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https://github.com/RGBCube/serenity
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This avoids a bunch of unnecessary work in Painter which not only took time, but sometimes also led to alignment issues. draw_text_run() will draw the text where we tell it, and that's it.
178 lines
8.5 KiB
C++
178 lines
8.5 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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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGfx/DisjointRectSet.h>
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#include <LibGfx/Filters/FastBoxBlurFilter.h>
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#include <LibGfx/Painter.h>
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#include <LibWeb/Layout/LineBoxFragment.h>
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#include <LibWeb/Painting/PaintContext.h>
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#include <LibWeb/Painting/ShadowPainting.h>
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namespace Web::Painting {
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void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, Vector<ShadowData> const& box_shadow_layers)
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{
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if (box_shadow_layers.is_empty())
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return;
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auto& painter = context.painter();
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (int layer_index = box_shadow_layers.size() - 1; layer_index >= 0; layer_index--) {
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auto& box_shadow_data = box_shadow_layers[layer_index];
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// FIXME: Paint inset shadows.
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if (box_shadow_data.placement != ShadowPlacement::Outer)
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continue;
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// FIXME: Account for rounded corners.
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auto fill_rect_masked = [](auto& painter, auto fill_rect, auto mask_rect, auto color) {
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Gfx::DisjointRectSet 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, color);
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};
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// If there's no blurring, we can save a lot of effort.
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if (box_shadow_data.blur_radius == 0) {
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fill_rect_masked(painter, content_rect.inflated(box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance, box_shadow_data.spread_distance).translated(box_shadow_data.offset_x, box_shadow_data.offset_y), content_rect, box_shadow_data.color);
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continue;
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}
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auto expansion = box_shadow_data.spread_distance - (box_shadow_data.blur_radius * 2);
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Gfx::IntRect solid_rect = {
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content_rect.x() + box_shadow_data.offset_x - expansion,
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content_rect.y() + box_shadow_data.offset_y - expansion,
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content_rect.width() + 2 * expansion,
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content_rect.height() + 2 * expansion
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};
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fill_rect_masked(painter, solid_rect, content_rect, box_shadow_data.color);
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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 corner_size = box_shadow_data.blur_radius * 4;
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Gfx::IntRect corner_rect { 0, 0, corner_size, corner_size };
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Gfx::IntRect all_corners_rect { 0, 0, corner_size * 2 + 1, corner_size * 2 + 1 };
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Gfx::IntRect left_edge_rect { 0, corner_size, corner_size, 1 };
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Gfx::IntRect right_edge_rect { all_corners_rect.width() - corner_size, corner_size, corner_size, 1 };
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Gfx::IntRect top_edge_rect { corner_size, 0, 1, corner_size };
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Gfx::IntRect bottom_edge_rect { corner_size, all_corners_rect.height() - corner_size, 1, corner_size };
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auto shadows_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, all_corners_rect.size());
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if (shadows_bitmap.is_error()) {
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dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", 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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auto double_radius = box_shadow_data.blur_radius * 2;
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corner_painter.fill_rect(all_corners_rect.shrunken(double_radius, double_radius, double_radius, double_radius), box_shadow_data.color);
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Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
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filter.apply_three_passes(box_shadow_data.blur_radius);
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auto left_start = solid_rect.left() - corner_size;
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auto right_start = solid_rect.left() + solid_rect.width();
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auto top_start = solid_rect.top() - corner_size;
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auto bottom_start = solid_rect.top() + solid_rect.height();
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// FIXME: Painter only lets us define a clip-rect which discards drawing outside of it, whereas here we want
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// a rect which discards drawing inside it. So, we run the draw operations 4 times with clip-rects
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// covering each side of the content_rect exactly once.
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auto paint_shadow = [&](Gfx::IntRect clip_rect) {
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painter.save();
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painter.add_clip_rect(clip_rect);
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// Paint corners
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painter.blit({ left_start, top_start }, shadow_bitmap, corner_rect);
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painter.blit({ right_start, top_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, 0));
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painter.blit({ left_start, bottom_start }, shadow_bitmap, corner_rect.translated(0, corner_rect.height() + 1));
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painter.blit({ right_start, bottom_start }, shadow_bitmap, corner_rect.translated(corner_rect.width() + 1, corner_rect.height() + 1));
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// Horizontal edges
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for (auto y = solid_rect.top(); y <= solid_rect.bottom(); ++y) {
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painter.blit({ left_start, y }, shadow_bitmap, left_edge_rect);
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painter.blit({ right_start, y }, shadow_bitmap, right_edge_rect);
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}
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// Vertical edges
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for (auto x = solid_rect.left(); x <= solid_rect.right(); ++x) {
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painter.blit({ x, top_start }, shadow_bitmap, top_edge_rect);
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painter.blit({ x, bottom_start }, shadow_bitmap, bottom_edge_rect);
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}
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painter.restore();
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};
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// Everything above content_rect, including sides
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paint_shadow({ 0, 0, painter.target()->width(), content_rect.top() });
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// Everything below content_rect, including sides
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paint_shadow({ 0, content_rect.bottom() + 1, painter.target()->width(), painter.target()->height() });
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// Everything directly to the left of content_rect
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paint_shadow({ 0, content_rect.top(), content_rect.left(), content_rect.height() });
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// Everything directly to the right of content_rect
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paint_shadow({ content_rect.right() + 1, content_rect.top(), painter.target()->width(), content_rect.height() });
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}
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}
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void paint_text_shadow(PaintContext& context, Layout::LineBoxFragment const& fragment, Vector<ShadowData> const& shadow_layers)
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{
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if (shadow_layers.is_empty())
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return;
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auto& painter = context.painter();
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (auto& layer : shadow_layers.in_reverse()) {
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// Space around the painted text to allow it to blur.
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// FIXME: Include spread in this once we use that.
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auto margin = layer.blur_radius * 2;
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Gfx::IntRect text_rect {
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margin, margin,
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static_cast<int>(ceilf(fragment.width())),
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static_cast<int>(ceilf(fragment.height()))
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};
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Gfx::IntRect bounding_rect {
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0, 0,
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text_rect.width() + margin + margin,
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text_rect.height() + margin + margin
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};
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// FIXME: Figure out the maximum bitmap size for all shadows and then allocate it once and reuse it?
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auto maybe_shadow_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size());
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if (maybe_shadow_bitmap.is_error()) {
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dbgln("Unable to allocate temporary bitmap for box-shadow rendering: {}", maybe_shadow_bitmap.error());
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return;
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}
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auto shadow_bitmap = maybe_shadow_bitmap.release_value();
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Gfx::Painter shadow_painter { *shadow_bitmap };
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shadow_painter.set_font(context.painter().font());
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// FIXME: "Spread" the shadow somehow.
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Gfx::FloatPoint baseline_start(text_rect.x(), text_rect.y() + fragment.baseline());
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shadow_painter.draw_text_run(baseline_start, Utf8View(fragment.text()), context.painter().font(), layer.color);
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// Blur
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Gfx::FastBoxBlurFilter filter(*shadow_bitmap);
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filter.apply_three_passes(layer.blur_radius);
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auto draw_rect = Gfx::enclosing_int_rect(fragment.absolute_rect());
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Gfx::IntPoint draw_location {
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draw_rect.x() + layer.offset_x - margin,
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draw_rect.y() + layer.offset_y - margin
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};
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painter.blit(draw_location, *shadow_bitmap, bounding_rect);
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}
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}
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}
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