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	 9a90bf7d12
			
		
	
	
		9a90bf7d12
		
	
	
	
	
		
			
			Correctly compute the maximum possible width and height for shadow_bitmap_rect by considering all pair combinations of corners. Fixes https://github.com/SerenityOS/serenity/issues/20205
		
			
				
	
	
		
			459 lines
		
	
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			459 lines
		
	
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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|  * Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
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|  * Copyright (c) 2022, 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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| 
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| #include <AK/NumericLimits.h>
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| #include <LibGfx/DisjointRectSet.h>
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| #include <LibGfx/Filters/StackBlurFilter.h>
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| #include <LibGfx/Painter.h>
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| #include <LibWeb/Layout/LineBoxFragment.h>
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| #include <LibWeb/Layout/Node.h>
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| #include <LibWeb/Painting/BorderPainting.h>
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| #include <LibWeb/Painting/BorderRadiusCornerClipper.h>
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| #include <LibWeb/Painting/PaintContext.h>
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| #include <LibWeb/Painting/ShadowPainting.h>
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| 
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| namespace Web::Painting {
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| 
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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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|     auto& painter = context.painter();
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|     auto device_content_rect = context.rounded_device_rect(content_rect);
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| 
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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 shadows_bitmap_rect = device_content_rect.inflated(
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|         blur_radius.value() + offset_y.value(),
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|         blur_radius.value() + abs(offset_x.value()),
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|         blur_radius.value() + abs(offset_y.value()),
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|         blur_radius.value() + offset_x.value());
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|     auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadows_bitmap_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 origin_device_content_rect = device_content_rect_int.translated(-device_content_rect_int.x(), -device_content_rect_int.y());
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|     auto outer_shadow_rect = origin_device_content_rect.translated({ offset_x + blur_radius.value(), offset_y + blur_radius.value() });
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|     auto spread_distance_value = spread_distance.value();
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|     auto inner_shadow_rect = outer_shadow_rect.inflated(-spread_distance_value, -spread_distance_value, -spread_distance_value, -spread_distance_value);
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|     outer_shadow_rect.inflate(
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|         blur_radius.value() + offset_y.value(),
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|         blur_radius.value() + abs(offset_x.value()),
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|         blur_radius.value() + abs(offset_y.value()),
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|         blur_radius.value() + offset_x.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() - blur_radius.value(), device_content_rect_int.top() - blur_radius.value() },
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|         *shadow_bitmap, shadow_bitmap->rect(), box_shadow_data.color.alpha() / 255.);
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| }
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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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| 
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|     auto top_left_corner = border_radii.top_left.as_corner(context);
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|     auto top_right_corner = border_radii.top_right.as_corner(context);
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|     auto bottom_right_corner = border_radii.bottom_right.as_corner(context);
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|     auto bottom_left_corner = border_radii.bottom_left.as_corner(context);
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| 
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|     ScopedCornerRadiusClip corner_clipper { context, painter, device_content_rect, border_radii, CornerClip::Inside };
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| 
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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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| 
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|     auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
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|         Gfx::DisjointRectSet<DevicePixels> rect_set;
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|         rect_set.add(fill_rect);
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|         auto shattered = rect_set.shatter(mask_rect);
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|         for (auto& rect : shattered.rects())
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|             painter.fill_rect(rect.template to_type<int>(), color);
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|     };
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| 
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|     // Our blur cannot handle radii over 255 so there's no point trying (255 is silly big anyway)
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|     blur_radius = clamp(blur_radius, 0, 255);
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| 
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|     // If there's no blurring, nor rounded corners, we can save a lot of effort.
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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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|         return;
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|     }
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| 
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|     auto top_left_shadow_corner = top_left_corner;
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|     auto top_right_shadow_corner = top_right_corner;
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|     auto bottom_right_shadow_corner = bottom_right_corner;
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|     auto bottom_left_shadow_corner = bottom_left_corner;
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| 
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|     auto spread_corner = [&](auto& corner) {
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|         if (corner) {
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|             corner.horizontal_radius += spread_distance.value();
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|             corner.vertical_radius += spread_distance.value();
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|         }
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|     };
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| 
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|     spread_corner(top_left_shadow_corner);
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|     spread_corner(top_right_shadow_corner);
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|     spread_corner(bottom_right_shadow_corner);
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|     spread_corner(bottom_left_shadow_corner);
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| 
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|     auto expansion = spread_distance - (blur_radius * 2);
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|     DevicePixelRect inner_bounding_rect = {
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|         device_content_rect.x() + offset_x - expansion,
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|         device_content_rect.y() + offset_y - expansion,
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|         device_content_rect.width() + 2 * expansion,
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|         device_content_rect.height() + 2 * expansion
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|     };
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| 
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|     // Calculating and blurring the box-shadow full size is expensive, and wasteful - aside from the corners,
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|     // all vertical strips of the shadow are identical, and the same goes for horizontal ones.
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|     // So instead, we generate a shadow bitmap that is just large enough to include the corners and 1px of
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|     // non-corner, and then we repeatedly blit sections of it. This is similar to a NinePatch on Android.
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|     auto double_radius = blur_radius * 2;
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|     auto blurred_edge_thickness = blur_radius * 4;
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| 
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|     auto default_corner_size = Gfx::IntSize { double_radius, double_radius };
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|     auto top_left_corner_size = (top_left_shadow_corner ? top_left_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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|     auto top_right_corner_size = (top_right_shadow_corner ? top_right_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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|     auto bottom_left_corner_size = (bottom_left_shadow_corner ? bottom_left_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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|     auto bottom_right_corner_size = (bottom_right_shadow_corner ? bottom_right_shadow_corner.as_rect().size() : default_corner_size).to_type<DevicePixels>();
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| 
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|     auto max_edge_width = non_blurred_shadow_rect.width() / 2;
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|     auto max_edge_height = non_blurred_shadow_rect.height() / 2;
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|     auto extra_edge_width = non_blurred_shadow_rect.width() % 2;
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|     auto extra_edge_height = non_blurred_shadow_rect.height() % 2;
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| 
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|     auto clip_corner_size = [&](auto& size, auto const& corner, DevicePixels x_bonus = 0, DevicePixels y_bonus = 0) {
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|         auto max_x = (max_edge_width + x_bonus).value();
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|         auto max_y = (max_edge_height + y_bonus).value();
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|         auto min_x = max(corner.horizontal_radius, min(double_radius, max_x).value());
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|         auto min_y = max(corner.vertical_radius, min(double_radius, max_y).value());
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|         if (min_x <= max_x)
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|             size.set_width(clamp(size.width(), min_x, max_x));
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|         if (min_y <= max_y)
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|             size.set_height(clamp(size.height(), min_y, max_y));
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|     };
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| 
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|     clip_corner_size(top_left_corner_size, top_left_corner, extra_edge_width, extra_edge_height);
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|     clip_corner_size(top_right_corner_size, top_right_corner, 0, extra_edge_height);
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|     clip_corner_size(bottom_left_corner_size, bottom_left_corner, extra_edge_width);
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|     clip_corner_size(bottom_right_corner_size, bottom_right_corner);
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| 
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|     auto shadow_bitmap_rect = DevicePixelRect(
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|         0, 0,
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|         max(max(
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|                 top_left_corner_size.width() + top_right_corner_size.width(),
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|                 bottom_left_corner_size.width() + bottom_right_corner_size.width()),
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|             max(top_left_corner_size.width() + bottom_right_corner_size.width(),
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|                 bottom_left_corner_size.width() + top_right_corner_size.width()))
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|             + 1 + blurred_edge_thickness,
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|         max(max(
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|                 top_left_corner_size.height() + bottom_left_corner_size.height(),
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|                 top_right_corner_size.height() + bottom_right_corner_size.height()),
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|             max(top_left_corner_size.height() + bottom_right_corner_size.height(),
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|                 bottom_left_corner_size.height() + top_right_corner_size.height()))
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|             + 1 + blurred_edge_thickness);
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| 
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|     auto top_left_corner_rect = DevicePixelRect {
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|         0, 0,
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|         top_left_corner_size.width() + double_radius,
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|         top_left_corner_size.height() + double_radius
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|     };
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|     auto top_right_corner_rect = DevicePixelRect {
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|         shadow_bitmap_rect.width() - (top_right_corner_size.width() + double_radius), 0,
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|         top_right_corner_size.width() + double_radius,
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|         top_right_corner_size.height() + double_radius
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|     };
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|     auto bottom_right_corner_rect = DevicePixelRect {
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|         shadow_bitmap_rect.width() - (bottom_right_corner_size.width() + double_radius),
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|         shadow_bitmap_rect.height() - (bottom_right_corner_size.height() + double_radius),
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|         bottom_right_corner_size.width() + double_radius,
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|         bottom_right_corner_size.height() + double_radius
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|     };
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|     auto bottom_left_corner_rect = DevicePixelRect {
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|         0, shadow_bitmap_rect.height() - (bottom_left_corner_size.height() + double_radius),
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|         bottom_left_corner_size.width() + double_radius,
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|         bottom_left_corner_size.height() + double_radius
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|     };
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| 
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|     auto horizontal_edge_width = min(max_edge_height, double_radius) + double_radius;
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|     auto vertical_edge_width = min(max_edge_width, double_radius) + double_radius;
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|     auto horizontal_top_edge_width = min(max_edge_height + extra_edge_height, double_radius) + double_radius;
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|     auto vertical_left_edge_width = min(max_edge_width + extra_edge_width, double_radius) + double_radius;
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| 
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|     DevicePixelRect left_edge_rect { 0, top_left_corner_rect.height(), vertical_left_edge_width, 1 };
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|     DevicePixelRect right_edge_rect { shadow_bitmap_rect.width() - vertical_edge_width, top_right_corner_rect.height(), vertical_edge_width, 1 };
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|     DevicePixelRect top_edge_rect { top_left_corner_rect.width(), 0, 1, horizontal_top_edge_width };
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|     DevicePixelRect bottom_edge_rect { bottom_left_corner_rect.width(), shadow_bitmap_rect.height() - horizontal_edge_width, 1, horizontal_edge_width };
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| 
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|     auto shadows_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, shadow_bitmap_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: {}", shadow_bitmap_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 corner_painter { *shadow_bitmap };
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|     Gfx::AntiAliasingPainter aa_corner_painter { corner_painter };
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| 
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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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| 
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|     auto paint_shadow_infill = [&] {
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|         if (!border_radii.has_any_radius())
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|             return painter.fill_rect(inner_bounding_rect.to_type<int>(), box_shadow_data.color);
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| 
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|         auto top_left_inner_width = top_left_corner_rect.width() - blurred_edge_thickness;
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|         auto top_left_inner_height = top_left_corner_rect.height() - blurred_edge_thickness;
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|         auto top_right_inner_width = top_right_corner_rect.width() - blurred_edge_thickness;
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|         auto top_right_inner_height = top_right_corner_rect.height() - blurred_edge_thickness;
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|         auto bottom_right_inner_width = bottom_right_corner_rect.width() - blurred_edge_thickness;
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|         auto bottom_right_inner_height = bottom_right_corner_rect.height() - blurred_edge_thickness;
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|         auto bottom_left_inner_width = bottom_left_corner_rect.width() - blurred_edge_thickness;
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|         auto bottom_left_inner_height = bottom_left_corner_rect.height() - blurred_edge_thickness;
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| 
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|         DevicePixelRect top_rect {
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|             inner_bounding_rect.x() + top_left_inner_width,
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|             inner_bounding_rect.y(),
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|             inner_bounding_rect.width() - top_left_inner_width - top_right_inner_width,
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|             top_left_inner_height
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|         };
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|         DevicePixelRect right_rect {
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|             inner_bounding_rect.x() + inner_bounding_rect.width() - top_right_inner_width,
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|             inner_bounding_rect.y() + top_right_inner_height,
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|             top_right_inner_width,
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|             inner_bounding_rect.height() - top_right_inner_height - bottom_right_inner_height
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|         };
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|         DevicePixelRect bottom_rect {
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|             inner_bounding_rect.x() + bottom_left_inner_width,
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|             inner_bounding_rect.y() + inner_bounding_rect.height() - bottom_right_inner_height,
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|             inner_bounding_rect.width() - bottom_left_inner_width - bottom_right_inner_width,
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|             bottom_right_inner_height
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|         };
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|         DevicePixelRect left_rect {
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|             inner_bounding_rect.x(),
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|             inner_bounding_rect.y() + top_left_inner_height,
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|             bottom_left_inner_width,
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|             inner_bounding_rect.height() - top_left_inner_height - bottom_left_inner_height
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|         };
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|         DevicePixelRect inner = {
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|             left_rect.x() + left_rect.width(),
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|             left_rect.y(),
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|             inner_bounding_rect.width() - left_rect.width() - right_rect.width(),
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|             inner_bounding_rect.height() - top_rect.height() - bottom_rect.height()
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|         };
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| 
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|         painter.fill_rect(top_rect.to_type<int>(), box_shadow_data.color);
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|         painter.fill_rect(right_rect.to_type<int>(), box_shadow_data.color);
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|         painter.fill_rect(bottom_rect.to_type<int>(), box_shadow_data.color);
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|         painter.fill_rect(left_rect.to_type<int>(), box_shadow_data.color);
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|         painter.fill_rect(inner.to_type<int>(), box_shadow_data.color);
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|     };
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| 
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|     auto left_start = inner_bounding_rect.left() - blurred_edge_thickness;
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|     auto right_start = inner_bounding_rect.left() + inner_bounding_rect.width() + (blurred_edge_thickness - vertical_edge_width);
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|     auto top_start = inner_bounding_rect.top() - blurred_edge_thickness;
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|     auto bottom_start = inner_bounding_rect.top() + inner_bounding_rect.height() + (blurred_edge_thickness - horizontal_edge_width);
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| 
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|     auto top_left_corner_blit_pos = inner_bounding_rect.top_left().translated(-blurred_edge_thickness, -blurred_edge_thickness);
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|     auto top_right_corner_blit_pos = inner_bounding_rect.top_right().translated(-top_right_corner_size.width() + double_radius, -blurred_edge_thickness);
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|     auto bottom_left_corner_blit_pos = inner_bounding_rect.bottom_left().translated(-blurred_edge_thickness, -bottom_left_corner_size.height() + double_radius);
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|     auto bottom_right_corner_blit_pos = inner_bounding_rect.bottom_right().translated(-bottom_right_corner_size.width() + double_radius, -bottom_right_corner_size.height() + double_radius);
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| 
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|     auto paint_shadow = [&](DevicePixelRect clip_rect) {
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|         Gfx::PainterStateSaver save { painter };
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|         painter.add_clip_rect(clip_rect.to_type<int>());
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| 
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|         paint_shadow_infill();
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| 
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|         // Corners
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|         painter.blit(top_left_corner_blit_pos.to_type<int>(), shadow_bitmap, top_left_corner_rect.to_type<int>());
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|         painter.blit(top_right_corner_blit_pos.to_type<int>(), shadow_bitmap, top_right_corner_rect.to_type<int>());
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|         painter.blit(bottom_left_corner_blit_pos.to_type<int>(), shadow_bitmap, bottom_left_corner_rect.to_type<int>());
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|         painter.blit(bottom_right_corner_blit_pos.to_type<int>(), shadow_bitmap, bottom_right_corner_rect.to_type<int>());
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| 
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|         // Horizontal edges
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|         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)
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|             painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect.to_type<int>());
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|         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)
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|             painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect.to_type<int>());
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| 
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|         // Vertical edges
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|         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)
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|             painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect.to_type<int>());
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|         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(), 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(), 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, 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, -bottom_right_corner.vertical_radius));
 | |
|         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));
 | |
|         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);
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| 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>());
 | |
|     }
 | |
| }
 | |
| 
 | |
| }
 |