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LibWeb: Convert shadow painting to new pixel units
This commit is contained in:
parent
9d1f30b533
commit
fb43a71981
Notes:
sideshowbarker
2024-07-17 07:14:09 +09:00
Author: https://github.com/AtkinsSJ Commit: https://github.com/SerenityOS/serenity/commit/fb43a71981 Pull-request: https://github.com/SerenityOS/serenity/pull/16448 Reviewed-by: https://github.com/awesomekling ✅
4 changed files with 110 additions and 100 deletions
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@ -63,13 +63,13 @@ void InlinePaintable::paint(PaintContext& context, Painting::PaintPhase phase) c
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for (auto const& layer : computed_box_shadow) {
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resolved_box_shadow_data.empend(
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layer.color,
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static_cast<int>(layer.offset_x.to_px(layout_node())),
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static_cast<int>(layer.offset_y.to_px(layout_node())),
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static_cast<int>(layer.blur_radius.to_px(layout_node())),
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static_cast<int>(layer.spread_distance.to_px(layout_node())),
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layer.offset_x.to_px(layout_node()),
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layer.offset_y.to_px(layout_node()),
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layer.blur_radius.to_px(layout_node()),
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layer.spread_distance.to_px(layout_node()),
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layer.placement == CSS::ShadowPlacement::Outer ? Painting::ShadowPlacement::Outer : Painting::ShadowPlacement::Inner);
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}
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Painting::paint_box_shadow(context, enclosing_int_rect(absolute_fragment_rect), border_radii_data, resolved_box_shadow_data);
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Painting::paint_box_shadow(context, absolute_fragment_rect.to_type<CSSPixels>(), border_radii_data, resolved_box_shadow_data);
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}
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return IterationDecision::Continue;
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@ -112,8 +112,8 @@ Gfx::FloatRect PaintableBox::compute_absolute_paint_rect() const
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for (auto const& shadow : resolved_box_shadow_data) {
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if (shadow.placement == ShadowPlacement::Inner)
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continue;
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auto inflate = shadow.spread_distance + shadow.blur_radius;
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auto shadow_rect = rect.inflated(inflate, inflate, inflate, inflate).translated(shadow.offset_x, shadow.offset_y);
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auto inflate = shadow.spread_distance.value() + shadow.blur_radius.value();
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auto shadow_rect = rect.inflated(inflate, inflate, inflate, inflate).translated(shadow.offset_x.value(), shadow.offset_y.value());
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rect = rect.united(shadow_rect);
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}
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return rect;
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@ -280,10 +280,10 @@ Vector<ShadowData> PaintableBox::resolve_box_shadow_data() const
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for (auto const& layer : box_shadow_data) {
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resolved_box_shadow_data.empend(
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layer.color,
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static_cast<int>(layer.offset_x.to_px(layout_box())),
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static_cast<int>(layer.offset_y.to_px(layout_box())),
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static_cast<int>(layer.blur_radius.to_px(layout_box())),
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static_cast<int>(layer.spread_distance.to_px(layout_box())),
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layer.offset_x.to_px(layout_box()),
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layer.offset_y.to_px(layout_box()),
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layer.blur_radius.to_px(layout_box()),
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layer.spread_distance.to_px(layout_box()),
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layer.placement == CSS::ShadowPlacement::Outer ? ShadowPlacement::Outer : ShadowPlacement::Inner);
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}
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@ -295,7 +295,7 @@ void PaintableBox::paint_box_shadow(PaintContext& context) const
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auto resolved_box_shadow_data = resolve_box_shadow_data();
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if (resolved_box_shadow_data.is_empty())
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return;
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Painting::paint_box_shadow(context, absolute_border_box_rect().to_rounded<int>(), normalized_border_radii_data(), resolved_box_shadow_data);
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Painting::paint_box_shadow(context, absolute_border_box_rect().to_type<CSSPixels>(), normalized_border_radii_data(), resolved_box_shadow_data);
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}
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BorderRadiiData PaintableBox::normalized_border_radii_data(ShrinkRadiiForBorders shrink) const
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@ -577,10 +577,10 @@ void PaintableWithLines::paint(PaintContext& context, PaintPhase phase) const
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for (auto const& layer : text_shadow) {
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resolved_shadow_data.empend(
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layer.color,
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static_cast<int>(layer.offset_x.to_px(layout_box())),
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static_cast<int>(layer.offset_y.to_px(layout_box())),
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static_cast<int>(layer.blur_radius.to_px(layout_box())),
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static_cast<int>(layer.spread_distance.to_px(layout_box())),
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layer.offset_x.to_px(layout_box()),
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layer.offset_y.to_px(layout_box()),
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layer.blur_radius.to_px(layout_box()),
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layer.spread_distance.to_px(layout_box()),
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ShadowPlacement::Outer);
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}
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context.painter().set_font(fragment.layout_node().font());
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@ -18,19 +18,20 @@
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namespace Web::Painting {
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void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> const& box_shadow_layers)
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void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> const& box_shadow_layers)
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{
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if (box_shadow_layers.is_empty())
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return;
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auto& painter = context.painter();
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auto device_content_rect = context.rounded_device_rect(content_rect);
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auto top_left_corner = border_radii.top_left.as_corner(context);
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auto top_right_corner = border_radii.top_right.as_corner(context);
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auto bottom_right_corner = border_radii.bottom_right.as_corner(context);
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auto bottom_left_corner = border_radii.bottom_left.as_corner(context);
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ScopedCornerRadiusClip corner_clipper { context, painter, content_rect.to_type<DevicePixels>(), border_radii, CornerClip::Inside };
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ScopedCornerRadiusClip corner_clipper { context, painter, device_content_rect, border_radii, CornerClip::Inside };
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (auto& box_shadow_data : box_shadow_layers.in_reverse()) {
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@ -38,21 +39,26 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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if (box_shadow_data.placement != ShadowPlacement::Outer)
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continue;
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DevicePixels offset_x = context.rounded_device_pixels(box_shadow_data.offset_x);
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DevicePixels offset_y = context.rounded_device_pixels(box_shadow_data.offset_y);
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DevicePixels blur_radius = context.rounded_device_pixels(box_shadow_data.blur_radius);
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DevicePixels spread_distance = context.rounded_device_pixels(box_shadow_data.spread_distance);
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auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
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Gfx::DisjointIntRectSet rect_set;
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Gfx::DisjointRectSet<DevicePixels> rect_set;
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rect_set.add(fill_rect);
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auto shattered = rect_set.shatter(mask_rect);
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for (auto& rect : shattered.rects())
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painter.fill_rect(rect, color);
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painter.fill_rect(rect.template to_type<int>(), color);
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};
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// Our blur cannot handle radii over 255 so there's no point trying (255 is silly big anyway)
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auto blur_radius = clamp(box_shadow_data.blur_radius, 0, 255);
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blur_radius = clamp(blur_radius, 0, 255);
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// If there's no blurring, nor rounded corners, we can save a lot of effort.
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auto non_blurred_shadow_rect = content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance);
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auto non_blurred_shadow_rect = device_content_rect.inflated(spread_distance, spread_distance, spread_distance, spread_distance);
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if (blur_radius == 0 && !border_radii.has_any_radius()) {
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fill_rect_masked(painter, non_blurred_shadow_rect.translated(box_shadow_data.offset_x, box_shadow_data.offset_y), content_rect, box_shadow_data.color);
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fill_rect_masked(painter, non_blurred_shadow_rect.translated(offset_x, offset_y), device_content_rect, box_shadow_data.color);
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continue;
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}
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@ -63,8 +69,8 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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auto spread_corner = [&](auto& corner) {
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if (corner) {
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corner.horizontal_radius += box_shadow_data.spread_distance;
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corner.vertical_radius += box_shadow_data.spread_distance;
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corner.horizontal_radius += spread_distance.value();
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corner.vertical_radius += spread_distance.value();
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}
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};
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@ -73,12 +79,12 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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spread_corner(bottom_right_shadow_corner);
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spread_corner(bottom_left_shadow_corner);
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auto expansion = box_shadow_data.spread_distance - (blur_radius * 2);
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Gfx::IntRect inner_bounding_rect = {
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content_rect.x() + box_shadow_data.offset_x - expansion,
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content_rect.y() + box_shadow_data.offset_y - expansion,
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content_rect.width() + 2 * expansion,
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content_rect.height() + 2 * expansion
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auto expansion = spread_distance - (blur_radius * 2);
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DevicePixelRect inner_bounding_rect = {
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device_content_rect.x() + offset_x - expansion,
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device_content_rect.y() + offset_y - expansion,
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device_content_rect.width() + 2 * expansion,
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device_content_rect.height() + 2 * expansion
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};
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// Calculating and blurring the box-shadow full size is expensive, and wasteful - aside from the corners,
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@ -89,21 +95,21 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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auto blurred_edge_thickness = blur_radius * 4;
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auto default_corner_size = Gfx::IntSize { double_radius, double_radius };
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auto top_left_corner_size = top_left_shadow_corner ? top_left_shadow_corner.as_rect().size() : default_corner_size;
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auto top_right_corner_size = top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size;
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auto bottom_left_corner_size = bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size;
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auto bottom_right_corner_size = bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size;
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auto top_left_corner_size = (top_left_shadow_corner ? top_left_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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auto top_right_corner_size = (top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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auto bottom_left_corner_size = (bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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auto bottom_right_corner_size = (bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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auto max_edge_width = non_blurred_shadow_rect.width() / 2;
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auto max_edge_height = non_blurred_shadow_rect.height() / 2;
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auto extra_edge_width = non_blurred_shadow_rect.width() % 2;
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auto extra_edge_height = non_blurred_shadow_rect.height() % 2;
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auto clip_corner_size = [&](auto& size, auto const& corner, int x_bonus = 0, int y_bonus = 0) {
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auto max_x = max_edge_width + x_bonus;
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auto max_y = max_edge_height + y_bonus;
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auto min_x = max(corner.horizontal_radius, min(double_radius, max_x));
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auto min_y = max(corner.vertical_radius, min(double_radius, max_y));
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auto clip_corner_size = [&](auto& size, auto const& corner, DevicePixels x_bonus = 0, DevicePixels y_bonus = 0) {
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auto max_x = (max_edge_width + x_bonus).value();
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auto max_y = (max_edge_height + y_bonus).value();
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auto min_x = max(corner.horizontal_radius, min(double_radius, max_x).value());
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auto min_y = max(corner.vertical_radius, min(double_radius, max_y).value());
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if (min_x <= max_x)
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size.set_width(clamp(size.width(), min_x, max_x));
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if (min_y <= max_y)
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@ -115,7 +121,7 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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clip_corner_size(bottom_left_corner_size, bottom_left_corner, extra_edge_width);
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clip_corner_size(bottom_right_corner_size, bottom_right_corner);
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auto shadow_bitmap_rect = Gfx::IntRect(
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auto shadow_bitmap_rect = DevicePixelRect(
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0, 0,
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max(
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top_left_corner_size.width() + top_right_corner_size.width(),
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@ -126,23 +132,23 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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top_right_corner_size.height() + bottom_right_corner_size.height())
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+ 1 + blurred_edge_thickness);
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auto top_left_corner_rect = Gfx::IntRect {
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auto top_left_corner_rect = DevicePixelRect {
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0, 0,
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top_left_corner_size.width() + double_radius,
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top_left_corner_size.height() + double_radius
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};
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auto top_right_corner_rect = Gfx::IntRect {
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auto top_right_corner_rect = DevicePixelRect {
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shadow_bitmap_rect.width() - (top_right_corner_size.width() + double_radius), 0,
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top_right_corner_size.width() + double_radius,
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top_right_corner_size.height() + double_radius
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};
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auto bottom_right_corner_rect = Gfx::IntRect {
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auto bottom_right_corner_rect = DevicePixelRect {
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shadow_bitmap_rect.width() - (bottom_right_corner_size.width() + double_radius),
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shadow_bitmap_rect.height() - (bottom_right_corner_size.height() + double_radius),
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bottom_right_corner_size.width() + double_radius,
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bottom_right_corner_size.height() + double_radius
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};
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auto bottom_left_corner_rect = Gfx::IntRect {
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auto bottom_left_corner_rect = DevicePixelRect {
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0, shadow_bitmap_rect.height() - (bottom_left_corner_size.height() + double_radius),
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bottom_left_corner_size.width() + double_radius,
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bottom_left_corner_size.height() + double_radius
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@ -153,12 +159,12 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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auto horizontal_top_edge_width = min(max_edge_height + extra_edge_height, double_radius) + double_radius;
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auto vertical_left_edge_width = min(max_edge_width + extra_edge_width, double_radius) + double_radius;
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Gfx::IntRect left_edge_rect { 0, top_left_corner_rect.height(), vertical_left_edge_width, 1 };
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Gfx::IntRect right_edge_rect { shadow_bitmap_rect.width() - vertical_edge_width, top_right_corner_rect.height(), vertical_edge_width, 1 };
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Gfx::IntRect top_edge_rect { top_left_corner_rect.width(), 0, 1, horizontal_top_edge_width };
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Gfx::IntRect bottom_edge_rect { bottom_left_corner_rect.width(), shadow_bitmap_rect.height() - horizontal_edge_width, 1, horizontal_edge_width };
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DevicePixelRect left_edge_rect { 0, top_left_corner_rect.height(), vertical_left_edge_width, 1 };
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DevicePixelRect right_edge_rect { shadow_bitmap_rect.width() - vertical_edge_width, top_right_corner_rect.height(), vertical_edge_width, 1 };
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DevicePixelRect top_edge_rect { top_left_corner_rect.width(), 0, 1, horizontal_top_edge_width };
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DevicePixelRect bottom_edge_rect { bottom_left_corner_rect.width(), shadow_bitmap_rect.height() - horizontal_edge_width, 1, horizontal_edge_width };
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auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_rect.size());
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auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_rect.size().to_type<int>());
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if (shadows_bitmap.is_error()) {
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dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", shadow_bitmap_rect, shadows_bitmap.error());
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return;
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@ -167,13 +173,13 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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Gfx::Painter corner_painter { *shadow_bitmap };
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Gfx::AntiAliasingPainter aa_corner_painter { corner_painter };
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aa_corner_painter.fill_rect_with_rounded_corners(shadow_bitmap_rect.shrunken(double_radius, double_radius, double_radius, double_radius), box_shadow_data.color, top_left_shadow_corner, top_right_shadow_corner, bottom_right_shadow_corner, bottom_left_shadow_corner);
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aa_corner_painter.fill_rect_with_rounded_corners(shadow_bitmap_rect.shrunken(double_radius, double_radius, double_radius, double_radius).to_type<int>(), box_shadow_data.color, top_left_shadow_corner, top_right_shadow_corner, bottom_right_shadow_corner, bottom_left_shadow_corner);
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Gfx::StackBlurFilter filter(*shadow_bitmap);
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filter.process_rgba(blur_radius, box_shadow_data.color);
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filter.process_rgba(blur_radius.value(), box_shadow_data.color);
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auto paint_shadow_infill = [&] {
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if (!border_radii.has_any_radius())
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return painter.fill_rect(inner_bounding_rect, box_shadow_data.color);
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return painter.fill_rect(inner_bounding_rect.to_type<int>(), box_shadow_data.color);
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auto top_left_inner_width = top_left_corner_rect.width() - blurred_edge_thickness;
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auto top_left_inner_height = top_left_corner_rect.height() - blurred_edge_thickness;
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@ -184,42 +190,42 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
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auto bottom_left_inner_width = bottom_left_corner_rect.width() - blurred_edge_thickness;
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auto bottom_left_inner_height = bottom_left_corner_rect.height() - blurred_edge_thickness;
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Gfx::IntRect top_rect {
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DevicePixelRect top_rect {
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inner_bounding_rect.x() + top_left_inner_width,
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inner_bounding_rect.y(),
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inner_bounding_rect.width() - top_left_inner_width - top_right_inner_width,
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top_left_inner_height
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};
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Gfx::IntRect right_rect {
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DevicePixelRect right_rect {
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inner_bounding_rect.x() + inner_bounding_rect.width() - top_right_inner_width,
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inner_bounding_rect.y() + top_right_inner_height,
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top_right_inner_width,
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inner_bounding_rect.height() - top_right_inner_height - bottom_right_inner_height
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};
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Gfx::IntRect bottom_rect {
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DevicePixelRect bottom_rect {
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inner_bounding_rect.x() + bottom_left_inner_width,
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inner_bounding_rect.y() + inner_bounding_rect.height() - bottom_right_inner_height,
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inner_bounding_rect.width() - bottom_left_inner_width - bottom_right_inner_width,
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bottom_right_inner_height
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};
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Gfx::IntRect left_rect {
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DevicePixelRect left_rect {
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inner_bounding_rect.x(),
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inner_bounding_rect.y() + top_left_inner_height,
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bottom_left_inner_width,
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inner_bounding_rect.height() - top_left_inner_height - bottom_left_inner_height
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};
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Gfx::IntRect inner = {
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DevicePixelRect inner = {
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left_rect.x() + left_rect.width(),
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left_rect.y(),
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inner_bounding_rect.width() - left_rect.width() - right_rect.width(),
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inner_bounding_rect.height() - top_rect.height() - bottom_rect.height()
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};
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painter.fill_rect(top_rect, box_shadow_data.color);
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painter.fill_rect(right_rect, box_shadow_data.color);
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painter.fill_rect(bottom_rect, box_shadow_data.color);
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painter.fill_rect(left_rect, box_shadow_data.color);
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painter.fill_rect(inner, box_shadow_data.color);
|
||||
painter.fill_rect(top_rect.to_type<int>(), box_shadow_data.color);
|
||||
painter.fill_rect(right_rect.to_type<int>(), box_shadow_data.color);
|
||||
painter.fill_rect(bottom_rect.to_type<int>(), box_shadow_data.color);
|
||||
painter.fill_rect(left_rect.to_type<int>(), box_shadow_data.color);
|
||||
painter.fill_rect(inner.to_type<int>(), box_shadow_data.color);
|
||||
};
|
||||
|
||||
auto left_start = inner_bounding_rect.left() - blurred_edge_thickness;
|
||||
|
@ -233,29 +239,29 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
|
|||
auto bottom_left_corner_blit_pos = inner_bounding_rect.bottom_left().translated(-blurred_edge_thickness, -bottom_left_corner_size.height() + 1 + double_radius);
|
||||
auto bottom_right_corner_blit_pos = inner_bounding_rect.bottom_right().translated(-bottom_right_corner_size.width() + 1 + double_radius, -bottom_right_corner_size.height() + 1 + double_radius);
|
||||
|
||||
auto paint_shadow = [&](Gfx::IntRect clip_rect) {
|
||||
auto paint_shadow = [&](DevicePixelRect clip_rect) {
|
||||
Gfx::PainterStateSaver save { painter };
|
||||
painter.add_clip_rect(clip_rect);
|
||||
painter.add_clip_rect(clip_rect.to_type<int>());
|
||||
|
||||
paint_shadow_infill();
|
||||
|
||||
// Corners
|
||||
painter.blit(top_left_corner_blit_pos, shadow_bitmap, top_left_corner_rect);
|
||||
painter.blit(top_right_corner_blit_pos, shadow_bitmap, top_right_corner_rect);
|
||||
painter.blit(bottom_left_corner_blit_pos, shadow_bitmap, bottom_left_corner_rect);
|
||||
painter.blit(bottom_right_corner_blit_pos, shadow_bitmap, bottom_right_corner_rect);
|
||||
painter.blit(top_left_corner_blit_pos.to_type<int>(), shadow_bitmap, top_left_corner_rect.to_type<int>());
|
||||
painter.blit(top_right_corner_blit_pos.to_type<int>(), shadow_bitmap, top_right_corner_rect.to_type<int>());
|
||||
painter.blit(bottom_left_corner_blit_pos.to_type<int>(), shadow_bitmap, bottom_left_corner_rect.to_type<int>());
|
||||
painter.blit(bottom_right_corner_blit_pos.to_type<int>(), shadow_bitmap, bottom_right_corner_rect.to_type<int>());
|
||||
|
||||
// Horizontal edges
|
||||
for (auto x = inner_bounding_rect.left() + (bottom_left_corner_size.width() - double_radius); x <= inner_bounding_rect.right() - (bottom_right_corner_size.width() - double_radius); ++x)
|
||||
painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect);
|
||||
painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect.to_type<int>());
|
||||
for (auto x = inner_bounding_rect.left() + (top_left_corner_size.width() - double_radius); x <= inner_bounding_rect.right() - (top_right_corner_size.width() - double_radius); ++x)
|
||||
painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect);
|
||||
painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect.to_type<int>());
|
||||
|
||||
// Vertical edges
|
||||
for (auto y = inner_bounding_rect.top() + (top_right_corner_size.height() - double_radius); y <= inner_bounding_rect.bottom() - (bottom_right_corner_size.height() - double_radius); ++y)
|
||||
painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect);
|
||||
painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect.to_type<int>());
|
||||
for (auto y = inner_bounding_rect.top() + (top_left_corner_size.height() - double_radius); y <= inner_bounding_rect.bottom() - (bottom_left_corner_size.height() - double_radius); ++y)
|
||||
painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect);
|
||||
painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect.to_type<int>());
|
||||
};
|
||||
|
||||
// FIXME: Painter only lets us define a clip-rect which discards drawing outside of it, whereas here we want
|
||||
|
@ -290,38 +296,38 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B
|
|||
constexpr auto really_large_number = NumericLimits<int>::max() / 2;
|
||||
|
||||
// Everything above content_rect, including sides
|
||||
paint_shadow({ 0, 0, really_large_number, content_rect.top() });
|
||||
paint_shadow({ 0, 0, really_large_number, device_content_rect.top() });
|
||||
|
||||
// Everything below content_rect, including sides
|
||||
paint_shadow({ 0, content_rect.bottom() + 1, really_large_number, really_large_number });
|
||||
paint_shadow({ 0, device_content_rect.bottom() + 1, really_large_number, really_large_number });
|
||||
|
||||
// Everything directly to the left of content_rect
|
||||
paint_shadow({ 0, content_rect.top(), content_rect.left(), content_rect.height() });
|
||||
paint_shadow({ 0, device_content_rect.top(), device_content_rect.left(), device_content_rect.height() });
|
||||
|
||||
// Everything directly to the right of content_rect
|
||||
paint_shadow({ content_rect.right() + 1, content_rect.top(), really_large_number, content_rect.height() });
|
||||
paint_shadow({ device_content_rect.right() + 1, device_content_rect.top(), really_large_number, device_content_rect.height() });
|
||||
|
||||
if (top_left_corner) {
|
||||
// Inside the top left corner (the part outside the border radius)
|
||||
auto top_left = top_left_corner.as_rect().translated(content_rect.top_left());
|
||||
auto top_left = top_left_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.top_left());
|
||||
paint_shadow(top_left);
|
||||
}
|
||||
|
||||
if (top_right_corner) {
|
||||
// Inside the top right corner (the part outside the border radius)
|
||||
auto top_right = top_right_corner.as_rect().translated(content_rect.top_right().translated(-top_right_corner.horizontal_radius + 1, 0));
|
||||
auto top_right = top_right_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.top_right().translated(-top_right_corner.horizontal_radius + 1, 0));
|
||||
paint_shadow(top_right);
|
||||
}
|
||||
|
||||
if (bottom_right_corner) {
|
||||
// Inside the bottom right corner (the part outside the border radius)
|
||||
auto bottom_right = bottom_right_corner.as_rect().translated(content_rect.bottom_right().translated(-bottom_right_corner.horizontal_radius + 1, -bottom_right_corner.vertical_radius + 1));
|
||||
auto bottom_right = bottom_right_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.bottom_right().translated(-bottom_right_corner.horizontal_radius + 1, -bottom_right_corner.vertical_radius + 1));
|
||||
paint_shadow(bottom_right);
|
||||
}
|
||||
|
||||
if (bottom_left_corner) {
|
||||
// Inside the bottom left corner (the part outside the border radius)
|
||||
auto bottom_left = bottom_left_corner.as_rect().translated(content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius + 1));
|
||||
auto bottom_left = bottom_left_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius + 1));
|
||||
paint_shadow(bottom_left);
|
||||
}
|
||||
}
|
||||
|
@ -336,22 +342,26 @@ void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fra
|
|||
|
||||
// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
|
||||
for (auto& layer : shadow_layers.in_reverse()) {
|
||||
DevicePixels offset_x = context.rounded_device_pixels(layer.offset_x);
|
||||
DevicePixels offset_y = context.rounded_device_pixels(layer.offset_y);
|
||||
DevicePixels blur_radius = context.rounded_device_pixels(layer.blur_radius);
|
||||
DevicePixels fragment_width = context.enclosing_device_pixels(fragment.width());
|
||||
DevicePixels fragment_height = context.enclosing_device_pixels(fragment.height());
|
||||
|
||||
// Space around the painted text to allow it to blur.
|
||||
// FIXME: Include spread in this once we use that.
|
||||
auto margin = layer.blur_radius * 2;
|
||||
Gfx::IntRect text_rect {
|
||||
DevicePixels margin = blur_radius * 2;
|
||||
DevicePixelRect text_rect {
|
||||
margin, margin,
|
||||
static_cast<int>(ceilf(fragment.width())),
|
||||
static_cast<int>(ceilf(fragment.height()))
|
||||
fragment_width, fragment_height
|
||||
};
|
||||
Gfx::IntRect bounding_rect {
|
||||
DevicePixelRect bounding_rect {
|
||||
0, 0,
|
||||
text_rect.width() + margin + margin,
|
||||
text_rect.height() + margin + margin
|
||||
};
|
||||
// FIXME: Figure out the maximum bitmap size for all shadows and then allocate it once and reuse it?
|
||||
auto maybe_shadow_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size());
|
||||
auto maybe_shadow_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size().to_type<int>());
|
||||
if (maybe_shadow_bitmap.is_error()) {
|
||||
dbgln("Unable to allocate temporary bitmap {} for text-shadow rendering: {}", bounding_rect.size(), maybe_shadow_bitmap.error());
|
||||
return;
|
||||
|
@ -361,19 +371,19 @@ void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fra
|
|||
Gfx::Painter shadow_painter { *shadow_bitmap };
|
||||
shadow_painter.set_font(context.painter().font());
|
||||
// FIXME: "Spread" the shadow somehow.
|
||||
Gfx::FloatPoint baseline_start(text_rect.x(), text_rect.y() + fragment.baseline());
|
||||
shadow_painter.draw_text_run(baseline_start, Utf8View(fragment.text()), context.painter().font(), layer.color);
|
||||
DevicePixelPoint baseline_start(text_rect.x(), text_rect.y() + fragment.baseline());
|
||||
shadow_painter.draw_text_run(baseline_start.to_type<int>(), Utf8View(fragment.text()), context.painter().font(), layer.color);
|
||||
|
||||
// Blur
|
||||
Gfx::StackBlurFilter filter(*shadow_bitmap);
|
||||
filter.process_rgba(layer.blur_radius, layer.color);
|
||||
filter.process_rgba(blur_radius.value(), layer.color);
|
||||
|
||||
auto draw_rect = Gfx::enclosing_int_rect(fragment.absolute_rect());
|
||||
Gfx::IntPoint draw_location {
|
||||
draw_rect.x() + layer.offset_x - margin,
|
||||
draw_rect.y() + layer.offset_y - margin
|
||||
auto draw_rect = context.enclosing_device_rect(fragment.absolute_rect().to_type<CSSPixels>());
|
||||
DevicePixelPoint draw_location {
|
||||
draw_rect.x() + offset_x - margin,
|
||||
draw_rect.y() + offset_y - margin
|
||||
};
|
||||
painter.blit(draw_location, *shadow_bitmap, bounding_rect);
|
||||
painter.blit(draw_location.to_type<int>(), *shadow_bitmap, bounding_rect.to_type<int>());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -19,14 +19,14 @@ enum class ShadowPlacement {
|
|||
|
||||
struct ShadowData {
|
||||
Gfx::Color color;
|
||||
int offset_x;
|
||||
int offset_y;
|
||||
int blur_radius;
|
||||
int spread_distance;
|
||||
CSSPixels offset_x;
|
||||
CSSPixels offset_y;
|
||||
CSSPixels blur_radius;
|
||||
CSSPixels spread_distance;
|
||||
ShadowPlacement placement;
|
||||
};
|
||||
|
||||
void paint_box_shadow(PaintContext&, Gfx::IntRect const&, BorderRadiiData const&, Vector<ShadowData> const&);
|
||||
void paint_box_shadow(PaintContext&, CSSPixelRect const&, BorderRadiiData const&, Vector<ShadowData> const&);
|
||||
void paint_text_shadow(PaintContext&, Layout::LineBoxFragment const&, Vector<ShadowData> const&);
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue