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serenity/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp
MacDue 104642507a LibWeb: Fix box-shadows on elements smaller than the blur diameter
This commit adds some finagling and shrinking of the corner bitmap
to handle drawing shadows on elements where the shadow radius >
half the width or height of the element. Previously things would
go horribly wrong when this happend.

There could still be some edge cases, but things seem to be working
fairly well now.
2022-06-30 11:16:22 +02:00

384 lines
20 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
* Copyright (c) 2022, MacDue <macdue@dueutil.tech>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/DisjointRectSet.h>
#include <LibGfx/Filters/StackBlurFilter.h>
#include <LibGfx/Painter.h>
#include <LibWeb/Layout/LineBoxFragment.h>
#include <LibWeb/Painting/BorderPainting.h>
#include <LibWeb/Painting/BorderRadiusCornerClipper.h>
#include <LibWeb/Painting/PaintContext.h>
#include <LibWeb/Painting/ShadowPainting.h>
namespace Web::Painting {
void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, BorderRadiiData const& border_radii, Vector<ShadowData> 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<BorderRadiusCornerClipper> 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<ShadowData> 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<int>(ceilf(fragment.width())),
static_cast<int>(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);
}
}
}