123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177 |
- /*
- * Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
- * Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <LibGfx/DisjointRectSet.h>
- #include <LibGfx/Filters/FastBoxBlurFilter.h>
- #include <LibGfx/Painter.h>
- #include <LibWeb/Layout/LineBoxFragment.h>
- #include <LibWeb/Painting/PaintContext.h>
- #include <LibWeb/Painting/ShadowPainting.h>
- namespace Web::Painting {
- void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, Vector<ShadowData> const& box_shadow_layers)
- {
- if (box_shadow_layers.is_empty())
- return;
- auto& painter = context.painter();
- // Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
- for (int layer_index = box_shadow_layers.size() - 1; layer_index >= 0; layer_index--) {
- auto& box_shadow_data = box_shadow_layers[layer_index];
- // FIXME: Paint inset shadows.
- if (box_shadow_data.placement != ShadowPlacement::Outer)
- continue;
- // FIXME: Account for rounded corners.
- auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
- Gfx::DisjointRectSet rect_set;
- rect_set.add(fill_rect);
- auto shattered = rect_set.shatter(mask_rect);
- for (auto& rect : shattered.rects())
- painter.fill_rect(rect, color);
- };
- // If there's no blurring, we can save a lot of effort.
- if (box_shadow_data.blur_radius == 0) {
- fill_rect_masked(painter, content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance).translated(box_shadow_data.offset_x, box_shadow_data.offset_y), content_rect, box_shadow_data.color);
- continue;
- }
- auto expansion = box_shadow_data.spread_distance - (box_shadow_data.blur_radius * 2);
- Gfx::IntRect solid_rect = {
- content_rect.x() + box_shadow_data.offset_x - expansion,
- content_rect.y() + box_shadow_data.offset_y - expansion,
- content_rect.width() + 2 * expansion,
- content_rect.height() + 2 * expansion
- };
- fill_rect_masked(painter, solid_rect, content_rect, box_shadow_data.color);
- // Calculating and blurring the box-shadow full size is expensive, and wasteful - aside from the corners,
- // all vertical strips of the shadow are identical, and the same goes for horizontal ones.
- // So instead, we generate a shadow bitmap that is just large enough to include the corners and 1px of
- // non-corner, and then we repeatedly blit sections of it. This is similar to a NinePatch on Android.
- auto corner_size = box_shadow_data.blur_radius * 4;
- Gfx::IntRect corner_rect { 0, 0, corner_size, corner_size };
- Gfx::IntRect all_corners_rect { 0, 0, corner_size * 2 + 1, corner_size * 2 + 1 };
- Gfx::IntRect left_edge_rect { 0, corner_size, corner_size, 1 };
- Gfx::IntRect right_edge_rect { all_corners_rect.width() - corner_size, corner_size, corner_size, 1 };
- Gfx::IntRect top_edge_rect { corner_size, 0, 1, corner_size };
- Gfx::IntRect bottom_edge_rect { corner_size, all_corners_rect.height() - corner_size, 1, corner_size };
- auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, all_corners_rect.size());
- if (shadows_bitmap.is_error()) {
- dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", shadows_bitmap.error());
- return;
- }
- auto shadow_bitmap = shadows_bitmap.release_value();
- Gfx::Painter corner_painter { *shadow_bitmap };
- auto double_radius = box_shadow_data.blur_radius * 2;
- corner_painter.fill_rect(all_corners_rect.shrunken(double_radius, double_radius, double_radius, double_radius), box_shadow_data.color);
- Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
- filter.apply_three_passes(box_shadow_data.blur_radius);
- auto left_start = solid_rect.left() - corner_size;
- auto right_start = solid_rect.left() + solid_rect.width();
- auto top_start = solid_rect.top() - corner_size;
- auto bottom_start = solid_rect.top() + solid_rect.height();
- // FIXME: Painter only lets us define a clip-rect which discards drawing outside of it, whereas here we want
- // a rect which discards drawing inside it. So, we run the draw operations 4 times with clip-rects
- // covering each side of the content_rect exactly once.
- auto paint_shadow = [&](Gfx::IntRect clip_rect) {
- painter.save();
- painter.add_clip_rect(clip_rect);
- // Paint corners
- painter.blit({ left_start, top_start }, shadow_bitmap, corner_rect);
- painter.blit({ right_start, top_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, 0));
- painter.blit({ left_start, bottom_start }, shadow_bitmap, corner_rect.translated(0, corner_rect.height() + 1));
- painter.blit({ right_start, bottom_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, corner_rect.height() + 1));
- // Horizontal edges
- for (auto y = solid_rect.top(); y <= solid_rect.bottom(); ++y) {
- painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect);
- painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect);
- }
- // Vertical edges
- for (auto x = solid_rect.left(); x <= solid_rect.right(); ++x) {
- painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect);
- painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect);
- }
- painter.restore();
- };
- // Everything above content_rect, including sides
- paint_shadow({ 0, 0, painter.target()->width(), content_rect.top() });
- // Everything below content_rect, including sides
- paint_shadow({ 0, content_rect.bottom() + 1, painter.target()->width(), painter.target()->height() });
- // Everything directly to the left of content_rect
- paint_shadow({ 0, content_rect.top(), content_rect.left(), content_rect.height() });
- // Everything directly to the right of content_rect
- paint_shadow({ content_rect.right() + 1, content_rect.top(), painter.target()->width(), content_rect.height() });
- }
- }
- void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector<ShadowData> const& shadow_layers)
- {
- if (shadow_layers.is_empty())
- return;
- auto& painter = context.painter();
- // Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
- for (auto& layer : shadow_layers.in_reverse()) {
- // 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 {
- margin, margin,
- static_cast<int>(ceilf(fragment.width())),
- static_cast<int>(ceilf(fragment.height()))
- };
- Gfx::IntRect 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());
- if (maybe_shadow_bitmap.is_error()) {
- dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", maybe_shadow_bitmap.error());
- return;
- }
- auto shadow_bitmap = maybe_shadow_bitmap.release_value();
- Gfx::Painter shadow_painter { *shadow_bitmap };
- shadow_painter.set_font(context.painter().font());
- // FIXME: "Spread" the shadow somehow.
- shadow_painter.draw_text(text_rect, fragment.text(), Gfx::TextAlignment::TopLeft, layer.color);
- // Blur
- Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
- filter.apply_three_passes(layer.blur_radius);
- 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
- };
- painter.blit(draw_location, *shadow_bitmap, bounding_rect);
- }
- }
- }
|