/* * 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 namespace Web::Painting { void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, BorderRadiiData const& border_radii, Vector const& box_shadow_layers) { if (box_shadow_layers.is_empty()) return; auto& painter = context.painter(); auto top_left_corner = border_radii.top_left.as_corner(); auto top_right_corner = border_radii.top_right.as_corner(); auto bottom_right_corner = border_radii.bottom_right.as_corner(); auto bottom_left_corner = border_radii.bottom_left.as_corner(); Optional corner_radius_clipper {}; if (border_radii.has_any_radius()) { auto clipper = BorderRadiusCornerClipper::create(content_rect, border_radii, CornerClip::Inside); if (!clipper.is_error()) corner_radius_clipper = clipper.release_value(); } if (corner_radius_clipper.has_value()) corner_radius_clipper->sample_under_corners(painter); // 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; 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); }; // Our blur cannot handle radii over 255 so there's no point trying (255 is silly big anyway) auto blur_radius = clamp(box_shadow_data.blur_radius, 0, 255); // If there's no blurring, nor rounded corners, we can save a lot of effort. auto non_blurred_shadow_rect = content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance); if (blur_radius == 0 && !border_radii.has_any_radius()) { fill_rect_masked(painter, non_blurred_shadow_rect.translated(box_shadow_data.offset_x, box_shadow_data.offset_y), 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 += box_shadow_data.spread_distance; corner.vertical_radius += box_shadow_data.spread_distance; } }; 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 = box_shadow_data.spread_distance - (blur_radius * 2); Gfx::IntRect inner_bounding_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 }; // 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; auto top_right_corner_size = top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size; auto bottom_left_corner_size = bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size; auto bottom_right_corner_size = bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size; 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, int x_bonus = 0, int y_bonus = 0) { size.set_width(min(size.width(), max_edge_width + x_bonus)); size.set_height(min(size.height(), max_edge_height + y_bonus)); }; if (!top_left_corner) clip_corner_size(top_left_corner_size, extra_edge_width, extra_edge_height); if (!top_right_corner) clip_corner_size(top_right_corner_size, 0, extra_edge_height); if (!bottom_left_corner) clip_corner_size(bottom_left_corner_size, extra_edge_width); if (!bottom_right_corner) clip_corner_size(bottom_right_corner_size); auto shadow_bitmap_rect = Gfx::IntRect( 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 = Gfx::IntRect { 0, 0, top_left_corner_size.width() + double_radius, top_left_corner_size.height() + double_radius }; auto top_right_corner_rect = Gfx::IntRect { 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 = Gfx::IntRect { 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 = Gfx::IntRect { 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; Gfx::IntRect left_edge_rect { 0, top_left_corner_rect.height(), vertical_left_edge_width, 1 }; Gfx::IntRect right_edge_rect { shadow_bitmap_rect.width() - vertical_edge_width, top_right_corner_rect.height(), vertical_edge_width, 1 }; Gfx::IntRect top_edge_rect { top_left_corner_rect.width(), 0, 1, horizontal_top_edge_width }; Gfx::IntRect bottom_edge_rect { bottom_left_corner_rect.width(), shadow_bitmap_rect.height() - horizontal_edge_width, 1, horizontal_edge_width }; auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_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 }; 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), 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, box_shadow_data.color); auto paint_shadow_infill = [&] { if (!border_radii.has_any_radius()) return painter.fill_rect(inner_bounding_rect, 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; Gfx::IntRect 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 }; Gfx::IntRect 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 }; Gfx::IntRect 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 }; Gfx::IntRect 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 }; Gfx::IntRect 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, box_shadow_data.color); painter.fill_rect(right_rect, box_shadow_data.color); painter.fill_rect(bottom_rect, box_shadow_data.color); painter.fill_rect(left_rect, box_shadow_data.color); painter.fill_rect(inner, 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 = [&](Gfx::IntRect clip_rect) { Gfx::PainterStateSaver save { painter }; painter.add_clip_rect(clip_rect); paint_shadow_infill(); // Corners painter.blit(top_left_corner_blit_pos, shadow_bitmap, top_left_corner_rect); painter.blit(top_right_corner_blit_pos, shadow_bitmap, top_right_corner_rect); painter.blit(bottom_left_corner_blit_pos, shadow_bitmap, bottom_left_corner_rect); painter.blit(bottom_right_corner_blit_pos, shadow_bitmap, bottom_right_corner_rect); // 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); 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); // 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); 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); }; // 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%. // 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() }); if (top_left_corner) { // Inside the top left corner (the part outside the border radius) auto top_left = top_left_corner.as_rect().translated(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().translated(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().translated(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().translated(content_rect.bottom_left().translated(0, -bottom_left_corner.vertical_radius + 1)); paint_shadow(bottom_left); } } if (corner_radius_clipper.has_value()) corner_radius_clipper->blit_corner_clipping(painter); } void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector 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(ceilf(fragment.width())), static_cast(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::StackBlurFilter filter(*shadow_bitmap); filter.process_rgba(layer.blur_radius, layer.color); 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); } } }