ladybird/Userland/Libraries/LibWeb/Painting/BorderPainting.cpp
James Bellamy 7ab62ecd16 LibWeb: When painting, reduce computation cost by using the reciprocal
Rather than dividing the rect width and high by the border lengths,
this change multiples those lengths by the reciprocal of the width
and height because this is a faster operation. When mousing around on
the html spec website, the profile showed that inline painting
went from ~15% to ~3%
2022-03-25 21:32:19 +01:00

297 lines
12 KiB
C++

/*
* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/Painter.h>
#include <LibWeb/Painting/BorderPainting.h>
#include <LibWeb/Painting/PaintContext.h>
namespace Web::Painting {
BorderRadiusData normalized_border_radius_data(Layout::Node const& node, Gfx::FloatRect const& rect, CSS::LengthPercentage top_left_radius, CSS::LengthPercentage top_right_radius, CSS::LengthPercentage bottom_right_radius, CSS::LengthPercentage bottom_left_radius)
{
// FIXME: Some values should be relative to the height() if specified, but which?
// Spec just says "Refer to corresponding dimension of the border box."
// For now, all relative values are relative to the width.
auto width_length = CSS::Length::make_px(rect.width());
auto bottom_left_radius_px = bottom_left_radius.resolved(node, width_length).to_px(node);
auto bottom_right_radius_px = bottom_right_radius.resolved(node, width_length).to_px(node);
auto top_left_radius_px = top_left_radius.resolved(node, width_length).to_px(node);
auto top_right_radius_px = top_right_radius.resolved(node, width_length).to_px(node);
// Scale overlapping curves according to https://www.w3.org/TR/css-backgrounds-3/#corner-overlap
auto f = 1.0f;
auto width_reciprocal = 1.0f / rect.width();
auto height_reciprocal = 1.0f / rect.height();
f = max(f, width_reciprocal * (top_left_radius_px + top_right_radius_px));
f = max(f, height_reciprocal * (top_right_radius_px + bottom_right_radius_px));
f = max(f, width_reciprocal * (bottom_left_radius_px + bottom_right_radius_px));
f = max(f, height_reciprocal * (top_left_radius_px + bottom_left_radius_px));
f = 1.0f / f;
top_left_radius_px = (int)(top_left_radius_px * f);
top_right_radius_px = (int)(top_right_radius_px * f);
bottom_right_radius_px = (int)(bottom_right_radius_px * f);
bottom_left_radius_px = (int)(bottom_left_radius_px * f);
return BorderRadiusData { top_left_radius_px, top_right_radius_px, bottom_right_radius_px, bottom_left_radius_px };
}
void paint_border(PaintContext& context, BorderEdge edge, Gfx::FloatRect const& a_rect, BorderRadiusData const& border_radius_data, BordersData const& borders_data)
{
// FIXME: This is a hack that snaps the incoming rect to integer pixel values before painting each side.
// This needs a more general solution.
auto rect = enclosing_int_rect(a_rect).to_type<float>();
const auto& border_data = [&] {
switch (edge) {
case BorderEdge::Top:
return borders_data.top;
case BorderEdge::Right:
return borders_data.right;
case BorderEdge::Bottom:
return borders_data.bottom;
default: // BorderEdge::Left:
return borders_data.left;
}
}();
float width = border_data.width;
if (width <= 0)
return;
auto color = border_data.color;
auto border_style = border_data.line_style;
int int_width = max((int)width, 1);
struct Points {
Gfx::FloatPoint p1;
Gfx::FloatPoint p2;
};
auto points_for_edge = [](BorderEdge edge, const Gfx::FloatRect& rect) -> Points {
switch (edge) {
case BorderEdge::Top:
return { rect.top_left(), rect.top_right() };
case BorderEdge::Right:
return { rect.top_right(), rect.bottom_right() };
case BorderEdge::Bottom:
return { rect.bottom_left(), rect.bottom_right() };
default: // Edge::Left
return { rect.top_left(), rect.bottom_left() };
}
};
auto [p1, p2] = points_for_edge(edge, rect);
if (border_style == CSS::LineStyle::Inset) {
auto top_left_color = Color::from_rgb(0x5a5a5a);
auto bottom_right_color = Color::from_rgb(0x888888);
color = (edge == BorderEdge::Left || edge == BorderEdge::Top) ? top_left_color : bottom_right_color;
} else if (border_style == CSS::LineStyle::Outset) {
auto top_left_color = Color::from_rgb(0x888888);
auto bottom_right_color = Color::from_rgb(0x5a5a5a);
color = (edge == BorderEdge::Left || edge == BorderEdge::Top) ? top_left_color : bottom_right_color;
}
auto gfx_line_style = Gfx::Painter::LineStyle::Solid;
if (border_style == CSS::LineStyle::Dotted)
gfx_line_style = Gfx::Painter::LineStyle::Dotted;
if (border_style == CSS::LineStyle::Dashed)
gfx_line_style = Gfx::Painter::LineStyle::Dashed;
if (gfx_line_style != Gfx::Painter::LineStyle::Solid) {
switch (edge) {
case BorderEdge::Top:
p1.translate_by(int_width / 2, int_width / 2);
p2.translate_by(-int_width / 2, int_width / 2);
break;
case BorderEdge::Right:
p1.translate_by(-int_width / 2, int_width / 2);
p2.translate_by(-int_width / 2, -int_width / 2);
break;
case BorderEdge::Bottom:
p1.translate_by(int_width / 2, -int_width / 2);
p2.translate_by(-int_width / 2, -int_width / 2);
break;
case BorderEdge::Left:
p1.translate_by(int_width / 2, int_width / 2);
p2.translate_by(int_width / 2, -int_width / 2);
break;
}
context.painter().draw_line({ (int)p1.x(), (int)p1.y() }, { (int)p2.x(), (int)p2.y() }, color, int_width, gfx_line_style);
return;
}
auto draw_line = [&](auto& p1, auto& p2) {
context.painter().draw_line({ (int)p1.x(), (int)p1.y() }, { (int)p2.x(), (int)p2.y() }, color, 1, gfx_line_style);
};
float p1_step = 0;
float p2_step = 0;
bool has_top_left_radius = border_radius_data.top_left > 0;
bool has_top_right_radius = border_radius_data.top_right > 0;
bool has_bottom_left_radius = border_radius_data.bottom_left > 0;
bool has_bottom_right_radius = border_radius_data.bottom_right > 0;
switch (edge) {
case BorderEdge::Top:
p1_step = has_top_left_radius ? 0 : borders_data.left.width / (float)int_width;
p2_step = has_top_right_radius ? 0 : borders_data.right.width / (float)int_width;
for (int i = 0; i < int_width; ++i) {
draw_line(p1, p2);
p1.translate_by(p1_step, 1);
p2.translate_by(-p2_step, 1);
}
break;
case BorderEdge::Right:
p1_step = has_top_right_radius ? 0 : borders_data.top.width / (float)int_width;
p2_step = has_bottom_right_radius ? 0 : borders_data.bottom.width / (float)int_width;
for (int i = int_width - 1; i >= 0; --i) {
draw_line(p1, p2);
p1.translate_by(-1, p1_step);
p2.translate_by(-1, -p2_step);
}
break;
case BorderEdge::Bottom:
p1_step = has_bottom_left_radius ? 0 : borders_data.left.width / (float)int_width;
p2_step = has_bottom_right_radius ? 0 : borders_data.right.width / (float)int_width;
for (int i = int_width - 1; i >= 0; --i) {
draw_line(p1, p2);
p1.translate_by(p1_step, -1);
p2.translate_by(-p2_step, -1);
}
break;
case BorderEdge::Left:
p1_step = has_top_left_radius ? 0 : borders_data.top.width / (float)int_width;
p2_step = has_bottom_left_radius ? 0 : borders_data.bottom.width / (float)int_width;
for (int i = 0; i < int_width; ++i) {
draw_line(p1, p2);
p1.translate_by(1, p1_step);
p2.translate_by(1, -p2_step);
}
break;
}
}
void paint_all_borders(PaintContext& context, Gfx::FloatRect const& bordered_rect, BorderRadiusData const& border_radius_data, BordersData const& borders_data)
{
auto const border_rect = bordered_rect;
auto const top_left_radius = border_radius_data.top_left;
auto const top_right_radius = border_radius_data.top_right;
auto const bottom_right_radius = border_radius_data.bottom_right;
auto const bottom_left_radius = border_radius_data.bottom_left;
// FIXME: Support elliptical border radii.
Gfx::FloatRect top_border_rect = {
border_rect.x() + top_left_radius,
border_rect.y(),
border_rect.width() - top_left_radius - top_right_radius,
border_rect.height()
};
Gfx::FloatRect right_border_rect = {
border_rect.x(),
border_rect.y() + top_right_radius,
border_rect.width(),
border_rect.height() - top_right_radius - bottom_right_radius
};
Gfx::FloatRect bottom_border_rect = {
border_rect.x() + bottom_left_radius,
border_rect.y(),
border_rect.width() - bottom_left_radius - bottom_right_radius,
border_rect.height()
};
Gfx::FloatRect left_border_rect = {
border_rect.x(),
border_rect.y() + top_left_radius,
border_rect.width(),
border_rect.height() - top_left_radius - bottom_left_radius
};
Painting::paint_border(context, Painting::BorderEdge::Top, top_border_rect, border_radius_data, borders_data);
Painting::paint_border(context, Painting::BorderEdge::Right, right_border_rect, border_radius_data, borders_data);
Painting::paint_border(context, Painting::BorderEdge::Bottom, bottom_border_rect, border_radius_data, borders_data);
Painting::paint_border(context, Painting::BorderEdge::Left, left_border_rect, border_radius_data, borders_data);
// Draws a quarter circle clockwise
auto draw_quarter_circle = [&](Gfx::FloatPoint const& from, Gfx::FloatPoint const& to, Gfx::Color color, int thickness) {
Gfx::FloatPoint center = { 0, 0 };
Gfx::FloatPoint offset = { 0, 0 };
Gfx::FloatPoint circle_position = { 0, 0 };
auto radius = fabsf(from.x() - to.x());
if (from.x() < to.x() && from.y() > to.y()) {
// top-left
center.set_x(radius);
center.set_y(radius);
offset.set_y(1);
} else if (from.x() < to.x() && from.y() < to.y()) {
// top-right
circle_position.set_x(from.x());
center.set_y(radius);
offset.set_x(-1);
offset.set_y(1);
} else if (from.x() > to.x() && from.y() < to.y()) {
// bottom-right
circle_position.set_x(to.x());
circle_position.set_y(from.y());
offset.set_x(-1);
} else if (from.x() > to.x() && from.y() > to.y()) {
// bottom-left
circle_position.set_y(to.y());
center.set_x(radius);
} else {
// You are lying about your intentions of drawing a quarter circle, your coordinates are (partly) the same!
return;
}
Gfx::FloatRect circle_rect = {
border_rect.x() + circle_position.x(),
border_rect.y() + circle_position.y(),
radius,
radius
};
context.painter().draw_circle_arc_intersecting(
Gfx::enclosing_int_rect(circle_rect),
(center + offset).to_rounded<int>(),
radius,
color,
thickness);
};
// FIXME: Which color to use?
if (top_left_radius != 0) {
Gfx::FloatPoint arc_start = { 0, top_left_radius };
Gfx::FloatPoint arc_end = { top_left_radius, 0 };
draw_quarter_circle(arc_start, arc_end, borders_data.top.color, borders_data.top.width);
}
if (top_right_radius != 0) {
Gfx::FloatPoint arc_start = { top_left_radius + top_border_rect.width(), 0 };
Gfx::FloatPoint arc_end = { bordered_rect.width(), top_right_radius };
draw_quarter_circle(arc_start, arc_end, borders_data.top.color, borders_data.top.width);
}
if (bottom_right_radius != 0) {
Gfx::FloatPoint arc_start = { bordered_rect.width(), top_right_radius + right_border_rect.height() };
Gfx::FloatPoint arc_end = { bottom_border_rect.width() + bottom_left_radius, bordered_rect.height() };
draw_quarter_circle(arc_start, arc_end, borders_data.bottom.color, borders_data.bottom.width);
}
if (bottom_left_radius != 0) {
Gfx::FloatPoint arc_start = { bottom_left_radius, bordered_rect.height() };
Gfx::FloatPoint arc_end = { 0, bordered_rect.height() - bottom_left_radius };
draw_quarter_circle(arc_start, arc_end, borders_data.bottom.color, borders_data.bottom.width);
}
}
}