Prep for moving display-list rasterization out of LibWeb by moving the device-pixel corner radius, corner clip, and anti-aliasing types to LibGfx. Keep BorderRadiiData in LibWeb as the CSS-pixel representation and convert it to Gfx corner radii when recording display-list commands.
151 lines
6.8 KiB
C++
151 lines
6.8 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <andreas@ladybird.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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#include <LibWeb/Painting/BorderRadiusCornerClipper.h>
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#include <LibWeb/Painting/DisplayListRecorder.h>
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#include <LibWeb/Painting/DisplayListRecordingContext.h>
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#include <LibWeb/Painting/PaintableBox.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(DisplayListRecordingContext& context,
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CSSPixelRect const& bordered_content_rect,
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CSSPixelRect const& borderless_content_rect,
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BordersData const& borders_data,
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BorderRadiiData const& border_radii,
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Vector<ShadowData> const& box_shadow_layers)
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{
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auto corner_radii = border_radii.as_corners(context.device_pixel_converter());
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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& box_shadow_data : box_shadow_layers.in_reverse()) {
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auto offset_x = context.rounded_device_pixels(box_shadow_data.offset_x).value();
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auto offset_y = context.rounded_device_pixels(box_shadow_data.offset_y).value();
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auto blur_radius = context.rounded_device_pixels(box_shadow_data.blur_radius).value();
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auto spread_distance = context.rounded_device_pixels(box_shadow_data.spread_distance).value();
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DevicePixelRect device_content_rect;
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if (box_shadow_data.placement == ShadowPlacement::Inner) {
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device_content_rect = context.rounded_device_rect(borderless_content_rect);
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} else {
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device_content_rect = context.rounded_device_rect(bordered_content_rect);
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}
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auto device_content_rect_int = device_content_rect.to_type<int>();
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if (box_shadow_data.placement == ShadowPlacement::Inner) {
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auto outer_shadow_rect = device_content_rect_int.translated({ offset_x, offset_y });
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auto inner_shadow_rect = outer_shadow_rect.inflated(-spread_distance, -spread_distance, -spread_distance, -spread_distance);
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outer_shadow_rect.inflate(
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blur_radius + offset_y,
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blur_radius + abs(offset_x),
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blur_radius + abs(offset_y),
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blur_radius + offset_x);
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auto inner_shadow_corner_radii = corner_radii;
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inner_shadow_corner_radii.adjust_corners_for_spread_distance(-spread_distance);
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auto shrinked_border_radii = border_radii;
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shrinked_border_radii.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, device_content_rect, shrinked_border_radii, Gfx::CornerClip::Outside };
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context.display_list_recorder().paint_inner_box_shadow(PaintInnerBoxShadow {
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.color = box_shadow_data.color,
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.blur_radius = blur_radius,
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.device_content_rect = device_content_rect_int,
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.content_corner_radii = corner_radii,
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.outer_shadow_rect = outer_shadow_rect,
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.inner_shadow_rect = inner_shadow_rect,
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.inner_shadow_corner_radii = inner_shadow_corner_radii,
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});
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} else {
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auto shadow_rect = device_content_rect_int;
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shadow_rect.inflate(spread_distance, spread_distance, spread_distance, spread_distance);
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shadow_rect.translate_by(offset_x, offset_y);
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auto shadow_corner_radii = corner_radii;
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shadow_corner_radii.adjust_corners_for_spread_distance(spread_distance);
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ScopedCornerRadiusClip corner_clipper { context, device_content_rect, border_radii, Gfx::CornerClip::Inside };
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context.display_list_recorder().paint_outer_box_shadow(PaintOuterBoxShadow {
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.color = box_shadow_data.color,
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.blur_radius = blur_radius,
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.device_content_rect = device_content_rect_int,
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.content_corner_radii = corner_radii,
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.shadow_rect = shadow_rect,
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.shadow_corner_radii = shadow_corner_radii,
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});
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}
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}
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}
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void paint_text_shadow(DisplayListRecordingContext& context, PaintableFragment::FragmentSpan const& span)
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{
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auto const& fragment = span.fragment;
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auto const& shadow_layers = span.shadow_layers.has_value() ? *span.shadow_layers : fragment.shadows();
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if (shadow_layers.is_empty())
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return;
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auto glyph_run = fragment.glyph_run();
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if (!glyph_run || glyph_run->glyphs().is_empty())
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return;
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// If this is a partial span, slice the glyph run to only include the relevant glyphs.
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auto const& glyphs = glyph_run->glyphs();
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if (span.start_code_unit != 0 || span.end_code_unit != fragment.length_in_code_units()) {
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size_t start_glyph = 0;
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size_t glyph_count = 0;
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size_t code_unit_offset = 0;
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for (size_t i = 0; i < glyphs.size(); ++i) {
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if (code_unit_offset == span.start_code_unit)
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start_glyph = i;
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code_unit_offset += glyphs[i].length_in_code_units;
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if (code_unit_offset == span.end_code_unit) {
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glyph_count = i - start_glyph + 1;
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break;
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}
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}
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if (glyph_count > 0)
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glyph_run = glyph_run->slice(start_glyph, glyph_count);
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}
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auto fragment_width = context.enclosing_device_pixels(fragment.width()).value();
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auto fragment_height = context.enclosing_device_pixels(fragment.height()).value();
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auto fragment_baseline = context.rounded_device_pixels(fragment.baseline()).value();
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auto fragment_absolute_rect = fragment.absolute_rect();
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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 const& layer : shadow_layers.in_reverse()) {
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int blur_radius = context.rounded_device_pixels(layer.blur_radius).value();
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// Space around the painted text to allow it to blur.
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int margin = blur_radius * 2;
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Gfx::IntRect text_rect {
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margin, margin,
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fragment_width, 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: this is close but not quite perfect. non integer scale values can be offset by tiny amounts.
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auto css_margin = layer.blur_radius * 2;
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auto scale = context.device_pixels_per_css_pixel();
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auto draw_location = Gfx::FloatPoint {
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fragment_absolute_rect.x() + layer.offset_x - css_margin,
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fragment_absolute_rect.y() + layer.offset_y - css_margin,
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} * (float)scale;
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context.display_list_recorder().paint_text_shadow(blur_radius, bounding_rect, text_rect.translated(0, fragment_baseline), *glyph_run, scale, layer.color, draw_location);
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}
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}
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}
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