diff options
author | Sam Atkins <atkinssj@serenityos.org> | 2022-10-27 16:22:19 +0100 |
---|---|---|
committer | Linus Groh <mail@linusgroh.de> | 2022-12-14 16:47:57 +0000 |
commit | fb43a71981392e5031cd7819aa891c2ccf91fcd2 (patch) | |
tree | 7fd9de75a22d4692e3ed7324612ded20dcf7a65a /Userland | |
parent | 9d1f30b5330887466ccb7cec7dbf38cd7aa62216 (diff) | |
download | serenity-fb43a71981392e5031cd7819aa891c2ccf91fcd2.zip |
LibWeb: Convert shadow painting to new pixel units
Diffstat (limited to 'Userland')
4 files changed, 110 insertions, 100 deletions
diff --git a/Userland/Libraries/LibWeb/Painting/InlinePaintable.cpp b/Userland/Libraries/LibWeb/Painting/InlinePaintable.cpp index 03a285034a..fddf2b144e 100644 --- a/Userland/Libraries/LibWeb/Painting/InlinePaintable.cpp +++ b/Userland/Libraries/LibWeb/Painting/InlinePaintable.cpp @@ -63,13 +63,13 @@ void InlinePaintable::paint(PaintContext& context, Painting::PaintPhase phase) c for (auto const& layer : computed_box_shadow) { resolved_box_shadow_data.empend( layer.color, - static_cast<int>(layer.offset_x.to_px(layout_node())), - static_cast<int>(layer.offset_y.to_px(layout_node())), - static_cast<int>(layer.blur_radius.to_px(layout_node())), - static_cast<int>(layer.spread_distance.to_px(layout_node())), + layer.offset_x.to_px(layout_node()), + layer.offset_y.to_px(layout_node()), + layer.blur_radius.to_px(layout_node()), + layer.spread_distance.to_px(layout_node()), layer.placement == CSS::ShadowPlacement::Outer ? Painting::ShadowPlacement::Outer : Painting::ShadowPlacement::Inner); } - Painting::paint_box_shadow(context, enclosing_int_rect(absolute_fragment_rect), border_radii_data, resolved_box_shadow_data); + Painting::paint_box_shadow(context, absolute_fragment_rect.to_type<CSSPixels>(), border_radii_data, resolved_box_shadow_data); } return IterationDecision::Continue; diff --git a/Userland/Libraries/LibWeb/Painting/PaintableBox.cpp b/Userland/Libraries/LibWeb/Painting/PaintableBox.cpp index 8ee411caa7..6bc1a53e64 100644 --- a/Userland/Libraries/LibWeb/Painting/PaintableBox.cpp +++ b/Userland/Libraries/LibWeb/Painting/PaintableBox.cpp @@ -112,8 +112,8 @@ Gfx::FloatRect PaintableBox::compute_absolute_paint_rect() const for (auto const& shadow : resolved_box_shadow_data) { if (shadow.placement == ShadowPlacement::Inner) continue; - auto inflate = shadow.spread_distance + shadow.blur_radius; - auto shadow_rect = rect.inflated(inflate, inflate, inflate, inflate).translated(shadow.offset_x, shadow.offset_y); + auto inflate = shadow.spread_distance.value() + shadow.blur_radius.value(); + auto shadow_rect = rect.inflated(inflate, inflate, inflate, inflate).translated(shadow.offset_x.value(), shadow.offset_y.value()); rect = rect.united(shadow_rect); } return rect; @@ -280,10 +280,10 @@ Vector<ShadowData> PaintableBox::resolve_box_shadow_data() const for (auto const& layer : box_shadow_data) { resolved_box_shadow_data.empend( layer.color, - static_cast<int>(layer.offset_x.to_px(layout_box())), - static_cast<int>(layer.offset_y.to_px(layout_box())), - static_cast<int>(layer.blur_radius.to_px(layout_box())), - static_cast<int>(layer.spread_distance.to_px(layout_box())), + layer.offset_x.to_px(layout_box()), + layer.offset_y.to_px(layout_box()), + layer.blur_radius.to_px(layout_box()), + layer.spread_distance.to_px(layout_box()), layer.placement == CSS::ShadowPlacement::Outer ? ShadowPlacement::Outer : ShadowPlacement::Inner); } @@ -295,7 +295,7 @@ void PaintableBox::paint_box_shadow(PaintContext& context) const auto resolved_box_shadow_data = resolve_box_shadow_data(); if (resolved_box_shadow_data.is_empty()) return; - Painting::paint_box_shadow(context, absolute_border_box_rect().to_rounded<int>(), normalized_border_radii_data(), resolved_box_shadow_data); + Painting::paint_box_shadow(context, absolute_border_box_rect().to_type<CSSPixels>(), normalized_border_radii_data(), resolved_box_shadow_data); } BorderRadiiData PaintableBox::normalized_border_radii_data(ShrinkRadiiForBorders shrink) const @@ -577,10 +577,10 @@ void PaintableWithLines::paint(PaintContext& context, PaintPhase phase) const for (auto const& layer : text_shadow) { resolved_shadow_data.empend( layer.color, - static_cast<int>(layer.offset_x.to_px(layout_box())), - static_cast<int>(layer.offset_y.to_px(layout_box())), - static_cast<int>(layer.blur_radius.to_px(layout_box())), - static_cast<int>(layer.spread_distance.to_px(layout_box())), + layer.offset_x.to_px(layout_box()), + layer.offset_y.to_px(layout_box()), + layer.blur_radius.to_px(layout_box()), + layer.spread_distance.to_px(layout_box()), ShadowPlacement::Outer); } context.painter().set_font(fragment.layout_node().font()); diff --git a/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp b/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp index a47e4f071d..1223676064 100644 --- a/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp +++ b/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp @@ -18,19 +18,20 @@ namespace Web::Painting { -void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> const& box_shadow_layers) +void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> const& box_shadow_layers) { if (box_shadow_layers.is_empty()) return; auto& painter = context.painter(); + auto device_content_rect = context.rounded_device_rect(content_rect); auto top_left_corner = border_radii.top_left.as_corner(context); auto top_right_corner = border_radii.top_right.as_corner(context); auto bottom_right_corner = border_radii.bottom_right.as_corner(context); auto bottom_left_corner = border_radii.bottom_left.as_corner(context); - ScopedCornerRadiusClip corner_clipper { context, painter, content_rect.to_type<DevicePixels>(), border_radii, CornerClip::Inside }; + ScopedCornerRadiusClip corner_clipper { context, painter, device_content_rect, border_radii, CornerClip::Inside }; // 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()) { @@ -38,21 +39,26 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B if (box_shadow_data.placement != ShadowPlacement::Outer) continue; + 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); + auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) { - Gfx::DisjointIntRectSet rect_set; + 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, color); + painter.fill_rect(rect.template to_type<int>(), color); }; // Our blur cannot handle radii over 255 so there's no point trying (255 is silly big anyway) - auto blur_radius = clamp(box_shadow_data.blur_radius, 0, 255); + blur_radius = clamp(blur_radius, 0, 255); // If there's no blurring, nor rounded corners, we can save a lot of effort. - auto non_blurred_shadow_rect = content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance); + auto non_blurred_shadow_rect = device_content_rect.inflated(spread_distance, spread_distance, spread_distance, spread_distance); if (blur_radius == 0 && !border_radii.has_any_radius()) { - fill_rect_masked(painter, non_blurred_shadow_rect.translated(box_shadow_data.offset_x, box_shadow_data.offset_y), content_rect, box_shadow_data.color); + fill_rect_masked(painter, non_blurred_shadow_rect.translated(offset_x, offset_y), device_content_rect, box_shadow_data.color); continue; } @@ -63,8 +69,8 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B auto spread_corner = [&](auto& corner) { if (corner) { - corner.horizontal_radius += box_shadow_data.spread_distance; - corner.vertical_radius += box_shadow_data.spread_distance; + corner.horizontal_radius += spread_distance.value(); + corner.vertical_radius += spread_distance.value(); } }; @@ -73,12 +79,12 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B spread_corner(bottom_right_shadow_corner); spread_corner(bottom_left_shadow_corner); - auto expansion = box_shadow_data.spread_distance - (blur_radius * 2); - Gfx::IntRect inner_bounding_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 + 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, @@ -89,21 +95,21 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B 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 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 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)); + 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) @@ -115,7 +121,7 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B 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( + auto shadow_bitmap_rect = DevicePixelRect( 0, 0, max( top_left_corner_size.width() + top_right_corner_size.width(), @@ -126,23 +132,23 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B top_right_corner_size.height() + bottom_right_corner_size.height()) + 1 + blurred_edge_thickness); - auto top_left_corner_rect = Gfx::IntRect { + 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 = Gfx::IntRect { + 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 = Gfx::IntRect { + 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 = Gfx::IntRect { + 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 @@ -153,12 +159,12 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B 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 }; + 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 shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_rect.size()); + auto shadows_bitmap = Gfx::Bitmap::try_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; @@ -167,13 +173,13 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B 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), box_shadow_data.color, top_left_shadow_corner, top_right_shadow_corner, bottom_right_shadow_corner, bottom_left_shadow_corner); + 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, box_shadow_data.color); + filter.process_rgba(blur_radius.value(), box_shadow_data.color); auto paint_shadow_infill = [&] { if (!border_radii.has_any_radius()) - return painter.fill_rect(inner_bounding_rect, box_shadow_data.color); + 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; @@ -184,42 +190,42 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B 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; - Gfx::IntRect top_rect { + 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 }; - Gfx::IntRect right_rect { + 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 }; - Gfx::IntRect bottom_rect { + 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 }; - Gfx::IntRect left_rect { + 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 }; - Gfx::IntRect inner = { + 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, box_shadow_data.color); - painter.fill_rect(right_rect, box_shadow_data.color); - painter.fill_rect(bottom_rect, box_shadow_data.color); - painter.fill_rect(left_rect, box_shadow_data.color); - painter.fill_rect(inner, box_shadow_data.color); + painter.fill_rect(top_rect.to_type<int>(), box_shadow_data.color); + painter.fill_rect(right_rect.to_type<int>(), box_shadow_data.color); + painter.fill_rect(bottom_rect.to_type<int>(), box_shadow_data.color); + painter.fill_rect(left_rect.to_type<int>(), box_shadow_data.color); + painter.fill_rect(inner.to_type<int>(), box_shadow_data.color); }; auto left_start = inner_bounding_rect.left() - blurred_edge_thickness; @@ -233,29 +239,29 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B auto bottom_left_corner_blit_pos = inner_bounding_rect.bottom_left().translated(-blurred_edge_thickness, -bottom_left_corner_size.height() + 1 + double_radius); auto bottom_right_corner_blit_pos = inner_bounding_rect.bottom_right().translated(-bottom_right_corner_size.width() + 1 + double_radius, -bottom_right_corner_size.height() + 1 + double_radius); - auto paint_shadow = [&](Gfx::IntRect clip_rect) { + auto paint_shadow = [&](DevicePixelRect clip_rect) { Gfx::PainterStateSaver save { painter }; - painter.add_clip_rect(clip_rect); + painter.add_clip_rect(clip_rect.to_type<int>()); paint_shadow_infill(); // Corners - painter.blit(top_left_corner_blit_pos, shadow_bitmap, top_left_corner_rect); - painter.blit(top_right_corner_blit_pos, shadow_bitmap, top_right_corner_rect); - painter.blit(bottom_left_corner_blit_pos, shadow_bitmap, bottom_left_corner_rect); - painter.blit(bottom_right_corner_blit_pos, shadow_bitmap, bottom_right_corner_rect); + painter.blit(top_left_corner_blit_pos.to_type<int>(), shadow_bitmap, top_left_corner_rect.to_type<int>()); + painter.blit(top_right_corner_blit_pos.to_type<int>(), shadow_bitmap, top_right_corner_rect.to_type<int>()); + painter.blit(bottom_left_corner_blit_pos.to_type<int>(), shadow_bitmap, bottom_left_corner_rect.to_type<int>()); + painter.blit(bottom_right_corner_blit_pos.to_type<int>(), shadow_bitmap, bottom_right_corner_rect.to_type<int>()); // Horizontal edges for (auto x = inner_bounding_rect.left() + (bottom_left_corner_size.width() - double_radius); x <= inner_bounding_rect.right() - (bottom_right_corner_size.width() - double_radius); ++x) - painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect); + painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect.to_type<int>()); for (auto x = inner_bounding_rect.left() + (top_left_corner_size.width() - double_radius); x <= inner_bounding_rect.right() - (top_right_corner_size.width() - double_radius); ++x) - painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect); + painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect.to_type<int>()); // Vertical edges for (auto y = inner_bounding_rect.top() + (top_right_corner_size.height() - double_radius); y <= inner_bounding_rect.bottom() - (bottom_right_corner_size.height() - double_radius); ++y) - painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect); + painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect.to_type<int>()); for (auto y = inner_bounding_rect.top() + (top_left_corner_size.height() - double_radius); y <= inner_bounding_rect.bottom() - (bottom_left_corner_size.height() - double_radius); ++y) - painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect); + painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect.to_type<int>()); }; // FIXME: Painter only lets us define a clip-rect which discards drawing outside of it, whereas here we want @@ -290,38 +296,38 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, B constexpr auto really_large_number = NumericLimits<int>::max() / 2; // Everything above content_rect, including sides - paint_shadow({ 0, 0, really_large_number, content_rect.top() }); + paint_shadow({ 0, 0, really_large_number, device_content_rect.top() }); // Everything below content_rect, including sides - paint_shadow({ 0, content_rect.bottom() + 1, really_large_number, really_large_number }); + paint_shadow({ 0, device_content_rect.bottom() + 1, really_large_number, really_large_number }); // Everything directly to the left of content_rect - paint_shadow({ 0, content_rect.top(), content_rect.left(), content_rect.height() }); + paint_shadow({ 0, device_content_rect.top(), device_content_rect.left(), device_content_rect.height() }); // Everything directly to the right of content_rect - paint_shadow({ content_rect.right() + 1, content_rect.top(), really_large_number, content_rect.height() }); + paint_shadow({ device_content_rect.right() + 1, device_content_rect.top(), really_large_number, device_content_rect.height() }); if (top_left_corner) { // Inside the top left corner (the part outside the border radius) - auto top_left = top_left_corner.as_rect().translated(content_rect.top_left()); + auto top_left = top_left_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.top_left()); paint_shadow(top_left); } if (top_right_corner) { // Inside the top right corner (the part outside the border radius) - auto top_right = top_right_corner.as_rect().translated(content_rect.top_right().translated(-top_right_corner.horizontal_radius + 1, 0)); + auto top_right = top_right_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.top_right().translated(-top_right_corner.horizontal_radius + 1, 0)); paint_shadow(top_right); } if (bottom_right_corner) { // Inside the bottom right corner (the part outside the border radius) - auto bottom_right = bottom_right_corner.as_rect().translated(content_rect.bottom_right().translated(-bottom_right_corner.horizontal_radius + 1, -bottom_right_corner.vertical_radius + 1)); + auto bottom_right = bottom_right_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.bottom_right().translated(-bottom_right_corner.horizontal_radius + 1, -bottom_right_corner.vertical_radius + 1)); paint_shadow(bottom_right); } if (bottom_left_corner) { // Inside the bottom left corner (the part outside the border radius) - auto bottom_left = bottom_left_corner.as_rect().translated(content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius + 1)); + auto bottom_left = bottom_left_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius + 1)); paint_shadow(bottom_left); } } @@ -336,22 +342,26 @@ void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fra // Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse for (auto& layer : shadow_layers.in_reverse()) { + DevicePixels offset_x = context.rounded_device_pixels(layer.offset_x); + DevicePixels offset_y = context.rounded_device_pixels(layer.offset_y); + DevicePixels blur_radius = context.rounded_device_pixels(layer.blur_radius); + DevicePixels fragment_width = context.enclosing_device_pixels(fragment.width()); + DevicePixels fragment_height = context.enclosing_device_pixels(fragment.height()); // Space around the painted text to allow it to blur. // FIXME: Include spread in this once we use that. - auto margin = layer.blur_radius * 2; - Gfx::IntRect text_rect { + DevicePixels margin = blur_radius * 2; + DevicePixelRect text_rect { margin, margin, - static_cast<int>(ceilf(fragment.width())), - static_cast<int>(ceilf(fragment.height())) + fragment_width, fragment_height }; - Gfx::IntRect bounding_rect { + DevicePixelRect bounding_rect { 0, 0, text_rect.width() + margin + margin, text_rect.height() + margin + margin }; // FIXME: Figure out the maximum bitmap size for all shadows and then allocate it once and reuse it? - auto maybe_shadow_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size()); + auto maybe_shadow_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size().to_type<int>()); if (maybe_shadow_bitmap.is_error()) { dbgln("Unable to allocate temporary bitmap {} for text-shadow rendering: {}", bounding_rect.size(), maybe_shadow_bitmap.error()); return; @@ -361,19 +371,19 @@ void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fra Gfx::Painter shadow_painter { *shadow_bitmap }; shadow_painter.set_font(context.painter().font()); // FIXME: "Spread" the shadow somehow. - Gfx::FloatPoint baseline_start(text_rect.x(), text_rect.y() + fragment.baseline()); - shadow_painter.draw_text_run(baseline_start, Utf8View(fragment.text()), context.painter().font(), layer.color); + DevicePixelPoint baseline_start(text_rect.x(), text_rect.y() + fragment.baseline()); + shadow_painter.draw_text_run(baseline_start.to_type<int>(), Utf8View(fragment.text()), context.painter().font(), layer.color); // Blur Gfx::StackBlurFilter filter(*shadow_bitmap); - filter.process_rgba(layer.blur_radius, layer.color); + filter.process_rgba(blur_radius.value(), layer.color); - auto draw_rect = Gfx::enclosing_int_rect(fragment.absolute_rect()); - Gfx::IntPoint draw_location { - draw_rect.x() + layer.offset_x - margin, - draw_rect.y() + layer.offset_y - margin + auto draw_rect = context.enclosing_device_rect(fragment.absolute_rect().to_type<CSSPixels>()); + DevicePixelPoint draw_location { + draw_rect.x() + offset_x - margin, + draw_rect.y() + offset_y - margin }; - painter.blit(draw_location, *shadow_bitmap, bounding_rect); + painter.blit(draw_location.to_type<int>(), *shadow_bitmap, bounding_rect.to_type<int>()); } } diff --git a/Userland/Libraries/LibWeb/Painting/ShadowPainting.h b/Userland/Libraries/LibWeb/Painting/ShadowPainting.h index 41c8a09132..099ff8100a 100644 --- a/Userland/Libraries/LibWeb/Painting/ShadowPainting.h +++ b/Userland/Libraries/LibWeb/Painting/ShadowPainting.h @@ -19,14 +19,14 @@ enum class ShadowPlacement { struct ShadowData { Gfx::Color color; - int offset_x; - int offset_y; - int blur_radius; - int spread_distance; + CSSPixels offset_x; + CSSPixels offset_y; + CSSPixels blur_radius; + CSSPixels spread_distance; ShadowPlacement placement; }; -void paint_box_shadow(PaintContext&, Gfx::IntRect const&, BorderRadiiData const&, Vector<ShadowData> const&); +void paint_box_shadow(PaintContext&, CSSPixelRect const&, BorderRadiiData const&, Vector<ShadowData> const&); void paint_text_shadow(PaintContext&, Layout::LineBoxFragment const&, Vector<ShadowData> const&); } |