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https://github.com/RGBCube/serenity
synced 2025-07-27 02:57:44 +00:00
LibWeb: Add support for inset shadows
Also move code for outer shadows to a helper.
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parent
df79a2720b
commit
af1798dd04
4 changed files with 380 additions and 299 deletions
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@ -69,7 +69,17 @@ void InlinePaintable::paint(PaintContext& context, PaintPhase phase) const
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layer.spread_distance.to_px(layout_node()),
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layer.placement == CSS::ShadowPlacement::Outer ? ShadowPlacement::Outer : ShadowPlacement::Inner);
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}
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paint_box_shadow(context, absolute_fragment_rect, border_radii_data, resolved_box_shadow_data);
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auto borders_data = BordersData {
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.top = computed_values().border_top(),
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.right = computed_values().border_right(),
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.bottom = computed_values().border_bottom(),
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.left = computed_values().border_left(),
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};
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auto absolute_fragment_rect_bordered = absolute_fragment_rect.inflated(
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borders_data.top.width, borders_data.right.width,
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borders_data.bottom.width, borders_data.left.width);
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paint_box_shadow(context, absolute_fragment_rect_bordered, absolute_fragment_rect,
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borders_data, border_radii_data, resolved_box_shadow_data);
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}
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return IterationDecision::Continue;
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@ -296,7 +296,14 @@ void PaintableBox::paint_box_shadow(PaintContext& context) const
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auto resolved_box_shadow_data = resolve_box_shadow_data();
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if (resolved_box_shadow_data.is_empty())
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return;
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Painting::paint_box_shadow(context, absolute_border_box_rect(), normalized_border_radii_data(), resolved_box_shadow_data);
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auto borders_data = BordersData {
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.top = computed_values().border_top(),
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.right = computed_values().border_right(),
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.bottom = computed_values().border_bottom(),
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.left = computed_values().border_left(),
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};
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Painting::paint_box_shadow(context, absolute_border_box_rect(), absolute_padding_box_rect(),
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borders_data, normalized_border_radii_data(), resolved_box_shadow_data);
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}
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BorderRadiiData PaintableBox::normalized_border_radii_data(ShrinkRadiiForBorders shrink) const
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@ -19,11 +19,57 @@
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namespace Web::Painting {
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void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> const& box_shadow_layers)
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static void paint_inner_box_shadow(PaintContext& context, CSSPixelRect const& content_rect,
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BordersData const& borders_data, BorderRadiiData const& border_radii, ShadowData const& box_shadow_data)
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{
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if (box_shadow_layers.is_empty())
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return;
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auto& painter = context.painter();
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auto device_content_rect = context.rounded_device_rect(content_rect);
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auto border_radii_shrunken = border_radii;
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border_radii_shrunken.shrink(borders_data.top.width, borders_data.right.width, borders_data.bottom.width, borders_data.left.width);
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ScopedCornerRadiusClip corner_clipper { context, painter, device_content_rect, border_radii_shrunken, CornerClip::Outside };
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DevicePixels offset_x = context.rounded_device_pixels(box_shadow_data.offset_x);
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DevicePixels offset_y = context.rounded_device_pixels(box_shadow_data.offset_y);
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DevicePixels blur_radius = context.rounded_device_pixels(box_shadow_data.blur_radius);
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DevicePixels spread_distance = context.rounded_device_pixels(box_shadow_data.spread_distance);
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auto spread_distance_value = spread_distance.value();
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auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, device_content_rect.size().to_type<int>());
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if (shadows_bitmap.is_error()) {
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dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", device_content_rect, shadows_bitmap.error());
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return;
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}
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auto shadow_bitmap = shadows_bitmap.release_value();
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Gfx::Painter shadow_painter { *shadow_bitmap };
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Gfx::AntiAliasingPainter shadow_aa_painter { shadow_painter };
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auto device_content_rect_int = device_content_rect.to_type<int>();
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auto outer_shadow_rect = device_content_rect_int.translated(-device_content_rect_int.x(), -device_content_rect_int.y());
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auto inner_shadow_rect = outer_shadow_rect.translated({ offset_x, offset_y });
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inner_shadow_rect.inflate(-spread_distance_value, -spread_distance_value, -spread_distance_value, -spread_distance_value);
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outer_shadow_rect = outer_shadow_rect.translated(-blur_radius.value(), -blur_radius.value());
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outer_shadow_rect.set_size(outer_shadow_rect.width() + blur_radius.value(), outer_shadow_rect.height() + blur_radius.value());
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auto top_left_corner = border_radii_shrunken.top_left.as_corner(context);
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auto top_right_corner = border_radii_shrunken.top_right.as_corner(context);
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auto bottom_right_corner = border_radii_shrunken.bottom_right.as_corner(context);
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auto bottom_left_corner = border_radii_shrunken.bottom_left.as_corner(context);
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shadow_painter.fill_rect(outer_shadow_rect, box_shadow_data.color.with_alpha(0xff));
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if (border_radii_shrunken.has_any_radius()) {
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shadow_aa_painter.fill_rect_with_rounded_corners(inner_shadow_rect, box_shadow_data.color.with_alpha(0xff),
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top_left_corner, top_right_corner, bottom_right_corner, bottom_left_corner,
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Gfx::AntiAliasingPainter::BlendMode::AlphaSubtract);
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} else {
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shadow_painter.clear_rect(inner_shadow_rect, Color::Transparent);
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}
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Gfx::StackBlurFilter filter(*shadow_bitmap);
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filter.process_rgba(blur_radius.value(), box_shadow_data.color);
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Gfx::PainterStateSaver save { painter };
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painter.add_clip_rect(device_content_rect_int);
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painter.blit({ device_content_rect_int.left(), device_content_rect_int.top() },
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*shadow_bitmap, shadow_bitmap->rect(), box_shadow_data.color.alpha() / 255.);
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}
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static void paint_outer_box_shadow(PaintContext& context, CSSPixelRect const& content_rect,
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BorderRadiiData const& border_radii, ShadowData const& box_shadow_data)
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{
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auto& painter = context.painter();
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auto device_content_rect = context.rounded_device_rect(content_rect);
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@ -34,12 +80,6 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
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ScopedCornerRadiusClip corner_clipper { context, painter, device_content_rect, border_radii, CornerClip::Inside };
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (auto& box_shadow_data : box_shadow_layers.in_reverse()) {
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// FIXME: Paint inset shadows.
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if (box_shadow_data.placement != ShadowPlacement::Outer)
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continue;
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DevicePixels offset_x = context.rounded_device_pixels(box_shadow_data.offset_x);
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DevicePixels offset_y = context.rounded_device_pixels(box_shadow_data.offset_y);
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DevicePixels blur_radius = context.rounded_device_pixels(box_shadow_data.blur_radius);
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@ -60,7 +100,7 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
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auto non_blurred_shadow_rect = device_content_rect.inflated(spread_distance, spread_distance, spread_distance, spread_distance);
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if (blur_radius == 0 && !border_radii.has_any_radius()) {
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fill_rect_masked(painter, non_blurred_shadow_rect.translated(offset_x, offset_y), device_content_rect, box_shadow_data.color);
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continue;
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return;
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}
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auto top_left_shadow_corner = top_left_corner;
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@ -174,7 +214,9 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
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Gfx::Painter corner_painter { *shadow_bitmap };
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Gfx::AntiAliasingPainter aa_corner_painter { corner_painter };
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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);
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aa_corner_painter.fill_rect_with_rounded_corners(
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shadow_bitmap_rect.shrunken(double_radius, double_radius, double_radius, double_radius).to_type<int>(),
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box_shadow_data.color, top_left_shadow_corner, top_right_shadow_corner, bottom_right_shadow_corner, bottom_left_shadow_corner);
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Gfx::StackBlurFilter filter(*shadow_bitmap);
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filter.process_rgba(blur_radius.value(), box_shadow_data.color);
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@ -331,6 +373,22 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
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paint_shadow(bottom_left);
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}
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}
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void paint_box_shadow(PaintContext& context,
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CSSPixelRect const& bordered_content_rect,
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CSSPixelRect const& borderless_content_rect,
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BordersData const& borders_data,
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BorderRadiiData const& border_radii,
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Vector<ShadowData> const& box_shadow_layers)
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{
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (auto& box_shadow_data : box_shadow_layers.in_reverse()) {
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if (box_shadow_data.placement == ShadowPlacement::Inner) {
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paint_inner_box_shadow(context, borderless_content_rect, borders_data, border_radii, box_shadow_data);
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} else {
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paint_outer_box_shadow(context, bordered_content_rect, border_radii, box_shadow_data);
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}
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}
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}
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void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector<ShadowData> const& shadow_layers)
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@ -26,7 +26,13 @@ struct ShadowData {
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ShadowPlacement placement;
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};
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void paint_box_shadow(PaintContext&, CSSPixelRect const&, BorderRadiiData const&, Vector<ShadowData> const&);
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void paint_box_shadow(
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PaintContext&,
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CSSPixelRect const& bordered_content_rect,
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CSSPixelRect const& borderless_content_rect,
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BordersData const& borders_data,
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BorderRadiiData const&,
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Vector<ShadowData> const&);
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void paint_text_shadow(PaintContext&, Layout::LineBoxFragment const&, Vector<ShadowData> const&);
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}
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