LibWeb: Simplify outer box shadow's bounding box calculation

There is no need in the overly complicated OuterBoxShadowMetrics after
switching to use Skia for painting.
This commit is contained in:
Aliaksandr Kalenik 2024-07-29 18:13:13 +03:00 committed by Andreas Kling
parent 4f5604c7db
commit 333c9270b1
Notes: github-actions[bot] 2024-07-30 07:44:10 +00:00
3 changed files with 7 additions and 239 deletions

View file

@ -17,7 +17,13 @@ void DrawGlyphRun::translate_by(Gfx::IntPoint const& offset)
Gfx::IntRect PaintOuterBoxShadow::bounding_rect() const
{
return get_outer_box_shadow_bounding_rect(box_shadow_params);
auto shadow_rect = box_shadow_params.device_content_rect;
auto spread = box_shadow_params.blur_radius * 2 + box_shadow_params.spread_distance;
shadow_rect.inflate(spread, spread, spread, spread);
auto offset_x = box_shadow_params.offset_x;
auto offset_y = box_shadow_params.offset_y;
shadow_rect.translate_by(offset_x, offset_y);
return shadow_rect;
}
Gfx::IntRect PaintInnerBoxShadow::bounding_rect() const

View file

@ -6,12 +6,8 @@
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/NumericLimits.h>
#include <LibGfx/DisjointRectSet.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/PaintBoxShadowParams.h>
@ -21,238 +17,6 @@
namespace Web::Painting {
struct OuterBoxShadowMetrics {
Gfx::IntRect shadow_bitmap_rect;
Gfx::IntRect non_blurred_shadow_rect;
Gfx::IntRect inner_bounding_rect;
int blurred_edge_thickness;
int double_radius;
int blur_radius;
Gfx::IntRect top_left_corner_rect;
Gfx::IntRect top_right_corner_rect;
Gfx::IntRect bottom_right_corner_rect;
Gfx::IntRect bottom_left_corner_rect;
Gfx::IntPoint top_left_corner_blit_pos;
Gfx::IntPoint top_right_corner_blit_pos;
Gfx::IntPoint bottom_right_corner_blit_pos;
Gfx::IntPoint bottom_left_corner_blit_pos;
Gfx::IntSize top_left_corner_size;
Gfx::IntSize top_right_corner_size;
Gfx::IntSize bottom_right_corner_size;
Gfx::IntSize bottom_left_corner_size;
int left_start;
int top_start;
int right_start;
int bottom_start;
Gfx::IntRect left_edge_rect;
Gfx::IntRect right_edge_rect;
Gfx::IntRect top_edge_rect;
Gfx::IntRect 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(PaintBoxShadowParams 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;
auto offset_x = params.offset_x;
auto offset_y = params.offset_y;
auto blur_radius = params.blur_radius;
auto 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;
corner.vertical_radius += spread_distance;
}
};
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);
Gfx::IntRect 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;
auto top_right_corner_size = top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size;
auto bottom_left_corner_size = bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size;
auto bottom_right_corner_size = bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size;
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, int x_bonus = 0, int y_bonus = 0) {
auto max_x = max_edge_width + x_bonus;
auto max_y = max_edge_height + y_bonus;
auto min_x = max(corner.horizontal_radius, min(double_radius, max_x));
auto min_y = max(corner.vertical_radius, min(double_radius, max_y));
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 = Gfx::IntRect {
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 = Gfx::IntRect {
0, 0,
top_left_corner_size.width() + double_radius,
top_left_corner_size.height() + double_radius
};
auto top_right_corner_rect = Gfx::IntRect {
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 = Gfx::IntRect {
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 = Gfx::IntRect {
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;
Gfx::IntRect left_edge_rect { 0, top_left_corner_rect.height(), vertical_left_edge_width, 1 };
Gfx::IntRect right_edge_rect { shadow_bitmap_rect.width() - vertical_edge_width, top_right_corner_rect.height(), vertical_edge_width, 1 };
Gfx::IntRect top_edge_rect { top_left_corner_rect.width(), 0, 1, horizontal_top_edge_width };
Gfx::IntRect 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(PaintBoxShadowParams 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_box_shadow(PaintContext& context,
CSSPixelRect const& bordered_content_rect,
CSSPixelRect const& borderless_content_rect,

View file

@ -15,8 +15,6 @@
namespace Web::Painting {
Gfx::IntRect get_outer_box_shadow_bounding_rect(PaintBoxShadowParams params);
void paint_box_shadow(
PaintContext&,
CSSPixelRect const& bordered_content_rect,