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- /*
- * Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
- * Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
- * Copyright (c) 2022, MacDue <macdue@dueutil.tech>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <AK/NumericLimits.h>
- #include <LibGfx/DisjointRectSet.h>
- #include <LibGfx/Filters/StackBlurFilter.h>
- #include <LibGfx/Font/Font.h>
- #include <LibGfx/Painter.h>
- #include <LibWeb/Layout/LineBoxFragment.h>
- #include <LibWeb/Layout/Node.h>
- #include <LibWeb/Painting/BorderPainting.h>
- #include <LibWeb/Painting/BorderRadiusCornerClipper.h>
- #include <LibWeb/Painting/PaintContext.h>
- #include <LibWeb/Painting/PaintOuterBoxShadowParams.h>
- #include <LibWeb/Painting/PaintableBox.h>
- #include <LibWeb/Painting/ShadowPainting.h>
- namespace Web::Painting {
- void paint_inner_box_shadow(Gfx::Painter& painter, PaintOuterBoxShadowParams params)
- {
- auto device_content_rect = params.device_content_rect;
- DevicePixels offset_x = params.offset_x;
- DevicePixels offset_y = params.offset_y;
- DevicePixels blur_radius = params.blur_radius;
- DevicePixels spread_distance = params.spread_distance;
- auto shadows_bitmap_rect = device_content_rect.inflated(
- blur_radius.value() + offset_y.value(),
- blur_radius.value() + abs(offset_x.value()),
- blur_radius.value() + abs(offset_y.value()),
- blur_radius.value() + offset_x.value());
- auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadows_bitmap_rect.size().to_type<int>());
- if (shadows_bitmap.is_error()) {
- dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", device_content_rect, shadows_bitmap.error());
- return;
- }
- auto shadow_bitmap = shadows_bitmap.release_value();
- Gfx::Painter shadow_painter { *shadow_bitmap };
- Gfx::AntiAliasingPainter shadow_aa_painter { shadow_painter };
- auto device_content_rect_int = device_content_rect.to_type<int>();
- auto origin_device_content_rect = device_content_rect_int.translated(-device_content_rect_int.x(), -device_content_rect_int.y());
- auto outer_shadow_rect = origin_device_content_rect.translated({ offset_x + blur_radius.value(), offset_y + blur_radius.value() });
- auto spread_distance_value = spread_distance.value();
- auto inner_shadow_rect = outer_shadow_rect.inflated(-spread_distance_value, -spread_distance_value, -spread_distance_value, -spread_distance_value);
- outer_shadow_rect.inflate(
- blur_radius.value() + offset_y.value(),
- blur_radius.value() + abs(offset_x.value()),
- blur_radius.value() + abs(offset_y.value()),
- blur_radius.value() + offset_x.value());
- auto top_left_corner = params.corner_radii.top_left;
- auto top_right_corner = params.corner_radii.top_right;
- auto bottom_right_corner = params.corner_radii.bottom_right;
- auto bottom_left_corner = params.corner_radii.bottom_left;
- shadow_painter.fill_rect(outer_shadow_rect, params.box_shadow_data.color.with_alpha(0xff));
- if (params.border_radii.has_any_radius()) {
- shadow_aa_painter.fill_rect_with_rounded_corners(inner_shadow_rect, params.box_shadow_data.color.with_alpha(0xff),
- top_left_corner, top_right_corner, bottom_right_corner, bottom_left_corner,
- Gfx::AntiAliasingPainter::BlendMode::AlphaSubtract);
- } else {
- shadow_painter.clear_rect(inner_shadow_rect, Color::Transparent);
- }
- Gfx::StackBlurFilter filter(*shadow_bitmap);
- filter.process_rgba(blur_radius.value(), params.box_shadow_data.color);
- Gfx::PainterStateSaver save { painter };
- painter.add_clip_rect(device_content_rect_int);
- painter.blit({ device_content_rect_int.left() - blur_radius.value(), device_content_rect_int.top() - blur_radius.value() },
- *shadow_bitmap, shadow_bitmap->rect(), params.box_shadow_data.color.alpha() / 255.);
- }
- struct OuterBoxShadowMetrics {
- DevicePixelRect shadow_bitmap_rect;
- DevicePixelRect non_blurred_shadow_rect;
- DevicePixelRect inner_bounding_rect;
- DevicePixels blurred_edge_thickness;
- DevicePixels double_radius;
- DevicePixels blur_radius;
- DevicePixelRect top_left_corner_rect;
- DevicePixelRect top_right_corner_rect;
- DevicePixelRect bottom_right_corner_rect;
- DevicePixelRect bottom_left_corner_rect;
- DevicePixelPoint top_left_corner_blit_pos;
- DevicePixelPoint top_right_corner_blit_pos;
- DevicePixelPoint bottom_right_corner_blit_pos;
- DevicePixelPoint bottom_left_corner_blit_pos;
- DevicePixelSize top_left_corner_size;
- DevicePixelSize top_right_corner_size;
- DevicePixelSize bottom_right_corner_size;
- DevicePixelSize bottom_left_corner_size;
- DevicePixels left_start;
- DevicePixels top_start;
- DevicePixels right_start;
- DevicePixels bottom_start;
- DevicePixelRect left_edge_rect;
- DevicePixelRect right_edge_rect;
- DevicePixelRect top_edge_rect;
- DevicePixelRect bottom_edge_rect;
- CornerRadius top_left_shadow_corner;
- CornerRadius top_right_shadow_corner;
- CornerRadius bottom_right_shadow_corner;
- CornerRadius bottom_left_shadow_corner;
- };
- static OuterBoxShadowMetrics get_outer_box_shadow_configuration(PaintOuterBoxShadowParams params)
- {
- auto device_content_rect = params.device_content_rect;
- auto top_left_corner = params.corner_radii.top_left;
- auto top_right_corner = params.corner_radii.top_right;
- auto bottom_right_corner = params.corner_radii.bottom_right;
- auto bottom_left_corner = params.corner_radii.bottom_left;
- DevicePixels offset_x = params.offset_x;
- DevicePixels offset_y = params.offset_y;
- DevicePixels blur_radius = params.blur_radius;
- DevicePixels spread_distance = params.spread_distance;
- // Our blur cannot handle radii over 255 so there's no point trying (255 is silly big anyway)
- blur_radius = clamp(blur_radius, 0, 255);
- auto top_left_shadow_corner = top_left_corner;
- auto top_right_shadow_corner = top_right_corner;
- auto bottom_right_shadow_corner = bottom_right_corner;
- auto bottom_left_shadow_corner = bottom_left_corner;
- auto spread_corner = [&](auto& corner) {
- if (corner) {
- corner.horizontal_radius += spread_distance.value();
- corner.vertical_radius += spread_distance.value();
- }
- };
- spread_corner(top_left_shadow_corner);
- spread_corner(top_right_shadow_corner);
- spread_corner(bottom_right_shadow_corner);
- spread_corner(bottom_left_shadow_corner);
- auto expansion = spread_distance - (blur_radius * 2);
- DevicePixelRect inner_bounding_rect = {
- device_content_rect.x() + offset_x - expansion,
- device_content_rect.y() + offset_y - expansion,
- device_content_rect.width() + 2 * expansion,
- device_content_rect.height() + 2 * expansion
- };
- // 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 double_radius = blur_radius * 2;
- auto blurred_edge_thickness = blur_radius * 4;
- auto default_corner_size = Gfx::IntSize { double_radius, double_radius };
- auto top_left_corner_size = (top_left_shadow_corner ? top_left_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
- auto top_right_corner_size = (top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
- auto bottom_left_corner_size = (bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
- auto bottom_right_corner_size = (bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
- auto non_blurred_shadow_rect = device_content_rect.inflated(spread_distance, spread_distance, spread_distance, spread_distance);
- auto max_edge_width = non_blurred_shadow_rect.width() / 2;
- auto max_edge_height = non_blurred_shadow_rect.height() / 2;
- auto extra_edge_width = non_blurred_shadow_rect.width() % 2;
- auto extra_edge_height = non_blurred_shadow_rect.height() % 2;
- auto clip_corner_size = [&](auto& size, auto const& corner, DevicePixels x_bonus = 0, DevicePixels y_bonus = 0) {
- auto max_x = (max_edge_width + x_bonus).value();
- auto max_y = (max_edge_height + y_bonus).value();
- auto min_x = max(corner.horizontal_radius, min(double_radius, max_x).value());
- auto min_y = max(corner.vertical_radius, min(double_radius, max_y).value());
- if (min_x <= max_x)
- size.set_width(clamp(size.width(), min_x, max_x));
- if (min_y <= max_y)
- size.set_height(clamp(size.height(), min_y, max_y));
- };
- clip_corner_size(top_left_corner_size, top_left_corner, extra_edge_width, extra_edge_height);
- clip_corner_size(top_right_corner_size, top_right_corner, 0, extra_edge_height);
- clip_corner_size(bottom_left_corner_size, bottom_left_corner, extra_edge_width);
- clip_corner_size(bottom_right_corner_size, bottom_right_corner);
- auto shadow_bitmap_rect = DevicePixelRect(
- 0, 0,
- max(max(
- top_left_corner_size.width() + top_right_corner_size.width(),
- bottom_left_corner_size.width() + bottom_right_corner_size.width()),
- max(top_left_corner_size.width() + bottom_right_corner_size.width(),
- bottom_left_corner_size.width() + top_right_corner_size.width()))
- + 1 + blurred_edge_thickness,
- max(max(
- top_left_corner_size.height() + bottom_left_corner_size.height(),
- top_right_corner_size.height() + bottom_right_corner_size.height()),
- max(top_left_corner_size.height() + bottom_right_corner_size.height(),
- bottom_left_corner_size.height() + top_right_corner_size.height()))
- + 1 + blurred_edge_thickness);
- auto top_left_corner_rect = DevicePixelRect {
- 0, 0,
- top_left_corner_size.width() + double_radius,
- top_left_corner_size.height() + double_radius
- };
- auto top_right_corner_rect = DevicePixelRect {
- shadow_bitmap_rect.width() - (top_right_corner_size.width() + double_radius), 0,
- top_right_corner_size.width() + double_radius,
- top_right_corner_size.height() + double_radius
- };
- auto bottom_right_corner_rect = DevicePixelRect {
- shadow_bitmap_rect.width() - (bottom_right_corner_size.width() + double_radius),
- shadow_bitmap_rect.height() - (bottom_right_corner_size.height() + double_radius),
- bottom_right_corner_size.width() + double_radius,
- bottom_right_corner_size.height() + double_radius
- };
- auto bottom_left_corner_rect = DevicePixelRect {
- 0, shadow_bitmap_rect.height() - (bottom_left_corner_size.height() + double_radius),
- bottom_left_corner_size.width() + double_radius,
- bottom_left_corner_size.height() + double_radius
- };
- auto horizontal_edge_width = min(max_edge_height, double_radius) + double_radius;
- auto vertical_edge_width = min(max_edge_width, double_radius) + double_radius;
- auto horizontal_top_edge_width = min(max_edge_height + extra_edge_height, double_radius) + double_radius;
- auto vertical_left_edge_width = min(max_edge_width + extra_edge_width, double_radius) + double_radius;
- DevicePixelRect left_edge_rect { 0, top_left_corner_rect.height(), vertical_left_edge_width, 1 };
- DevicePixelRect right_edge_rect { shadow_bitmap_rect.width() - vertical_edge_width, top_right_corner_rect.height(), vertical_edge_width, 1 };
- DevicePixelRect top_edge_rect { top_left_corner_rect.width(), 0, 1, horizontal_top_edge_width };
- DevicePixelRect bottom_edge_rect { bottom_left_corner_rect.width(), shadow_bitmap_rect.height() - horizontal_edge_width, 1, horizontal_edge_width };
- auto left_start = inner_bounding_rect.left() - blurred_edge_thickness;
- auto right_start = inner_bounding_rect.left() + inner_bounding_rect.width() + (blurred_edge_thickness - vertical_edge_width);
- auto top_start = inner_bounding_rect.top() - blurred_edge_thickness;
- auto bottom_start = inner_bounding_rect.top() + inner_bounding_rect.height() + (blurred_edge_thickness - horizontal_edge_width);
- auto top_left_corner_blit_pos = inner_bounding_rect.top_left().translated(-blurred_edge_thickness, -blurred_edge_thickness);
- auto top_right_corner_blit_pos = inner_bounding_rect.top_right().translated(-top_right_corner_size.width() + double_radius, -blurred_edge_thickness);
- auto bottom_left_corner_blit_pos = inner_bounding_rect.bottom_left().translated(-blurred_edge_thickness, -bottom_left_corner_size.height() + double_radius);
- auto bottom_right_corner_blit_pos = inner_bounding_rect.bottom_right().translated(-bottom_right_corner_size.width() + double_radius, -bottom_right_corner_size.height() + double_radius);
- return OuterBoxShadowMetrics {
- .shadow_bitmap_rect = shadow_bitmap_rect,
- .non_blurred_shadow_rect = non_blurred_shadow_rect,
- .inner_bounding_rect = inner_bounding_rect,
- .blurred_edge_thickness = blurred_edge_thickness,
- .double_radius = double_radius,
- .blur_radius = blur_radius,
- .top_left_corner_rect = top_left_corner_rect,
- .top_right_corner_rect = top_right_corner_rect,
- .bottom_right_corner_rect = bottom_right_corner_rect,
- .bottom_left_corner_rect = bottom_left_corner_rect,
- .top_left_corner_blit_pos = top_left_corner_blit_pos,
- .top_right_corner_blit_pos = top_right_corner_blit_pos,
- .bottom_right_corner_blit_pos = bottom_right_corner_blit_pos,
- .bottom_left_corner_blit_pos = bottom_left_corner_blit_pos,
- .top_left_corner_size = top_left_corner_size,
- .top_right_corner_size = top_right_corner_size,
- .bottom_right_corner_size = bottom_right_corner_size,
- .bottom_left_corner_size = bottom_left_corner_size,
- .left_start = left_start,
- .top_start = top_start,
- .right_start = right_start,
- .bottom_start = bottom_start,
- .left_edge_rect = left_edge_rect,
- .right_edge_rect = right_edge_rect,
- .top_edge_rect = top_edge_rect,
- .bottom_edge_rect = bottom_edge_rect,
- .top_left_shadow_corner = top_left_shadow_corner,
- .top_right_shadow_corner = top_right_shadow_corner,
- .bottom_right_shadow_corner = bottom_right_shadow_corner,
- .bottom_left_shadow_corner = bottom_left_shadow_corner,
- };
- }
- Gfx::IntRect get_outer_box_shadow_bounding_rect(PaintOuterBoxShadowParams params)
- {
- auto shadow_config = get_outer_box_shadow_configuration(params);
- auto const& top_left_corner_blit_pos = shadow_config.top_left_corner_blit_pos;
- auto const& top_right_corner_blit_pos = shadow_config.top_right_corner_blit_pos;
- auto const& bottom_left_corner_blit_pos = shadow_config.bottom_left_corner_blit_pos;
- auto const& top_right_corner_rect = shadow_config.top_right_corner_rect;
- auto const& bottom_left_corner_rect = shadow_config.bottom_left_corner_rect;
- return Gfx::IntRect {
- top_left_corner_blit_pos,
- { top_right_corner_blit_pos.x() - top_left_corner_blit_pos.x() + top_right_corner_rect.width(),
- bottom_left_corner_blit_pos.y() - top_left_corner_blit_pos.y() + bottom_left_corner_rect.height() }
- };
- }
- void paint_outer_box_shadow(Gfx::Painter& painter, PaintOuterBoxShadowParams params)
- {
- auto const& box_shadow_data = params.box_shadow_data;
- auto const& device_content_rect = params.device_content_rect;
- auto const& border_radii = params.border_radii;
- auto const& top_left_corner = params.corner_radii.top_left;
- auto const& top_right_corner = params.corner_radii.top_right;
- auto const& bottom_right_corner = params.corner_radii.bottom_right;
- auto const& bottom_left_corner = params.corner_radii.bottom_left;
- DevicePixels offset_x = params.offset_x;
- DevicePixels offset_y = params.offset_y;
- auto shadow_config = get_outer_box_shadow_configuration(params);
- auto const& shadow_bitmap_rect = shadow_config.shadow_bitmap_rect;
- auto const& non_blurred_shadow_rect = shadow_config.non_blurred_shadow_rect;
- auto const& inner_bounding_rect = shadow_config.inner_bounding_rect;
- auto const& blurred_edge_thickness = shadow_config.blurred_edge_thickness;
- auto const& double_radius = shadow_config.double_radius;
- auto const& blur_radius = shadow_config.blur_radius;
- auto const& top_left_corner_rect = shadow_config.top_left_corner_rect;
- auto const& top_right_corner_rect = shadow_config.top_right_corner_rect;
- auto const& bottom_right_corner_rect = shadow_config.bottom_right_corner_rect;
- auto const& bottom_left_corner_rect = shadow_config.bottom_left_corner_rect;
- auto const& top_left_corner_blit_pos = shadow_config.top_left_corner_blit_pos;
- auto const& top_right_corner_blit_pos = shadow_config.top_right_corner_blit_pos;
- auto const& bottom_right_corner_blit_pos = shadow_config.bottom_right_corner_blit_pos;
- auto const& bottom_left_corner_blit_pos = shadow_config.bottom_left_corner_blit_pos;
- auto const& top_left_corner_size = shadow_config.top_left_corner_size;
- auto const& top_right_corner_size = shadow_config.top_right_corner_size;
- auto const& bottom_right_corner_size = shadow_config.bottom_right_corner_size;
- auto const& bottom_left_corner_size = shadow_config.bottom_left_corner_size;
- auto const& left_start = shadow_config.left_start;
- auto const& top_start = shadow_config.top_start;
- auto const& right_start = shadow_config.right_start;
- auto const& bottom_start = shadow_config.bottom_start;
- auto const& left_edge_rect = shadow_config.left_edge_rect;
- auto const& right_edge_rect = shadow_config.right_edge_rect;
- auto const& top_edge_rect = shadow_config.top_edge_rect;
- auto const& bottom_edge_rect = shadow_config.bottom_edge_rect;
- auto const& top_left_shadow_corner = shadow_config.top_left_shadow_corner;
- auto const& top_right_shadow_corner = shadow_config.top_right_shadow_corner;
- auto const& bottom_right_shadow_corner = shadow_config.bottom_right_shadow_corner;
- auto const& bottom_left_shadow_corner = shadow_config.bottom_left_shadow_corner;
- auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
- Gfx::DisjointRectSet<DevicePixels> rect_set;
- rect_set.add(fill_rect);
- auto shattered = rect_set.shatter(mask_rect);
- for (auto& rect : shattered.rects())
- painter.fill_rect(rect.template to_type<int>(), color);
- };
- // If there's no blurring, nor rounded corners, we can save a lot of effort.
- if (blur_radius == 0 && !border_radii.has_any_radius()) {
- fill_rect_masked(painter, non_blurred_shadow_rect.translated(offset_x, offset_y), device_content_rect, box_shadow_data.color);
- return;
- }
- auto paint_shadow_infill = [&] {
- if (!params.border_radii.has_any_radius())
- return painter.fill_rect(inner_bounding_rect.to_type<int>(), box_shadow_data.color);
- auto top_left_inner_width = top_left_corner_rect.width() - blurred_edge_thickness;
- auto top_left_inner_height = top_left_corner_rect.height() - blurred_edge_thickness;
- auto top_right_inner_width = top_right_corner_rect.width() - blurred_edge_thickness;
- auto top_right_inner_height = top_right_corner_rect.height() - blurred_edge_thickness;
- auto bottom_right_inner_width = bottom_right_corner_rect.width() - blurred_edge_thickness;
- auto bottom_right_inner_height = bottom_right_corner_rect.height() - blurred_edge_thickness;
- auto bottom_left_inner_width = bottom_left_corner_rect.width() - blurred_edge_thickness;
- auto bottom_left_inner_height = bottom_left_corner_rect.height() - blurred_edge_thickness;
- DevicePixelRect top_rect {
- inner_bounding_rect.x() + top_left_inner_width,
- inner_bounding_rect.y(),
- inner_bounding_rect.width() - top_left_inner_width - top_right_inner_width,
- top_left_inner_height
- };
- DevicePixelRect right_rect {
- inner_bounding_rect.x() + inner_bounding_rect.width() - top_right_inner_width,
- inner_bounding_rect.y() + top_right_inner_height,
- top_right_inner_width,
- inner_bounding_rect.height() - top_right_inner_height - bottom_right_inner_height
- };
- DevicePixelRect bottom_rect {
- inner_bounding_rect.x() + bottom_left_inner_width,
- inner_bounding_rect.y() + inner_bounding_rect.height() - bottom_right_inner_height,
- inner_bounding_rect.width() - bottom_left_inner_width - bottom_right_inner_width,
- bottom_right_inner_height
- };
- DevicePixelRect left_rect {
- inner_bounding_rect.x(),
- inner_bounding_rect.y() + top_left_inner_height,
- bottom_left_inner_width,
- inner_bounding_rect.height() - top_left_inner_height - bottom_left_inner_height
- };
- DevicePixelRect inner = {
- left_rect.x() + left_rect.width(),
- left_rect.y(),
- inner_bounding_rect.width() - left_rect.width() - right_rect.width(),
- inner_bounding_rect.height() - top_rect.height() - bottom_rect.height()
- };
- 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 shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_rect.size().to_type<int>());
- if (shadows_bitmap.is_error()) {
- dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", shadow_bitmap_rect, shadows_bitmap.error());
- return;
- }
- auto shadow_bitmap = shadows_bitmap.release_value();
- Gfx::Painter corner_painter { *shadow_bitmap };
- Gfx::AntiAliasingPainter aa_corner_painter { corner_painter };
- 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);
- Gfx::StackBlurFilter filter(*shadow_bitmap);
- filter.process_rgba(blur_radius.value(), box_shadow_data.color);
- auto paint_shadow = [&](DevicePixelRect clip_rect) {
- Gfx::PainterStateSaver save { painter };
- painter.add_clip_rect(clip_rect.to_type<int>());
- paint_shadow_infill();
- // Corners
- 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.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.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.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.to_type<int>());
- };
- // 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 to 8 times with clip-rects
- // covering each side of the content_rect exactly once.
- // If we were painting a shadow without a border radius we'd want to clip everything inside the box below.
- // If painting a shadow with rounded corners (but still rectangular) we want to clip everything inside
- // the box except the corners. This gives us an upper bound of 8 shadow paints now :^(.
- // (However, this does not seem to be the costly part in profiling).
- //
- // ┌───┬────────┬───┐
- // │ │xxxxxxxx│ │
- // ├───┼────────┼───┤
- // │xxx│xxxxxxxx│xxx│
- // │xxx│xxxxxxxx│xxx│
- // │xxx│xxxxxxxx│xxx│
- // │xxx│xxxxxxxx│xxx│
- // │xxx│xxxxxxxx│xxx│
- // ├───┼────────┼───┤
- // │ │ xxxxxx │ │
- // └───┴────────┴───┘
- // How many times would you like to paint the shadow sir?
- // Yes.
- // FIXME: Could reduce the shadow paints from 8 to 4 for shadows with all corner radii 50%.
- // FIXME: We use this since we want the clip rect to include everything after a certain x or y.
- // Note: Using painter.target()->width() or height() does not work, when the painter is a small
- // translated bitmap rather than full screen, as the clip rect may not intersect.
- constexpr auto really_large_number = NumericLimits<int>::max() / 2;
- // Everything above content_rect, including sides
- paint_shadow({ 0, 0, really_large_number, device_content_rect.top() });
- // Everything below content_rect, including sides
- paint_shadow({ 0, device_content_rect.bottom(), really_large_number, really_large_number });
- // Everything directly to the left of content_rect
- 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({ device_content_rect.right(), 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().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().to_type<DevicePixels>().translated(device_content_rect.top_right().translated(-top_right_corner.horizontal_radius, 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().to_type<DevicePixels>().translated(device_content_rect.bottom_right().translated(-bottom_right_corner.horizontal_radius, -bottom_right_corner.vertical_radius));
- 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().to_type<DevicePixels>().translated(device_content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius));
- paint_shadow(bottom_left);
- }
- }
- void paint_box_shadow(PaintContext& context,
- CSSPixelRect const& bordered_content_rect,
- CSSPixelRect const& borderless_content_rect,
- BordersData const& borders_data,
- BorderRadiiData const& border_radii,
- Vector<ShadowData> const& box_shadow_layers)
- {
- // Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
- for (auto& box_shadow_data : box_shadow_layers.in_reverse()) {
- DevicePixels offset_x = context.rounded_device_pixels(box_shadow_data.offset_x);
- DevicePixels offset_y = context.rounded_device_pixels(box_shadow_data.offset_y);
- DevicePixels blur_radius = context.rounded_device_pixels(box_shadow_data.blur_radius);
- DevicePixels spread_distance = context.rounded_device_pixels(box_shadow_data.spread_distance);
- DevicePixelRect device_content_rect;
- if (box_shadow_data.placement == ShadowPlacement::Inner) {
- device_content_rect = context.rounded_device_rect(borderless_content_rect);
- } else {
- device_content_rect = context.rounded_device_rect(bordered_content_rect);
- }
- auto params = PaintOuterBoxShadowParams {
- .painter = context.recording_painter(),
- .content_rect = bordered_content_rect,
- .border_radii = border_radii,
- .box_shadow_data = box_shadow_data,
- .corner_radii = CornerRadii {
- .top_left = border_radii.top_left.as_corner(context),
- .top_right = border_radii.top_right.as_corner(context),
- .bottom_right = border_radii.bottom_right.as_corner(context),
- .bottom_left = border_radii.bottom_left.as_corner(context) },
- .offset_x = offset_x,
- .offset_y = offset_y,
- .blur_radius = blur_radius,
- .spread_distance = spread_distance,
- .device_content_rect = device_content_rect,
- };
- if (box_shadow_data.placement == ShadowPlacement::Inner) {
- params.border_radii.shrink(borders_data.top.width, borders_data.right.width, borders_data.bottom.width, borders_data.left.width);
- ScopedCornerRadiusClip corner_clipper { context, device_content_rect, params.border_radii, CornerClip::Outside };
- context.recording_painter().paint_inner_box_shadow_params(params);
- } else {
- ScopedCornerRadiusClip corner_clipper { context, device_content_rect, border_radii, CornerClip::Inside };
- context.recording_painter().paint_outer_box_shadow_params(params);
- }
- }
- }
- void paint_text_shadow(PaintContext& context, PaintableFragment const& fragment, Vector<ShadowData> const& shadow_layers)
- {
- if (shadow_layers.is_empty() || fragment.glyph_run().is_empty())
- return;
- auto fragment_width = context.enclosing_device_pixels(fragment.width()).value();
- auto fragment_height = context.enclosing_device_pixels(fragment.height()).value();
- auto draw_rect = context.enclosing_device_rect(fragment.absolute_rect()).to_type<int>();
- auto fragment_baseline = context.rounded_device_pixels(fragment.baseline()).value();
- Vector<Gfx::DrawGlyphOrEmoji> scaled_glyph_run;
- scaled_glyph_run.ensure_capacity(fragment.glyph_run().size());
- for (auto glyph : fragment.glyph_run()) {
- glyph.visit([&](auto& glyph) {
- glyph.font = *glyph.font->with_size(glyph.font->point_size() * static_cast<float>(context.device_pixels_per_css_pixel()));
- glyph.position = glyph.position.scaled(context.device_pixels_per_css_pixel());
- });
- scaled_glyph_run.append(move(glyph));
- }
- // Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
- for (auto& layer : shadow_layers.in_reverse()) {
- int offset_x = context.rounded_device_pixels(layer.offset_x).value();
- int offset_y = context.rounded_device_pixels(layer.offset_y).value();
- int blur_radius = context.rounded_device_pixels(layer.blur_radius).value();
- // Space around the painted text to allow it to blur.
- // FIXME: Include spread in this once we use that.
- int margin = blur_radius * 2;
- Gfx::IntRect text_rect {
- margin, margin,
- fragment_width, fragment_height
- };
- Gfx::IntRect bounding_rect {
- 0, 0,
- text_rect.width() + margin + margin,
- text_rect.height() + margin + margin
- };
- Gfx::IntPoint draw_location {
- draw_rect.x() + offset_x - margin,
- draw_rect.y() + offset_y - margin
- };
- context.recording_painter().paint_text_shadow(blur_radius, bounding_rect, text_rect, scaled_glyph_run, layer.color, fragment_baseline, draw_location);
- }
- }
- }
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