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598 lines
24 KiB
C++
598 lines
24 KiB
C++
/*
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* Copyright (c) 2021, Ali Mohammad Pur <mpfard@serenityos.org>
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* Copyright (c) 2022, Ben Maxwell <macdue@dueutil.tech>
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* Copyright (c) 2022, Torsten Engelmann <engelTorsten@gmx.de>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#if defined(AK_COMPILER_GCC)
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# pragma GCC optimize("O3")
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#endif
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#include <AK/Function.h>
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#include <AK/NumericLimits.h>
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#include <LibGfx/AntiAliasingPainter.h>
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#include <LibGfx/Line.h>
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namespace Gfx {
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void AntiAliasingPainter::draw_anti_aliased_line(FloatPoint actual_from, FloatPoint actual_to, Color color, float thickness, Painter::LineStyle style, Color, LineLengthMode line_length_mode)
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{
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// FIXME: Implement this :P
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VERIFY(style == Painter::LineStyle::Solid);
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if (color.alpha() == 0)
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return;
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// FIMXE:
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// This is not a proper line drawing algorithm.
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// It's hack-ish AA rotated rectangle painting.
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// There's probably more optimal ways to achieve this
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// (though this still runs faster than the previous AA-line code)
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//
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// If you, reading this comment, know a better way that:
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// 1. Does not overpaint (i.e. painting a line with transparency looks correct)
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// 2. Has square end points (i.e. the line is a rectangle)
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// 3. Has good anti-aliasing
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// 4. Is less hacky than this
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//
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// Please delete this code and implement it!
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int int_thickness = AK::ceil(thickness);
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auto mapped_from = m_transform.map(actual_from);
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auto mapped_to = m_transform.map(actual_to);
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auto distance = mapped_to.distance_from(mapped_from);
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auto length = distance + (line_length_mode == LineLengthMode::PointToPoint);
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// Axis-aligned lines:
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if (mapped_from.y() == mapped_to.y()) {
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auto start_point = (mapped_from.x() < mapped_to.x() ? mapped_from : mapped_to).translated(0, -int_thickness / 2);
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return fill_rect(Gfx::FloatRect(start_point, { length, thickness }), color);
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}
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if (mapped_from.x() == mapped_to.x()) {
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auto start_point = (mapped_from.y() < mapped_to.y() ? mapped_from : mapped_to).translated(-int_thickness / 2, 0);
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return fill_rect(Gfx::FloatRect(start_point, { thickness, length }), color);
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}
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// The painting only works for the positive XY quadrant (because that is easier).
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// So flip things around until we're there:
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bool flip_x = false;
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bool flip_y = false;
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if (mapped_to.x() < mapped_from.x() && mapped_to.y() < mapped_from.y())
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swap(mapped_to, mapped_from);
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if ((flip_x = mapped_to.x() < mapped_from.x()))
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mapped_to.set_x(2 * mapped_from.x() - mapped_to.x());
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if ((flip_y = mapped_to.y() < mapped_from.y()))
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mapped_to.set_y(2 * mapped_from.y() - mapped_to.y());
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auto delta = mapped_to - mapped_from;
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auto line_angle_radians = AK::atan2(delta.y(), delta.x()) - 0.5f * AK::Pi<float>;
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float sin_inverse_angle;
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float cos_inverse_angle;
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AK::sincos(-line_angle_radians, sin_inverse_angle, cos_inverse_angle);
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auto inverse_rotate_point = [=](FloatPoint point) {
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return Gfx::FloatPoint(
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point.x() * cos_inverse_angle - point.y() * sin_inverse_angle,
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point.y() * cos_inverse_angle + point.x() * sin_inverse_angle);
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};
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Gfx::FloatRect line_rect({ -(thickness * 255) / 2.0f, 0 }, Gfx::FloatSize(thickness * 255, length * 255));
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auto gradient = delta.y() / delta.x();
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// Work out how long we need to scan along the X-axis to reach the other side of the line.
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// E.g. for a vertical line this would be `thickness', in general it is this:
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int scan_line_length = AK::ceil(AK::sqrt((gradient * gradient + 1) * thickness * thickness) / gradient);
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auto x_gradient = 1 / gradient;
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int x_step = floorf(x_gradient);
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float x_error = 0;
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float x_error_per_y = x_gradient - x_step;
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auto y_offset = int_thickness + 1;
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auto x_offset = int(x_gradient * y_offset);
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int const line_start_x = mapped_from.x();
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int const line_start_y = mapped_from.y();
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int const line_end_x = mapped_to.x();
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int const line_end_y = mapped_to.y();
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auto set_pixel = [=, this](int x, int y, Gfx::Color color) {
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// FIXME: The lines seem slightly off (<= 1px) when flipped.
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if (flip_x)
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x = 2 * line_start_x - x;
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if (flip_y)
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y = 2 * line_start_y - y;
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m_underlying_painter.set_pixel(x, y, color, true);
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};
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// Scan a bit extra to avoid issues from the x_error:
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int const overscan = max(x_step, 1) * 2 + 1;
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int x = line_start_x - x_offset;
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int const center_offset = (scan_line_length + 1) / 2;
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for (int y = line_start_y - y_offset; y < line_end_y + y_offset; y += 1) {
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for (int i = -overscan; i < scan_line_length + overscan; i++) {
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int scan_x_pos = x + i - center_offset;
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// Avoid scanning over pixels definitely outside the line:
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int dx = (line_start_x - int_thickness) - (scan_x_pos + 1);
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if (dx > 0) {
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i += dx;
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continue;
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}
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if (line_end_x + int_thickness <= scan_x_pos - 1)
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break;
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auto sample = inverse_rotate_point(Gfx::FloatPoint(scan_x_pos - line_start_x, y - line_start_y));
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Gfx::FloatRect sample_px(sample * 255, Gfx::FloatSize(255, 255));
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sample_px.intersect(line_rect);
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auto alpha = (sample_px.width() * sample_px.height()) / 255.0f;
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alpha = (alpha * color.alpha()) / 255;
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set_pixel(scan_x_pos, y, color.with_alpha(alpha));
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}
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x += x_step;
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x_error += x_error_per_y;
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if (x_error > 1.0f) {
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x_error -= 1.0f;
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x += 1;
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}
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}
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}
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void AntiAliasingPainter::draw_dotted_line(IntPoint point1, IntPoint point2, Color color, int thickness)
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{
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// AA circles don't really work below a radius of 2px.
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if (thickness < 4)
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return m_underlying_painter.draw_line(point1, point2, color, thickness, Painter::LineStyle::Dotted);
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auto draw_spaced_dots = [&](int start, int end, auto to_point) {
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int step = thickness * 2;
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if (start > end)
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swap(start, end);
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int delta = end - start;
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int dots = delta / step;
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if (dots == 0)
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return;
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int fudge_per_dot = 0;
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int extra_fudge = 0;
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if (dots > 3) {
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// Fudge the numbers so the last dot is drawn at the `end' point (otherwise you can get lines cuts short).
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// You need at least a handful of dots to do this.
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int fudge = delta % step;
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fudge_per_dot = fudge / dots;
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extra_fudge = fudge % dots;
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}
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for (int dot = start; dot <= end; dot += (step + fudge_per_dot + (extra_fudge > 0))) {
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fill_circle(to_point(dot), thickness / 2, color);
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--extra_fudge;
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}
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};
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if (point1.y() == point2.y()) {
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draw_spaced_dots(point1.x(), point2.x(), [&](int dot_x) {
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return IntPoint { dot_x, point1.y() };
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});
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} else if (point1.x() == point2.x()) {
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draw_spaced_dots(point1.y(), point2.y(), [&](int dot_y) {
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return IntPoint { point1.x(), dot_y };
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});
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} else {
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TODO();
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}
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}
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void AntiAliasingPainter::draw_line(IntPoint actual_from, IntPoint actual_to, Color color, float thickness, Painter::LineStyle style, Color alternate_color, LineLengthMode line_length_mode)
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{
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draw_line(actual_from.to_type<float>(), actual_to.to_type<float>(), color, thickness, style, alternate_color, line_length_mode);
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}
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void AntiAliasingPainter::draw_line(FloatPoint actual_from, FloatPoint actual_to, Color color, float thickness, Painter::LineStyle style, Color alternate_color, LineLengthMode line_length_mode)
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{
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if (style == Painter::LineStyle::Dotted)
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return draw_dotted_line(actual_from.to_rounded<int>(), actual_to.to_rounded<int>(), color, static_cast<int>(round(thickness)));
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draw_anti_aliased_line(actual_from, actual_to, color, thickness, style, alternate_color, line_length_mode);
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}
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void AntiAliasingPainter::stroke_path(Path const& path, Color color, float thickness)
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{
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// FIXME: Cache this? Probably at a higher level such as in LibWeb?
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fill_path(path.stroke_to_fill(thickness), color);
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}
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void AntiAliasingPainter::stroke_path(Path const& path, Gfx::PaintStyle const& paint_style, float thickness, float opacity)
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{
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// FIXME: Cache this? Probably at a higher level such as in LibWeb?
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fill_path(path.stroke_to_fill(thickness), paint_style, opacity);
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}
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void AntiAliasingPainter::fill_rect(FloatRect const& float_rect, Color color)
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{
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// Draw the integer part of the rectangle:
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float right_x = float_rect.x() + float_rect.width();
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float bottom_y = float_rect.y() + float_rect.height();
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int x1 = ceilf(float_rect.x());
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int y1 = ceilf(float_rect.y());
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int x2 = floorf(right_x);
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int y2 = floorf(bottom_y);
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auto solid_rect = Gfx::IntRect::from_two_points({ x1, y1 }, { x2, y2 });
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m_underlying_painter.fill_rect(solid_rect, color);
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if (float_rect == solid_rect)
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return;
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// Draw the rest:
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float left_subpixel = x1 - float_rect.x();
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float top_subpixel = y1 - float_rect.y();
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float right_subpixel = right_x - x2;
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float bottom_subpixel = bottom_y - y2;
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float top_left_subpixel = top_subpixel * left_subpixel;
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float top_right_subpixel = top_subpixel * right_subpixel;
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float bottom_left_subpixel = bottom_subpixel * left_subpixel;
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float bottom_right_subpixel = bottom_subpixel * right_subpixel;
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auto subpixel = [&](float alpha) {
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return color.with_alpha(color.alpha() * alpha);
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};
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auto set_pixel = [&](int x, int y, float alpha) {
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m_underlying_painter.set_pixel(x, y, subpixel(alpha), true);
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};
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auto line_to_rect = [&](int x1, int y1, int x2, int y2) {
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return IntRect::from_two_points({ x1, y1 }, { x2 + 1, y2 + 1 });
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};
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set_pixel(x1 - 1, y1 - 1, top_left_subpixel);
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set_pixel(x2, y1 - 1, top_right_subpixel);
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set_pixel(x2, y2, bottom_right_subpixel);
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set_pixel(x1 - 1, y2, bottom_left_subpixel);
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m_underlying_painter.fill_rect(line_to_rect(x1, y1 - 1, x2 - 1, y1 - 1), subpixel(top_subpixel));
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m_underlying_painter.fill_rect(line_to_rect(x1, y2, x2 - 1, y2), subpixel(bottom_subpixel));
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m_underlying_painter.fill_rect(line_to_rect(x1 - 1, y1, x1 - 1, y2 - 1), subpixel(left_subpixel));
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m_underlying_painter.fill_rect(line_to_rect(x2, y1, x2, y2 - 1), subpixel(right_subpixel));
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}
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void AntiAliasingPainter::draw_ellipse(IntRect const& a_rect, Color color, int thickness)
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{
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// FIXME: Come up with an allocation-free version of this!
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// Using draw_line() for segments of an ellipse was attempted but gave really poor results :^(
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// There probably is a way to adjust the fill of draw_ellipse_part() to do this, but getting it rendering correctly is tricky.
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// The outline of the steps required to paint it efficiently is:
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// - Paint the outer ellipse without the fill (from the fill() lambda in draw_ellipse_part())
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// - Paint the inner ellipse, but in the set_pixel() invert the alpha values
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// - Somehow fill in the gap between the two ellipses (the tricky part to get right)
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// - Have to avoid overlapping pixels and accidentally painting over some of the edge pixels
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auto color_no_alpha = color;
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color_no_alpha.set_alpha(255);
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auto outline_ellipse_bitmap = ({
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auto bitmap = Bitmap::create(BitmapFormat::BGRA8888, a_rect.size());
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if (bitmap.is_error())
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return warnln("Failed to allocate temporary bitmap for antialiased outline ellipse!");
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bitmap.release_value();
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});
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auto outer_rect = a_rect;
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outer_rect.set_location({ 0, 0 });
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auto inner_rect = outer_rect.shrunken(thickness * 2, thickness * 2);
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Painter painter { outline_ellipse_bitmap };
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AntiAliasingPainter aa_painter { painter };
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aa_painter.fill_ellipse(outer_rect, color_no_alpha);
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aa_painter.fill_ellipse(inner_rect, color_no_alpha, BlendMode::AlphaSubtract);
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m_underlying_painter.blit(a_rect.location(), outline_ellipse_bitmap, outline_ellipse_bitmap->rect(), color.alpha() / 255.);
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}
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void AntiAliasingPainter::fill_circle(IntPoint center, int radius, Color color, BlendMode blend_mode)
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{
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if (radius <= 0)
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return;
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draw_ellipse_part(center, radius, radius, color, false, {}, blend_mode);
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}
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void AntiAliasingPainter::fill_ellipse(IntRect const& a_rect, Color color, BlendMode blend_mode)
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{
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auto center = a_rect.center();
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auto radius_a = a_rect.width() / 2;
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auto radius_b = a_rect.height() / 2;
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if (radius_a <= 0 || radius_b <= 0)
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return;
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if (radius_a == radius_b)
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return fill_circle(center, radius_a, color, blend_mode);
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auto x_paint_range = draw_ellipse_part(center, radius_a, radius_b, color, false, {}, blend_mode);
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// FIXME: This paints some extra fill pixels that are clipped
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draw_ellipse_part(center, radius_b, radius_a, color, true, x_paint_range, blend_mode);
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}
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FLATTEN AntiAliasingPainter::Range AntiAliasingPainter::draw_ellipse_part(
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IntPoint center, int radius_a, int radius_b, Color color, bool flip_x_and_y, Optional<Range> x_clip, BlendMode blend_mode)
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{
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/*
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Algorithm from: https://cs.uwaterloo.ca/research/tr/1984/CS-84-38.pdf
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This method can draw a whole circle with a whole circle in one call using
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8-way symmetry, or an ellipse in two calls using 4-way symmetry.
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*/
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center *= m_underlying_painter.scale();
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radius_a *= m_underlying_painter.scale();
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radius_b *= m_underlying_painter.scale();
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// If this is a ellipse everything can be drawn in one pass with 8 way symmetry
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bool const is_circle = radius_a == radius_b;
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// These happen to be the same here, but are treated separately in the paper:
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// intensity is the fill alpha
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int const intensity = 255;
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// 0 to subpixel_resolution is the range of alpha values for the circle edges
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int const subpixel_resolution = intensity;
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// Current pixel address
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int i = 0;
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int q = radius_b;
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// 1st and 2nd order differences of y
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int delta_y = 0;
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int delta2_y = 0;
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int const a_squared = radius_a * radius_a;
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int const b_squared = radius_b * radius_b;
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// Exact and predicted values of f(i) -- the ellipse equation scaled by subpixel_resolution
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int y = subpixel_resolution * radius_b;
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int y_hat = 0;
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// The value of f(i)*f(i)
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int f_squared = y * y;
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// 1st and 2nd order differences of f(i)*f(i)
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int delta_f_squared = (static_cast<int64_t>(b_squared) * subpixel_resolution * subpixel_resolution) / a_squared;
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int delta2_f_squared = -delta_f_squared - delta_f_squared;
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// edge_intersection_area/subpixel_resolution = percentage of pixel intersected by circle
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// (aka the alpha for the pixel)
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int edge_intersection_area = 0;
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int old_area = edge_intersection_area;
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auto predict = [&] {
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delta_y += delta2_y;
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// y_hat is the predicted value of f(i)
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y_hat = y + delta_y;
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};
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auto minimize = [&] {
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// Initialize the minimization
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delta_f_squared += delta2_f_squared;
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f_squared += delta_f_squared;
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int min_squared_error = y_hat * y_hat - f_squared;
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int prediction_overshot = 1;
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y = y_hat;
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// Force error negative
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if (min_squared_error > 0) {
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min_squared_error = -min_squared_error;
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prediction_overshot = -1;
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}
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// Minimize
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int previous_error = min_squared_error;
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while (min_squared_error < 0) {
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y += prediction_overshot;
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previous_error = min_squared_error;
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min_squared_error += y + y - prediction_overshot;
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}
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if (min_squared_error + previous_error > 0)
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y -= prediction_overshot;
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};
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auto correct = [&] {
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int error = y - y_hat;
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delta2_y += error;
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delta_y += error;
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};
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int min_paint_x = NumericLimits<int>::max();
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int max_paint_x = NumericLimits<int>::min();
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auto pixel = [&](int x, int y, int alpha) {
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if (alpha <= 0 || alpha > 255)
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return;
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if (flip_x_and_y)
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swap(x, y);
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if (x_clip.has_value() && x_clip->contains_inclusive(x))
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return;
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min_paint_x = min(x, min_paint_x);
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max_paint_x = max(x, max_paint_x);
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alpha = (alpha * color.alpha()) / 255;
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if (blend_mode == BlendMode::AlphaSubtract)
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alpha = ~alpha;
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auto pixel_color = color;
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pixel_color.set_alpha(alpha);
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m_underlying_painter.set_pixel(center + IntPoint { x, y }, pixel_color, blend_mode == BlendMode::Normal);
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};
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auto fill = [&](int x, int ymax, int ymin, int alpha) {
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while (ymin <= ymax) {
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pixel(x, ymin, alpha);
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ymin += 1;
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}
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};
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auto symmetric_pixel = [&](int x, int y, int alpha) {
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pixel(x, y, alpha);
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pixel(x, -y - 1, alpha);
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pixel(-x - 1, -y - 1, alpha);
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pixel(-x - 1, y, alpha);
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if (is_circle) {
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pixel(y, x, alpha);
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pixel(y, -x - 1, alpha);
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pixel(-y - 1, -x - 1, alpha);
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pixel(-y - 1, x, alpha);
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}
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};
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// These are calculated incrementally (as it is possibly a tiny bit faster)
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int ib_squared = 0;
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int qa_squared = q * a_squared;
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|
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auto in_symmetric_region = [&] {
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// Main fix two stop cond here
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return is_circle ? i < q : ib_squared < qa_squared;
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};
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|
|
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// Draws a 8 octants for a circle or 4 quadrants for a (partial) ellipse
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while (in_symmetric_region()) {
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predict();
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minimize();
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|
correct();
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old_area = edge_intersection_area;
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edge_intersection_area += delta_y;
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if (edge_intersection_area >= 0) {
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// Single pixel on perimeter
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symmetric_pixel(i, q, (edge_intersection_area + old_area) / 2);
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fill(i, q - 1, -q, intensity);
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fill(-i - 1, q - 1, -q, intensity);
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} else {
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// Two pixels on perimeter
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edge_intersection_area += subpixel_resolution;
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symmetric_pixel(i, q, old_area / 2);
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q -= 1;
|
|
qa_squared -= a_squared;
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|
fill(i, q - 1, -q, intensity);
|
|
fill(-i - 1, q - 1, -q, intensity);
|
|
if (!is_circle || in_symmetric_region()) {
|
|
symmetric_pixel(i, q, (edge_intersection_area + subpixel_resolution) / 2);
|
|
if (is_circle) {
|
|
fill(q, i - 1, -i, intensity);
|
|
fill(-q - 1, i - 1, -i, intensity);
|
|
}
|
|
} else {
|
|
edge_intersection_area += subpixel_resolution;
|
|
}
|
|
}
|
|
i += 1;
|
|
ib_squared += b_squared;
|
|
}
|
|
|
|
if (is_circle) {
|
|
int alpha = edge_intersection_area / 2;
|
|
pixel(q, q, alpha);
|
|
pixel(-q - 1, q, alpha);
|
|
pixel(-q - 1, -q - 1, alpha);
|
|
pixel(q, -q - 1, alpha);
|
|
}
|
|
|
|
return Range { min_paint_x, max_paint_x };
|
|
}
|
|
|
|
void AntiAliasingPainter::fill_rect_with_rounded_corners(IntRect const& a_rect, Color color, int radius)
|
|
{
|
|
fill_rect_with_rounded_corners(a_rect, color, radius, radius, radius, radius);
|
|
}
|
|
|
|
void AntiAliasingPainter::fill_rect_with_rounded_corners(IntRect const& a_rect, Color color, int top_left_radius, int top_right_radius, int bottom_right_radius, int bottom_left_radius)
|
|
{
|
|
fill_rect_with_rounded_corners(a_rect, color,
|
|
{ top_left_radius, top_left_radius },
|
|
{ top_right_radius, top_right_radius },
|
|
{ bottom_right_radius, bottom_right_radius },
|
|
{ bottom_left_radius, bottom_left_radius });
|
|
}
|
|
|
|
void AntiAliasingPainter::fill_rect_with_rounded_corners(IntRect const& a_rect, Color color, CornerRadius top_left, CornerRadius top_right, CornerRadius bottom_right, CornerRadius bottom_left, BlendMode blend_mode)
|
|
{
|
|
if (!top_left && !top_right && !bottom_right && !bottom_left) {
|
|
if (blend_mode == BlendMode::Normal)
|
|
return m_underlying_painter.fill_rect(a_rect, color);
|
|
else if (blend_mode == BlendMode::AlphaSubtract)
|
|
return m_underlying_painter.clear_rect(a_rect, Color());
|
|
}
|
|
|
|
if (color.alpha() == 0)
|
|
return;
|
|
|
|
IntPoint top_left_corner {
|
|
a_rect.x() + top_left.horizontal_radius,
|
|
a_rect.y() + top_left.vertical_radius,
|
|
};
|
|
IntPoint top_right_corner {
|
|
a_rect.x() + a_rect.width() - top_right.horizontal_radius,
|
|
a_rect.y() + top_right.vertical_radius,
|
|
};
|
|
IntPoint bottom_left_corner {
|
|
a_rect.x() + bottom_left.horizontal_radius,
|
|
a_rect.y() + a_rect.height() - bottom_left.vertical_radius
|
|
};
|
|
IntPoint bottom_right_corner {
|
|
a_rect.x() + a_rect.width() - bottom_right.horizontal_radius,
|
|
a_rect.y() + a_rect.height() - bottom_right.vertical_radius
|
|
};
|
|
|
|
// All corners are centered at the same point, so this can be painted as a single ellipse.
|
|
if (top_left_corner == top_right_corner && top_right_corner == bottom_left_corner && bottom_left_corner == bottom_right_corner)
|
|
return fill_ellipse(a_rect, color, blend_mode);
|
|
|
|
IntRect top_rect {
|
|
a_rect.x() + top_left.horizontal_radius,
|
|
a_rect.y(),
|
|
a_rect.width() - top_left.horizontal_radius - top_right.horizontal_radius,
|
|
top_left.vertical_radius
|
|
};
|
|
IntRect right_rect {
|
|
a_rect.x() + a_rect.width() - top_right.horizontal_radius,
|
|
a_rect.y() + top_right.vertical_radius,
|
|
top_right.horizontal_radius,
|
|
a_rect.height() - top_right.vertical_radius - bottom_right.vertical_radius
|
|
};
|
|
IntRect bottom_rect {
|
|
a_rect.x() + bottom_left.horizontal_radius,
|
|
a_rect.y() + a_rect.height() - bottom_right.vertical_radius,
|
|
a_rect.width() - bottom_left.horizontal_radius - bottom_right.horizontal_radius,
|
|
bottom_right.vertical_radius
|
|
};
|
|
IntRect left_rect {
|
|
a_rect.x(),
|
|
a_rect.y() + top_left.vertical_radius,
|
|
bottom_left.horizontal_radius,
|
|
a_rect.height() - top_left.vertical_radius - bottom_left.vertical_radius
|
|
};
|
|
|
|
IntRect inner = {
|
|
left_rect.x() + left_rect.width(),
|
|
left_rect.y(),
|
|
a_rect.width() - left_rect.width() - right_rect.width(),
|
|
a_rect.height() - top_rect.height() - bottom_rect.height()
|
|
};
|
|
|
|
if (blend_mode == BlendMode::Normal) {
|
|
m_underlying_painter.fill_rect(top_rect, color);
|
|
m_underlying_painter.fill_rect(right_rect, color);
|
|
m_underlying_painter.fill_rect(bottom_rect, color);
|
|
m_underlying_painter.fill_rect(left_rect, color);
|
|
m_underlying_painter.fill_rect(inner, color);
|
|
} else if (blend_mode == BlendMode::AlphaSubtract) {
|
|
m_underlying_painter.clear_rect(top_rect, Color());
|
|
m_underlying_painter.clear_rect(right_rect, Color());
|
|
m_underlying_painter.clear_rect(bottom_rect, Color());
|
|
m_underlying_painter.clear_rect(left_rect, Color());
|
|
m_underlying_painter.clear_rect(inner, Color());
|
|
}
|
|
|
|
auto fill_corner = [&](auto const& ellipse_center, auto const& corner_point, CornerRadius const& corner) {
|
|
PainterStateSaver save { m_underlying_painter };
|
|
m_underlying_painter.add_clip_rect(IntRect::from_two_points(ellipse_center, corner_point));
|
|
fill_ellipse(IntRect::centered_at(ellipse_center, { corner.horizontal_radius * 2, corner.vertical_radius * 2 }), color, blend_mode);
|
|
};
|
|
|
|
auto bounding_rect = a_rect.inflated(0, 1, 1, 0);
|
|
if (top_left)
|
|
fill_corner(top_left_corner, bounding_rect.top_left(), top_left);
|
|
if (top_right)
|
|
fill_corner(top_right_corner, bounding_rect.top_right().moved_left(1), top_right);
|
|
if (bottom_left)
|
|
fill_corner(bottom_left_corner, bounding_rect.bottom_left().moved_up(1), bottom_left);
|
|
if (bottom_right)
|
|
fill_corner(bottom_right_corner, bounding_rect.bottom_right().translated(-1), bottom_right);
|
|
}
|
|
|
|
}
|