/* * Copyright (c) 2018-2020, Andreas Kling * Copyright (c) 2021-2022, Sam Atkins * Copyright (c) 2022, MacDue * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include #include #include #include namespace Web::Painting { void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, BorderRadiiData const& border_radii, Vector 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, 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()) { // FIXME: Paint inset shadows. 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::DisjointRectSet 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(), color); }; // 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); // If there's no blurring, nor rounded corners, we can save a lot of effort. 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(offset_x, offset_y), device_content_rect, box_shadow_data.color); continue; } 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(); auto top_right_corner_size = (top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size).to_type(); auto bottom_left_corner_size = (bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size).to_type(); auto bottom_right_corner_size = (bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size).to_type(); 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( top_left_corner_size.width() + top_right_corner_size.width(), bottom_left_corner_size.width() + bottom_right_corner_size.width()) + 1 + blurred_edge_thickness, max( top_left_corner_size.height() + bottom_left_corner_size.height(), top_right_corner_size.height() + bottom_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 shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_rect.size().to_type()); 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(), 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_infill = [&] { if (!border_radii.has_any_radius()) return painter.fill_rect(inner_bounding_rect.to_type(), 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(), box_shadow_data.color); painter.fill_rect(right_rect.to_type(), box_shadow_data.color); painter.fill_rect(bottom_rect.to_type(), box_shadow_data.color); painter.fill_rect(left_rect.to_type(), box_shadow_data.color); painter.fill_rect(inner.to_type(), box_shadow_data.color); }; 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); // Note: The +1s in a few of the following translations are due to the -1s Gfx::Rect::right() and Gfx::Rect::bottom(). 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() + 1 + 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() + 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 = [&](DevicePixelRect clip_rect) { Gfx::PainterStateSaver save { painter }; painter.add_clip_rect(clip_rect.to_type()); paint_shadow_infill(); // Corners painter.blit(top_left_corner_blit_pos.to_type(), shadow_bitmap, top_left_corner_rect.to_type()); painter.blit(top_right_corner_blit_pos.to_type(), shadow_bitmap, top_right_corner_rect.to_type()); painter.blit(bottom_left_corner_blit_pos.to_type(), shadow_bitmap, bottom_left_corner_rect.to_type()); painter.blit(bottom_right_corner_blit_pos.to_type(), shadow_bitmap, bottom_right_corner_rect.to_type()); // 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()); 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()); // 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()); 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()); }; // 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::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() + 1, 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() + 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().to_type().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().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().to_type().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().to_type().translated(device_content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius + 1)); paint_shadow(bottom_left); } } } void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector const& shadow_layers) { if (shadow_layers.is_empty() || fragment.text().is_empty()) return; auto& painter = context.painter(); // Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse for (auto& layer : shadow_layers.in_reverse()) { 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. DevicePixels margin = blur_radius * 2; DevicePixelRect text_rect { margin, margin, fragment_width, fragment_height }; 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::create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size().to_type()); if (maybe_shadow_bitmap.is_error()) { dbgln("Unable to allocate temporary bitmap {} for text-shadow rendering: {}", bounding_rect.size(), maybe_shadow_bitmap.error()); return; } auto shadow_bitmap = maybe_shadow_bitmap.release_value(); Gfx::Painter shadow_painter { *shadow_bitmap }; // FIXME: "Spread" the shadow somehow. DevicePixelPoint baseline_start(text_rect.x(), text_rect.y() + context.rounded_device_pixels(fragment.baseline())); shadow_painter.draw_text_run(baseline_start.to_type(), Utf8View(fragment.text()), fragment.layout_node().scaled_font(context), layer.color); // Blur Gfx::StackBlurFilter filter(*shadow_bitmap); filter.process_rgba(blur_radius.value(), layer.color); auto draw_rect = context.enclosing_device_rect(fragment.absolute_rect()); DevicePixelPoint draw_location { draw_rect.x() + offset_x - margin, draw_rect.y() + offset_y - margin }; painter.blit(draw_location.to_type(), *shadow_bitmap, bounding_rect.to_type()); } } }