyleValue const>> interpolate_value(StyleValue const& from, StyleValue const& to, float delta)
+template<typename T>
+static T interpolate_raw(T from, T to, float delta)
 {
-    if (from.type() != to.type())
-        return delta >= 0.5f ? to : from;
+    if constexpr (IsSame<T, double>) {
+        return from + (to - from) * static_cast<double>(delta);
+    } else {
+        return static_cast<RemoveCVReference<T>>(from + (to - from) * delta);
+    }
+}
+
+static ErrorOr<NonnullRefPtr<StyleValue const>> interpolate_transform(DOM::Element& element, StyleValue const& from, StyleValue const& to, float delta)
+{
+    // Note that the spec uses column-major notation, so all the matrix indexing is reversed.
+
+    static constexpr auto make_transformation = [](TransformationStyleValue const& transformation) -> ErrorOr<Transformation> {
+        Vector<TransformValue> values;
+
+        for (auto const& value : transformation.values()) {
+            switch (value->type()) {
+            case StyleValue::Type::Angle:
+                values.append(AngleOrCalculated { value->as_angle().angle() });
+                break;
+            case StyleValue::Type::Calculated:
+                values.append(AngleOrCalculated { value->as_calculated() });
+                break;
+            case StyleValue::Type::Length:
+                values.append(LengthPercentage { value->as_length().length() });
+                break;
+            case StyleValue::Type::Percentage:
+                values.append(LengthPercentage { value->as_percentage().percentage() });
+                break;
+            case StyleValue::Type::Number:
+                values.append(NumberPercentage { Number(Number::Type::Number, value->as_number().number()) });
+                break;
+            default:
+                return Error::from_string_literal("Transform contains unsupported style value");
+            }
+        }
+
+        return Transformation { transformation.transform_function(), move(values) };
+    };
+
+    static constexpr auto transformation_style_value_to_matrix = [](DOM::Element& element, TransformationStyleValue const& value) -> ErrorOr<FloatMatrix4x4> {
+        auto transformation = TRY(make_transformation(value.as_transformation()));
+        Optional<Painting::PaintableBox const&> paintable_box;
+        if (auto layout_node = element.layout_node()) {
+            if (auto paintable = layout_node->paintable(); paintable && is<Painting::PaintableBox>(paintable))
+                paintable_box = *static_cast<Painting::PaintableBox*>(paintable);
+        }
+        return transformation.to_matrix(paintable_box);
+    };
+
+    static constexpr auto style_value_to_matrix = [](DOM::Element& element, StyleValue const& value) -> ErrorOr<FloatMatrix4x4> {
+        if (value.to_identifier() == ValueID::None)
+            return FloatMatrix4x4::identity();
+
+        if (value.is_transformation())
+            return transformation_style_value_to_matrix(element, value.as_transformation());
+
+        VERIFY(value.is_value_list());
+        auto matrix = FloatMatrix4x4::identity();
+        for (auto const& value_element : value.as_value_list().values()) {
+            if (value_element->is_transformation())
+                matrix = matrix * TRY(transformation_style_value_to_matrix(element, value_element->as_transformation()));
+        }
+
+        return matrix;
+    };
+
+    struct DecomposedValues {
+        FloatVector3 translation;
+        FloatVector3 scale;
+        FloatVector3 skew;
+        FloatVector4 rotation;
+        FloatVector4 perspective;
+    };
+    // https://drafts.csswg.org/css-transforms-2/#decomposing-a-3d-matrix
+    static constexpr auto decompose = [](FloatMatrix4x4 matrix) -> ErrorOr<DecomposedValues> {
+        // https://drafts.csswg.org/css-transforms-1/#supporting-functions
+        static constexpr auto combine = [](auto a, auto b, float ascl, float bscl) {
+            return FloatVector3 {
+                ascl * a[0] + bscl * b[0],
+                ascl * a[1] + bscl * b[1],
+                ascl * a[2] + bscl * b[2],
+            };
+        };
+
+        // Normalize the matrix.
+        if (matrix(3, 3) == 0.f)
+            return Error::from_string_literal("Cannot interpolate non-invertible matrix");
+
+        for (int i = 0; i < 4; i++)
+            for (int j = 0; j < 4; j++)
+                matrix(i, j) /= matrix(3, 3);
+
+        // perspectiveMatrix is used to solve for perspective, but it also provides
+        // an easy way to test for singularity of the upper 3x3 component.
+        auto perspective_matrix = matrix;
+        for (int i = 0; i < 3; i++)
+            perspective_matrix(3, i) = 0.f;
+        perspective_matrix(3, 3) = 1.f;
+
+        if (!perspective_matrix.is_invertible())
+            return Error::from_string_literal("Cannot interpolate non-invertible matrix");
+
+        DecomposedValues values;
+
+        // First, isolate perspective.
+        if (matrix(3, 0) != 0.f || matrix(3, 1) != 0.f || matrix(3, 2) != 0.f) {
+            // rightHandSide is the right hand side of the equation.
+            // Note: It is the bottom side in a row-major matrix
+            FloatVector4 bottom_side = {
+                matrix(3, 0),
+                matrix(3, 1),
+                matrix(3, 2),
+                matrix(3, 3),
+            };
+
+            // Solve the equation by inverting perspectiveMatrix and multiplying
+            // rightHandSide by the inverse.
+            auto inverse_perspective_matrix = perspective_matrix.inverse();
+            auto transposed_inverse_perspective_matrix = inverse_perspective_matrix.transpose();
+            values.perspective = transposed_inverse_perspective_matrix * bottom_side;
+        } else {
+            // No perspective.
+            values.perspective = { 0.0, 0.0, 0.0, 1.0 };
+        }
+
+        // Next take care of translation
+        for (int i = 0; i < 3; i++)
+            values.translation[i] = matrix(i, 3);
+
+        // Now get scale and shear. 'row' is a 3 element array of 3 component vectors
+        FloatVector3 row[3];
+        for (int i = 0; i < 3; i++)
+            row[i] = { matrix(0, i), matrix(1, i), matrix(2, i) };
+
+        // Compute X scale factor and normalize first row.
+        values.scale[0] = row[0].length();
+        row[0].normalize();
+
+        // Compute XY shear factor and make 2nd row orthogonal to 1st.
+        values.skew[0] = row[0].dot(row[1]);
+        row[1] = combine(row[1], row[0], 1.f, -values.skew[0]);
+
+        // Now, compute Y scale and normalize 2nd row.
+        values.scale[1] = row[1].length();
+        row[1].normalize();
+        values.skew[0] /= values.scale[1];
+
+        // Compute XZ and YZ shears, orthogonalize 3rd row
+        values.skew[1] = row[0].dot(row[2]);
+        row[2] = combine(row[2], row[0], 1.f, -values.skew[1]);
+        values.skew[2] = row[1].dot(row[2]);
+        row[2] = combine(row[2], row[1], 1.f, -values.skew[2]);
+
+        // Next, get Z scale and normalize 3rd row.
+        values.scale[2] = row[2].length();
+        row[2].normalize();
+        values.skew[1] /= values.scale[2];
+        values.skew[2] /= values.scale[2];
+
+        // At this point, the matrix (in rows) is orthonormal.
+        // Check for a coordinate system flip.  If the determinant
+        // is -1, then negate the matrix and the scaling factors.
+        auto pdum3 = row[1].cross(row[2]);
+        if (row[0].dot(pdum3) < 0.f) {
+            for (int i = 0; i < 3; i++) {
+                values.scale[i] *= -1.f;
+                row[i][0] *= -1.f;
+                row[i][1] *= -1.f;
+                row[i][2] *= -1.f;
+            }
+        }
+
+        // Now, get the rotations out
+        values.rotation[0] = 0.5f * sqrt(max(1.f + row[0][0] - row[1][1] - row[2][2], 0.f));
+        values.rotation[1] = 0.5f * sqrt(max(1.f - row[0][0] + row[1][1] - row[2][2], 0.f));
+        values.rotation[2] = 0.5f * sqrt(max(1.f - row[0][0] - row[1][1] + row[2][2], 0.f));
+        values.rotation[3] = 0.5f * sqrt(max(1.f + row[0][0] + row[1][1] + row[2][2], 0.f));
+
+        if (row[2][1] > row[1][2])
+            values.rotation[0] = -values.rotation[0];
+        if (row[0][2] > row[2][0])
+            values.rotation[1] = -values.rotation[1];
+        if (row[1][0] > row[0][1])
+            values.rotation[2] = -values.rotation[2];
+
+        // FIXME: This accounts for the fact that the browser coordinate system is left-handed instead of right-handed.
+        //        The reason for this is that the positive Y-axis direction points down instead of up. To fix this, we
+        //        invert the Y axis. However, it feels like the spec pseudo-code above should have taken something like
+        //        this into account, so we're probably doing something else wrong.
+        values.rotation[2] *= -1;
+
+        return values;
+    };
+
+    // https://drafts.csswg.org/css-transforms-2/#recomposing-to-a-3d-matrix
+    static constexpr auto recompose = [](DecomposedValues const& values) -> FloatMatrix4x4 {
+        auto matrix = FloatMatrix4x4::identity();
+
+        // apply perspective
+        for (int i = 0; i < 4; i++)
+            matrix(3, i) = values.perspective[i];
+
+        // apply translation
+        for (int i = 0; i < 4; i++) {
+            for (int j = 0; j < 3; j++)
+                matrix(i, 3) += values.translation[j] * matrix(i, j);
+        }
+
+        // apply rotation
+        auto x = values.rotation[0];
+        auto y = values.rotation[1];
+        auto z = values.rotation[2];
+        auto w = values.rotation[3];
+
+        // Construct a composite rotation matrix from the quaternion values
+        // rotationMatrix is a identity 4x4 matrix initially
+        auto rotation_matrix = FloatMatrix4x4::identity();
+        rotation_matrix(0, 0) = 1.f - 2.f * (y * y + z * z);
+        rotation_matrix(1, 0) = 2.f * (x * y - z * w);
+        rotation_matrix(2, 0) = 2.f * (x * z + y * w);
+        rotation_matrix(0, 1) = 2.f * (x * y + z * w);
+        rotation_matrix(1, 1) = 1.f - 2.f * (x * x + z * z);
+        rotation_matrix(2, 1) = 2.f * (y * z - x * w);
+        rotation_matrix(0, 2) = 2.f * (x * z - y * w);
+        rotation_matrix(1, 2) = 2.f * (y * z + x * w);
+        rotation_matrix(2, 2) = 1.f - 2.f * (x * x + y * y);
+
+        matrix = matrix * rotation_matrix;
+
+        // apply skew
+        // temp is a identity 4x4 matrix initially
+        auto temp = FloatMatrix4x4::identity();
+        if (values.skew[2] != 0.f) {
+            temp(1, 2) = values.skew[2];
+            matrix = matrix * temp;
+        }
+
+        if (values.skew[1] != 0.f) {
+            temp(1, 2) = 0.f;
+            temp(0, 2) = values.skew[1];
+            matrix = matrix * temp;
+        }
+
+        if (values.skew[0] != 0.f) {
+            temp(0, 2) = 0.f;
+            temp(0, 1) = values.skew[0];
+            matrix = matrix * temp;
+        }
+
+        // apply scale
+        for (int i = 0; i < 3; i++) {
+            for (int j = 0; j < 4; j++)
+                matrix(j, i) *= values.scale[i];
+        }
 
-    auto interpolate_raw = [delta = static_cast<double>(delta)](auto from, auto to) {
-        return static_cast<RemoveCVReference<decltype(from)>>(static_cast<double>(from) + static_cast<double>(to - from) * delta);
+        return matrix;
     };
 
+    // https://drafts.csswg.org/css-transforms-2/#interpolation-of-decomposed-3d-matrix-values
+    static constexpr auto interpolate = [](DecomposedValues& from, DecomposedValues& to, float delta) -> DecomposedValues {
+        auto product = clamp(from.rotation.dot(to.rotation), -1.0f, 1.0f);
+        FloatVector4 interpolated_rotation;
+        if (fabsf(product) == 1.0f) {
+            interpolated_rotation = from.rotation;
+        } else {
+            auto theta = acos(product);
+            auto w = sin(delta * theta) / sqrtf(1.0f - product * product);
+
+            for (int i = 0; i < 4; i++) {
+                from.rotation[i] *= cos(delta * theta) - product * w;
+                to.rotation[i] *= w;
+                interpolated_rotation[i] = from.rotation[i] + to.rotation[i];
+            }
+        }
+
+        return {
+            interpolate_raw(from.translation, to.translation, delta),
+            interpolate_raw(from.scale, to.scale, delta),
+            interpolate_raw(from.skew, to.skew, delta),
+            interpolated_rotation,
+            interpolate_raw(from.perspective, to.perspective, delta),
+        };
+    };
+
+    auto from_matrix = TRY(style_value_to_matrix(element, from));
+    auto to_matrix = TRY(style_value_to_matrix(element, to));
+    auto from_decomposed = TRY(decompose(from_matrix));
+    auto to_decomposed = TRY(decompose(to_matrix));
+    auto interpolated_decomposed = interpolate(from_decomposed, to_decomposed, delta);
+    auto interpolated = recompose(interpolated_decomposed);
+
+    StyleValueVector values;
+    values.ensure_capacity(16);
+    for (int i = 0; i < 16; i++)
+        values.append(NumberStyleValue::create(static_cast<double>(interpolated(i % 4, i / 4))));
+    return StyleValueList::create({ TransformationStyleValue::create(TransformFunction::Matrix3d, move(values)) }, StyleValueList::Separator::Comma);
+}
+
+static ErrorOr<NonnullRefPtr<StyleValue const>> interpolate_value(DOM::Element& element, StyleValue const& from, StyleValue const& to, float delta)
+{
+    if (from.type() != to.type())
+        return delta >= 0.5f ? to : from;
+
     switch (from.type()) {
     case StyleValue::Type::Angle:
-        return AngleStyleValue::create(Angle::make_degrees(interpolate_raw(from.as_angle().angle().to_degrees(), to.as_angle().angle().to_degrees())));
+        return AngleStyleValue::create(Angle::make_degrees(interpolate_raw(from.as_angle().angle().to_degrees(), to.as_angle().angle().to_degrees(), delta)));
     case StyleValue::Type::Color: {
         auto from_color = from.as_color().color();
         auto to_color = to.as_color().color();
@@ -777,41 +1075,41 @@ static ErrorOr<NonnullRefPtr<StyleValue const>> interpolate_value(StyleValue con
         auto to_oklab = to_color.to_oklab();
 
         auto color = Color::from_oklab(
-            interpolate_raw(from_oklab.L, to_oklab.L),
-            interpolate_raw(from_oklab.a, to_oklab.a),
-            interpolate_raw(from_oklab.b, to_oklab.b));
-        color.set_alpha(interpolate_raw(from_color.alpha(), to_color.alpha()));
+            interpolate_raw(from_oklab.L, to_oklab.L, delta),
+            interpolate_raw(from_oklab.a, to_oklab.a, delta),
+            interpolate_raw(from_oklab.b, to_oklab.b, delta));
+        color.set_alpha(interpolate_raw(from_color.alpha(), to_color.alpha(), delta));
 
         return ColorStyleValue::create(color);
     }
     case StyleValue::Type::Integer:
-        return IntegerStyleValue::create(interpolate_raw(from.as_integer().integer(), to.as_integer().integer()));
+        return IntegerStyleValue::create(interpolate_raw(from.as_integer().integer(), to.as_integer().integer(), delta));
     case StyleValue::Type::Length: {
         auto& from_length = from.as_length().length();
         auto& to_length = to.as_length().length();
-        return LengthStyleValue::create(Length(interpolate_raw(from_length.raw_value(), to_length.raw_value()), from_length.type()));
+        return LengthStyleValue::create(Length(interpolate_raw(from_length.raw_value(), to_length.raw_value(), delta), from_length.type()));
     }
     case StyleValue::Type::Number:
-        return NumberStyleValue::create(interpolate_raw(from.as_number().number(), to.as_number().number()));
+        return NumberStyleValue::create(interpolate_raw(from.as_number().number(), to.as_number().number(), delta));
     case StyleValue::Type::Percentage:
-        return PercentageStyleValue::create(Percentage(interpolate_raw(from.as_percentage().percentage().value(), to.as_percentage().percentage().value())));
+        return PercentageStyleValue::create(Percentage(interpolate_raw(from.as_percentage().percentage().value(), to.as_percentage().percentage().value(), delta)));
     case StyleValue::Type::Position: {
         // https://www.w3.org/TR/css-values-4/#combine-positions
         // FIXME: Interpolation of <position> is defined as the independent interpolation of each component (x, y) normalized as an offset from the top left corner as a <length-percentage>.
         auto& from_position = from.as_position();
         auto& to_position = to.as_position();
         return PositionStyleValue::create(
-            TRY(interpolate_value(from_position.edge_x(), to_position.edge_x(), delta))->as_edge(),
-            TRY(interpolate_value(from_position.edge_y(), to_position.edge_y(), delta))->as_edge());
+            TRY(interpolate_value(element, from_position.edge_x(), to_position.edge_x(), delta))->as_edge(),
+            TRY(interpolate_value(element, from_position.edge_y(), to_position.edge_y(), delta))->as_edge());
     }
     case StyleValue::Type::Rect: {
         auto from_rect = from.as_rect().rect();
         auto to_rect = to.as_rect().rect();
         return RectStyleValue::create({
-            Length(interpolate_raw(from_rect.top_edge.raw_value(), to_rect.top_edge.raw_value()), from_rect.top_edge.type()),
-            Length(interpolate_raw(from_rect.right_edge.raw_value(), to_rect.right_edge.raw_value()), from_rect.right_edge.type()),
-            Length(interpolate_raw(from_rect.bottom_edge.raw_value(), to_rect.bottom_edge.raw_value()), from_rect.bottom_edge.type()),
-            Length(interpolate_raw(from_rect.left_edge.raw_value(), to_rect.left_edge.raw_value()), from_rect.left_edge.type()),
+            Length(interpolate_raw(from_rect.top_edge.raw_value(), to_rect.top_edge.raw_value(), delta), from_rect.top_edge.type()),
+            Length(interpolate_raw(from_rect.right_edge.raw_value(), to_rect.right_edge.raw_value(), delta), from_rect.right_edge.type()),
+            Length(interpolate_raw(from_rect.bottom_edge.raw_value(), to_rect.bottom_edge.raw_value(), delta), from_rect.bottom_edge.type()),
+            Length(interpolate_raw(from_rect.left_edge.raw_value(), to_rect.left_edge.raw_value(), delta), from_rect.left_edge.type()),
         });
     }
     case StyleValue::Type::Transformation:
@@ -825,7 +1123,7 @@ static ErrorOr<NonnullRefPtr<StyleValue const>> interpolate_value(StyleValue con
         StyleValueVector interpolated_values;
         interpolated_values.ensure_capacity(from_list.size());
         for (size_t i = 0; i < from_list.size(); ++i)
-            interpolated_values.append(TRY(interpolate_value(from_list.values()[i], to_list.values()[i], delta)));
+            interpolated_values.append(TRY(interpolate_value(element, from_list.values()[i], to_list.values()[i], delta)));
 
         return StyleValueList::create(move(interpolated_values), from_list.separator());
     }
@@ -834,12 +1132,12 @@ static ErrorOr<NonnullRefPtr<StyleValue const>> interpolate_value(StyleValue con
     }
 }
 
-static ErrorOr<ValueComparingNonnullRefPtr<StyleValue const>> interpolate_property(PropertyID property_id, StyleValue const& from, StyleValue const& to, float delta)
+static ErrorOr<ValueComparingNonnullRefPtr<StyleValue const>> interpolate_property(DOM::Element& element, PropertyID property_id, StyleValue const& from, StyleValue const& to, float delta)
 {
     auto animation_type = animation_type_from_longhand_property(property_id);
     switch (animation_type) {
     case AnimationType::ByComputedValue:
-        return interpolate_value(from, to, delta);
+        return interpolate_value(element, from, to, delta);
     case AnimationType::None:
         return to;
     case AnimationType::Custom: {
@@ -861,7 +1159,7 @@ static ErrorOr<ValueComparingNonnullRefPtr<StyleValue const>> interpolate_proper
                     }
                 }
             }
-            return from;
+            return interpolate_transform(element, from, to, delta);
         }
 
         // FIXME: Handle all custom animatable properties
@@ -955,7 +1253,7 @@ ErrorOr<void> StyleComputer::collect_animation_into(JS::NonnullGCPtr<Animations:
         auto start = resolved_start_property.release_nonnull();
         auto end = resolved_end_property.release_nonnull();
 
-        auto next_value = TRY(interpolate_property(it.key, *start, *end, progress_in_keyframe));
+        auto next_value = TRY(interpolate_property(*effect->target(), it.key, *start, *end, progress_in_keyframe));
         dbgln_if(LIBWEB_CSS_ANIMATION_DEBUG, "Interpolated value for property {} at {}: {} -> {} = {}", string_from_property_id(it.key), progress_in_keyframe, start->to_string(), end->to_string(), next_value->to_string());
         style_properties.set_property(it.key, next_value);
     }