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This modification introduces a new layer to the painting process. The stacking context traversal no longer immediately calls the Gfx::Painter methods. Instead, it writes serialized painting commands into newly introduced RecordingPainter. Created list of commands is executed later to produce resulting bitmap. Producing painting command list will make it easier to add new optimizations: - It's simpler to check if the painting result is not visible in the viewport at the command level rather than during stacking context traversal. - Run painting in a separate thread. The painting thread can process serialized painting commands, while the main thread can work on the next paintable tree and safely invalidate the previous one. - As we consider GPU-accelerated painting support, it would be easier to back each painting command rather than constructing an alternative for the entire Gfx::Painter API.
155 lines
5.7 KiB
C++
155 lines
5.7 KiB
C++
/*
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* Copyright (c) 2018-2022, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2023, MacDue <macdue@dueutil.tech>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGfx/AntiAliasingPainter.h>
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#include <LibWeb/Layout/ImageBox.h>
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#include <LibWeb/Painting/SVGGeometryPaintable.h>
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#include <LibWeb/SVG/SVGSVGElement.h>
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namespace Web::Painting {
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JS::NonnullGCPtr<SVGGeometryPaintable> SVGGeometryPaintable::create(Layout::SVGGeometryBox const& layout_box)
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{
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return layout_box.heap().allocate_without_realm<SVGGeometryPaintable>(layout_box);
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}
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SVGGeometryPaintable::SVGGeometryPaintable(Layout::SVGGeometryBox const& layout_box)
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: SVGGraphicsPaintable(layout_box)
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{
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}
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Layout::SVGGeometryBox const& SVGGeometryPaintable::layout_box() const
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{
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return static_cast<Layout::SVGGeometryBox const&>(layout_node());
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}
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Optional<HitTestResult> SVGGeometryPaintable::hit_test(CSSPixelPoint position, HitTestType type) const
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{
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auto result = SVGGraphicsPaintable::hit_test(position, type);
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if (!result.has_value())
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return {};
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auto& geometry_element = layout_box().dom_node();
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if (auto transform = layout_box().layout_transform({}); transform.has_value()) {
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auto transformed_bounding_box = transform->map_to_quad(
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const_cast<SVG::SVGGeometryElement&>(geometry_element).get_path().bounding_box());
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if (!transformed_bounding_box.contains(position.to_type<float>()))
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return {};
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}
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return result;
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}
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static Gfx::Painter::WindingRule to_gfx_winding_rule(SVG::FillRule fill_rule)
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{
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switch (fill_rule) {
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case SVG::FillRule::Nonzero:
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return Gfx::Painter::WindingRule::Nonzero;
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case SVG::FillRule::Evenodd:
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return Gfx::Painter::WindingRule::EvenOdd;
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default:
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VERIFY_NOT_REACHED();
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}
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}
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void SVGGeometryPaintable::paint(PaintContext& context, PaintPhase phase) const
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{
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if (!is_visible())
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return;
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SVGGraphicsPaintable::paint(context, phase);
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if (phase != PaintPhase::Foreground)
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return;
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auto& geometry_element = layout_box().dom_node();
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auto const* svg_element = geometry_element.shadow_including_first_ancestor_of_type<SVG::SVGSVGElement>();
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auto svg_element_rect = svg_element->paintable_box()->absolute_rect();
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// FIXME: This should not be trucated to an int.
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RecordingPainterStateSaver save_painter { context.painter() };
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auto offset = context.floored_device_point(svg_element_rect.location()).to_type<int>().to_type<float>();
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auto maybe_view_box = geometry_element.view_box();
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auto transform = layout_box().layout_transform(context.svg_transform());
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if (!transform.has_value())
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return;
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auto css_scale = context.device_pixels_per_css_pixel();
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auto paint_transform = Gfx::AffineTransform {}.scale(css_scale, css_scale).multiply(*transform);
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auto const& original_path = const_cast<SVG::SVGGeometryElement&>(geometry_element).get_path();
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Gfx::Path path = original_path.copy_transformed(paint_transform);
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// Fills are computed as though all subpaths are closed (https://svgwg.org/svg2-draft/painting.html#FillProperties)
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auto closed_path = [&] {
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// We need to fill the path before applying the stroke, however the filled
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// path must be closed, whereas the stroke path may not necessary be closed.
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// Copy the path and close it for filling, but use the previous path for stroke
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auto copy = path;
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copy.close_all_subpaths();
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return copy;
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};
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// Note: This is assuming .x_scale() == .y_scale() (which it does currently).
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auto viewbox_scale = paint_transform.x_scale();
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auto svg_viewport = [&] {
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if (maybe_view_box.has_value())
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return Gfx::FloatRect { maybe_view_box->min_x, maybe_view_box->min_y, maybe_view_box->width, maybe_view_box->height };
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return Gfx::FloatRect { { 0, 0 }, svg_element_rect.size().to_type<float>() };
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}();
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SVG::SVGPaintContext paint_context {
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.viewport = svg_viewport,
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.path_bounding_box = original_path.bounding_box(),
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.transform = paint_transform
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};
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auto fill_opacity = geometry_element.fill_opacity().value_or(1);
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auto winding_rule = to_gfx_winding_rule(geometry_element.fill_rule().value_or(SVG::FillRule::Nonzero));
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if (auto paint_style = geometry_element.fill_paint_style(paint_context); paint_style.has_value()) {
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context.painter().fill_path({
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.path = closed_path(),
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.paint_style = *paint_style,
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.winding_rule = winding_rule,
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.opacity = fill_opacity,
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.translation = offset,
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});
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} else if (auto fill_color = geometry_element.fill_color(); fill_color.has_value()) {
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context.painter().fill_path({
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.path = closed_path(),
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.color = fill_color->with_opacity(fill_opacity),
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.winding_rule = winding_rule,
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.translation = offset,
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});
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}
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auto stroke_opacity = geometry_element.stroke_opacity().value_or(1);
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// Note: This is assuming .x_scale() == .y_scale() (which it does currently).
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float stroke_thickness = geometry_element.stroke_width().value_or(1) * viewbox_scale;
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if (auto paint_style = geometry_element.stroke_paint_style(paint_context); paint_style.has_value()) {
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context.painter().stroke_path({
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.path = path,
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.paint_style = *paint_style,
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.thickness = stroke_thickness,
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.opacity = stroke_opacity,
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.translation = offset,
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});
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} else if (auto stroke_color = geometry_element.stroke_color(); stroke_color.has_value()) {
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context.painter().stroke_path({
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.path = path,
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.color = stroke_color->with_opacity(stroke_opacity),
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.thickness = stroke_thickness,
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.translation = offset,
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});
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}
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}
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}
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