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/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
* Copyright (c) 2022, MacDue <macdue@dueutil.tech>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/NumericLimits.h>
#include <LibGfx/DisjointRectSet.h>
#include <LibGfx/Filters/StackBlurFilter.h>
#include <LibGfx/Painter.h>
#include <LibWeb/Layout/LineBoxFragment.h>
#include <LibWeb/Layout/Node.h>
#include <LibWeb/Painting/BorderPainting.h>
#include <LibWeb/Painting/BorderRadiusCornerClipper.h>
#include <LibWeb/Painting/PaintContext.h>
#include <LibWeb/Painting/ShadowPainting.h>
namespace Web::Painting {
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, 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<DevicePixels> 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<int>(), 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<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, 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<int>());
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<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.value(), box_shadow_data.color);
auto paint_shadow_infill = [&] {
if (!border_radii.has_any_radius())
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;
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<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;
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<int>());
paint_shadow_infill();
// Corners
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.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.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.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.to_type<int>());
};
// 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<int>::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<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().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().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().to_type<DevicePixels>().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<ShadowData> 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<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;
}
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<int>(), 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<int>(), *shadow_bitmap, bounding_rect.to_type<int>());
}
}
}
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