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/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/DisjointRectSet.h>
#include <LibGfx/Filters/FastBoxBlurFilter.h>
#include <LibGfx/Painter.h>
#include <LibWeb/Layout/LineBoxFragment.h>
#include <LibWeb/Painting/PaintContext.h>
#include <LibWeb/Painting/ShadowPainting.h>
namespace Web::Painting {
void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, Vector<ShadowData> const& box_shadow_layers)
{
if (box_shadow_layers.is_empty())
return;
auto& painter = context.painter();
// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
for (int layer_index = box_shadow_layers.size() - 1; layer_index >= 0; layer_index--) {
auto& box_shadow_data = box_shadow_layers[layer_index];
// FIXME: Paint inset shadows.
if (box_shadow_data.placement != ShadowPlacement::Outer)
continue;
// FIXME: Account for rounded corners.
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, color);
};
// If there's no blurring, we can save a lot of effort.
if (box_shadow_data.blur_radius == 0) {
fill_rect_masked(painter, content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance).translated(box_shadow_data.offset_x, box_shadow_data.offset_y), content_rect, box_shadow_data.color);
continue;
}
auto expansion = box_shadow_data.spread_distance - (box_shadow_data.blur_radius * 2);
Gfx::IntRect solid_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
};
fill_rect_masked(painter, solid_rect, content_rect, box_shadow_data.color);
// 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 corner_size = box_shadow_data.blur_radius * 4;
Gfx::IntRect corner_rect { 0, 0, corner_size, corner_size };
Gfx::IntRect all_corners_rect { 0, 0, corner_size * 2 + 1, corner_size * 2 + 1 };
Gfx::IntRect left_edge_rect { 0, corner_size, corner_size, 1 };
Gfx::IntRect right_edge_rect { all_corners_rect.width() - corner_size, corner_size, corner_size, 1 };
Gfx::IntRect top_edge_rect { corner_size, 0, 1, corner_size };
Gfx::IntRect bottom_edge_rect { corner_size, all_corners_rect.height() - corner_size, 1, corner_size };
auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, all_corners_rect.size());
if (shadows_bitmap.is_error()) {
dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", shadows_bitmap.error());
return;
}
auto shadow_bitmap = shadows_bitmap.release_value();
Gfx::Painter corner_painter { *shadow_bitmap };
auto double_radius = box_shadow_data.blur_radius * 2;
corner_painter.fill_rect(all_corners_rect.shrunken(double_radius, double_radius, double_radius, double_radius), box_shadow_data.color);
Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
filter.apply_three_passes(box_shadow_data.blur_radius);
auto left_start = solid_rect.left() - corner_size;
auto right_start = solid_rect.left() + solid_rect.width();
auto top_start = solid_rect.top() - corner_size;
auto bottom_start = solid_rect.top() + solid_rect.height();
// 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 times with clip-rects
// covering each side of the content_rect exactly once.
auto paint_shadow = [&](Gfx::IntRect clip_rect) {
painter.save();
painter.add_clip_rect(clip_rect);
// Paint corners
painter.blit({ left_start, top_start }, shadow_bitmap, corner_rect);
painter.blit({ right_start, top_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, 0));
painter.blit({ left_start, bottom_start }, shadow_bitmap, corner_rect.translated(0, corner_rect.height() + 1));
painter.blit({ right_start, bottom_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, corner_rect.height() + 1));
// Horizontal edges
for (auto y = solid_rect.top(); y <= solid_rect.bottom(); ++y) {
painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect);
painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect);
}
// Vertical edges
for (auto x = solid_rect.left(); x <= solid_rect.right(); ++x) {
painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect);
painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect);
}
painter.restore();
};
// Everything above content_rect, including sides
paint_shadow({ 0, 0, painter.target()->width(), content_rect.top() });
// Everything below content_rect, including sides
paint_shadow({ 0, content_rect.bottom() + 1, painter.target()->width(), painter.target()->height() });
// Everything directly to the left of content_rect
paint_shadow({ 0, content_rect.top(), content_rect.left(), content_rect.height() });
// Everything directly to the right of content_rect
paint_shadow({ content_rect.right() + 1, content_rect.top(), painter.target()->width(), content_rect.height() });
}
}
void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector<ShadowData> const& shadow_layers)
{
if (shadow_layers.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()) {
// 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 {
margin, margin,
static_cast<int>(ceilf(fragment.width())),
static_cast<int>(ceilf(fragment.height()))
};
Gfx::IntRect 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());
if (maybe_shadow_bitmap.is_error()) {
dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", maybe_shadow_bitmap.error());
return;
}
auto shadow_bitmap = maybe_shadow_bitmap.release_value();
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);
// Blur
Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
filter.apply_three_passes(layer.blur_radius);
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
};
painter.blit(draw_location, *shadow_bitmap, bounding_rect);
}
}
}
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