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LibWeb: Add support for inset shadows

Also move code for outer shadows to a helper.
This commit is contained in:
Andi Gallo 2023-06-05 02:42:32 +00:00 committed by Andreas Kling
parent df79a2720b
commit af1798dd04
4 changed files with 380 additions and 299 deletions

View file

@ -69,7 +69,17 @@ void InlinePaintable::paint(PaintContext& context, PaintPhase phase) const
layer.spread_distance.to_px(layout_node()),
layer.placement == CSS::ShadowPlacement::Outer ? ShadowPlacement::Outer : ShadowPlacement::Inner);
}
paint_box_shadow(context, absolute_fragment_rect, border_radii_data, resolved_box_shadow_data);
auto borders_data = BordersData {
.top = computed_values().border_top(),
.right = computed_values().border_right(),
.bottom = computed_values().border_bottom(),
.left = computed_values().border_left(),
};
auto absolute_fragment_rect_bordered = absolute_fragment_rect.inflated(
borders_data.top.width, borders_data.right.width,
borders_data.bottom.width, borders_data.left.width);
paint_box_shadow(context, absolute_fragment_rect_bordered, absolute_fragment_rect,
borders_data, border_radii_data, resolved_box_shadow_data);
}
return IterationDecision::Continue;

View file

@ -296,7 +296,14 @@ 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(), normalized_border_radii_data(), resolved_box_shadow_data);
auto borders_data = BordersData {
.top = computed_values().border_top(),
.right = computed_values().border_right(),
.bottom = computed_values().border_bottom(),
.left = computed_values().border_left(),
};
Painting::paint_box_shadow(context, absolute_border_box_rect(), absolute_padding_box_rect(),
borders_data, normalized_border_radii_data(), resolved_box_shadow_data);
}
BorderRadiiData PaintableBox::normalized_border_radii_data(ShrinkRadiiForBorders shrink) const

View file

@ -19,11 +19,57 @@
namespace Web::Painting {
void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> const& box_shadow_layers)
static void paint_inner_box_shadow(PaintContext& context, CSSPixelRect const& content_rect,
BordersData const& borders_data, BorderRadiiData const& border_radii, ShadowData const& box_shadow_data)
{
if (box_shadow_layers.is_empty())
return;
auto& painter = context.painter();
auto device_content_rect = context.rounded_device_rect(content_rect);
auto border_radii_shrunken = border_radii;
border_radii_shrunken.shrink(borders_data.top.width, borders_data.right.width, borders_data.bottom.width, borders_data.left.width);
ScopedCornerRadiusClip corner_clipper { context, painter, device_content_rect, border_radii_shrunken, CornerClip::Outside };
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 spread_distance_value = spread_distance.value();
auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, device_content_rect.size().to_type<int>());
if (shadows_bitmap.is_error()) {
dbgln("Unable to allocate temporary bitmap {} for box-shadow rendering: {}", device_content_rect, shadows_bitmap.error());
return;
}
auto shadow_bitmap = shadows_bitmap.release_value();
Gfx::Painter shadow_painter { *shadow_bitmap };
Gfx::AntiAliasingPainter shadow_aa_painter { shadow_painter };
auto device_content_rect_int = device_content_rect.to_type<int>();
auto outer_shadow_rect = device_content_rect_int.translated(-device_content_rect_int.x(), -device_content_rect_int.y());
auto inner_shadow_rect = outer_shadow_rect.translated({ offset_x, offset_y });
inner_shadow_rect.inflate(-spread_distance_value, -spread_distance_value, -spread_distance_value, -spread_distance_value);
outer_shadow_rect = outer_shadow_rect.translated(-blur_radius.value(), -blur_radius.value());
outer_shadow_rect.set_size(outer_shadow_rect.width() + blur_radius.value(), outer_shadow_rect.height() + blur_radius.value());
auto top_left_corner = border_radii_shrunken.top_left.as_corner(context);
auto top_right_corner = border_radii_shrunken.top_right.as_corner(context);
auto bottom_right_corner = border_radii_shrunken.bottom_right.as_corner(context);
auto bottom_left_corner = border_radii_shrunken.bottom_left.as_corner(context);
shadow_painter.fill_rect(outer_shadow_rect, box_shadow_data.color.with_alpha(0xff));
if (border_radii_shrunken.has_any_radius()) {
shadow_aa_painter.fill_rect_with_rounded_corners(inner_shadow_rect, box_shadow_data.color.with_alpha(0xff),
top_left_corner, top_right_corner, bottom_right_corner, bottom_left_corner,
Gfx::AntiAliasingPainter::BlendMode::AlphaSubtract);
} else {
shadow_painter.clear_rect(inner_shadow_rect, Color::Transparent);
}
Gfx::StackBlurFilter filter(*shadow_bitmap);
filter.process_rgba(blur_radius.value(), box_shadow_data.color);
Gfx::PainterStateSaver save { painter };
painter.add_clip_rect(device_content_rect_int);
painter.blit({ device_content_rect_int.left(), device_content_rect_int.top() },
*shadow_bitmap, shadow_bitmap->rect(), box_shadow_data.color.alpha() / 255.);
}
static void paint_outer_box_shadow(PaintContext& context, CSSPixelRect const& content_rect,
BorderRadiiData const& border_radii, ShadowData const& box_shadow_data)
{
auto& painter = context.painter();
auto device_content_rect = context.rounded_device_rect(content_rect);
@ -34,12 +80,6 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
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);
@ -60,7 +100,7 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
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;
return;
}
auto top_left_shadow_corner = top_left_corner;
@ -174,7 +214,9 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect 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).to_type<int>(), 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.value(), box_shadow_data.color);
@ -330,6 +372,22 @@ void paint_box_shadow(PaintContext& context, CSSPixelRect const& content_rect, B
auto bottom_left = bottom_left_corner.as_rect().to_type<DevicePixels>().translated(device_content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius));
paint_shadow(bottom_left);
}
}
void paint_box_shadow(PaintContext& context,
CSSPixelRect const& bordered_content_rect,
CSSPixelRect const& borderless_content_rect,
BordersData const& borders_data,
BorderRadiiData const& border_radii,
Vector<ShadowData> const& box_shadow_layers)
{
// 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()) {
if (box_shadow_data.placement == ShadowPlacement::Inner) {
paint_inner_box_shadow(context, borderless_content_rect, borders_data, border_radii, box_shadow_data);
} else {
paint_outer_box_shadow(context, bordered_content_rect, border_radii, box_shadow_data);
}
}
}

View file

@ -26,7 +26,13 @@ struct ShadowData {
ShadowPlacement placement;
};
void paint_box_shadow(PaintContext&, CSSPixelRect const&, BorderRadiiData const&, Vector<ShadowData> const&);
void paint_box_shadow(
PaintContext&,
CSSPixelRect const& bordered_content_rect,
CSSPixelRect const& borderless_content_rect,
BordersData const& borders_data,
BorderRadiiData const&,
Vector<ShadowData> const&);
void paint_text_shadow(PaintContext&, Layout::LineBoxFragment const&, Vector<ShadowData> const&);
}