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breezeboxshadowrenderer.cpp
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breezeboxshadowrenderer.cpp
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/*
* Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
*
* The box blur implementation is based on AlphaBoxBlur from Firefox.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
// own
#include "breezeboxshadowrenderer.h"
// auto-generated
//#include "config-breezecommon.h"
// Qt
#include <QPainter>
#ifdef BREEZE_COMMON_USE_KDE4
#include <QtCore/qmath.h>
#else
#include <QtMath>
#endif
namespace Breeze
{
static inline int calculateBlurRadius(qreal stdDev)
{
// See https://www.w3.org/TR/SVG11/filters.html#feGaussianBlurElement
const qreal gaussianScaleFactor = (3.0 * qSqrt(2.0 * M_PI) / 4.0) * 1.5;
return qMax(2, qFloor(stdDev * gaussianScaleFactor + 0.5));
}
static inline qreal calculateBlurStdDev(int radius)
{
// https://www.w3.org/TR/css-backgrounds-3/#shadow-blur says that the resulting
// shadow must approximate the image that would be generated by applying to the
// shadow a Gaussian blur with a standard deviation equal to half the blur radius,
// but we had been using a slightly different (non-standard compliant) routine to
// derive the standard deviation before, so in order to not break existing shadow
// params, we're not following the standard.
return radius * 0.43; // TODO: Multiply by 0.5 instead.
}
static inline QSize calculateBlurExtent(int radius)
{
const int blurRadius = calculateBlurRadius(calculateBlurStdDev(radius));
return QSize(blurRadius, blurRadius);
}
struct BoxLobes
{
int left; ///< how many pixels sample to the left
int right; ///< how many pixels sample to the right
};
/**
* Compute box filter parameters.
*
* @param radius The blur radius.
* @returns Parameters for three box filters.
**/
static QVector<BoxLobes> computeLobes(int radius)
{
const int blurRadius = calculateBlurRadius(calculateBlurStdDev(radius));
const int z = blurRadius / 3;
int major;
int minor;
int final;
switch (blurRadius % 3) {
case 0:
major = z;
minor = z;
final = z;
break;
case 1:
major = z + 1;
minor = z;
final = z;
break;
case 2:
major = z + 1;
minor = z;
final = z + 1;
break;
default:
#if !BREEZE_COMMON_USE_KDE4
Q_UNREACHABLE();
#endif
break;
}
Q_ASSERT(major + minor + final == blurRadius);
return {
{major, minor},
{minor, major},
{final, final}
};
}
/**
* Process a row with a box filter.
*
* @param src The start of the row.
* @param dst The destination.
* @param width The width of the row, in pixels.
* @param horizontalStride The number of bytes from one alpha value to the
* next alpha value.
* @param verticalStride The number of bytes from one row to the next row.
* @param lobes Params of the box filter.
* @param transposeInput Whether the input is transposed.
* @param transposeOutput Whether the output should be transposed.
**/
static inline void boxBlurRowAlpha(const uint8_t *src, uint8_t *dst, int width, int horizontalStride,
int verticalStride, const BoxLobes &lobes, bool transposeInput,
bool transposeOutput)
{
const int inputStep = transposeInput ? verticalStride : horizontalStride;
const int outputStep = transposeOutput ? verticalStride : horizontalStride;
const int boxSize = lobes.left + 1 + lobes.right;
const int reciprocal = (1 << 24) / boxSize;
uint32_t alphaSum = (boxSize + 1) / 2;
const uint8_t *left = src;
const uint8_t *right = src;
uint8_t *out = dst;
const uint8_t firstValue = src[0];
const uint8_t lastValue = src[(width - 1) * inputStep];
alphaSum += firstValue * lobes.left;
const uint8_t *initEnd = src + (boxSize - lobes.left) * inputStep;
while (right < initEnd) {
alphaSum += *right;
right += inputStep;
}
const uint8_t *leftEnd = src + boxSize * inputStep;
while (right < leftEnd) {
*out = (alphaSum * reciprocal) >> 24;
alphaSum += *right - firstValue;
right += inputStep;
out += outputStep;
}
const uint8_t *centerEnd = src + width * inputStep;
while (right < centerEnd) {
*out = (alphaSum * reciprocal) >> 24;
alphaSum += *right - *left;
left += inputStep;
right += inputStep;
out += outputStep;
}
const uint8_t *rightEnd = dst + width * outputStep;
while (out < rightEnd) {
*out = (alphaSum * reciprocal) >> 24;
alphaSum += lastValue - *left;
left += inputStep;
out += outputStep;
}
}
/**
* Blur the alpha channel of a given image.
*
* @param image The input image.
* @param radius The blur radius.
* @param rect Specifies what part of the image to blur. If nothing is provided, then
* the whole alpha channel of the input image will be blurred.
**/
static inline void boxBlurAlpha(QImage &image, int radius, const QRect &rect = {})
{
if (radius < 2) {
return;
}
const QVector<BoxLobes> lobes = computeLobes(radius);
const QRect blurRect = rect.isNull() ? image.rect() : rect;
const int alphaOffset = QSysInfo::ByteOrder == QSysInfo::BigEndian ? 0 : 3;
const int width = blurRect.width();
const int height = blurRect.height();
const int rowStride = image.bytesPerLine();
const int pixelStride = image.depth() >> 3;
const int bufferStride = qMax(width, height) * pixelStride;
QScopedPointer<uint8_t, QScopedPointerArrayDeleter<uint8_t> > buf(new uint8_t[2 * bufferStride]);
uint8_t *buf1 = buf.data();
uint8_t *buf2 = buf1 + bufferStride;
// Blur the image in horizontal direction.
for (int i = 0; i < height; ++i) {
uint8_t *row = image.scanLine(blurRect.y() + i) + blurRect.x() * pixelStride + alphaOffset;
boxBlurRowAlpha(row, buf1, width, pixelStride, rowStride, lobes[0], false, false);
boxBlurRowAlpha(buf1, buf2, width, pixelStride, rowStride, lobes[1], false, false);
boxBlurRowAlpha(buf2, row, width, pixelStride, rowStride, lobes[2], false, false);
}
// Blur the image in vertical direction.
for (int i = 0; i < width; ++i) {
uint8_t *column = image.scanLine(blurRect.y()) + (blurRect.x() + i) * pixelStride + alphaOffset;
boxBlurRowAlpha(column, buf1, height, pixelStride, rowStride, lobes[0], true, false);
boxBlurRowAlpha(buf1, buf2, height, pixelStride, rowStride, lobes[1], false, false);
boxBlurRowAlpha(buf2, column, height, pixelStride, rowStride, lobes[2], false, true);
}
}
static inline void mirrorTopLeftQuadrant(QImage &image)
{
const int width = image.width();
const int height = image.height();
const int centerX = qCeil(width * 0.5);
const int centerY = qCeil(height * 0.5);
const int alphaOffset = QSysInfo::ByteOrder == QSysInfo::BigEndian ? 0 : 3;
const int stride = image.depth() >> 3;
for (int y = 0; y < centerY; ++y) {
uint8_t *in = image.scanLine(y) + alphaOffset;
uint8_t *out = in + (width - 1) * stride;
for (int x = 0; x < centerX; ++x, in += stride, out -= stride) {
*out = *in;
}
}
for (int y = 0; y < centerY; ++y) {
const uint8_t *in = image.scanLine(y) + alphaOffset;
uint8_t *out = image.scanLine(width - y - 1) + alphaOffset;
for (int x = 0; x < width; ++x, in += stride, out += stride) {
*out = *in;
}
}
}
static void renderShadow(QPainter *painter, const QRect &rect, qreal borderRadius, const QPoint &offset, int radius, const QColor &color)
{
const QSize inflation = calculateBlurExtent(radius);
const QSize size = rect.size() + 2 * inflation;
#if BREEZE_COMMON_USE_KDE4
const qreal dpr = 1.0;
#else
const qreal dpr = painter->device()->devicePixelRatioF();
#endif
QImage shadow(size * dpr, QImage::Format_ARGB32_Premultiplied);
#if !BREEZE_COMMON_USE_KDE4
shadow.setDevicePixelRatio(dpr);
#endif
shadow.fill(Qt::transparent);
QRect boxRect(QPoint(0, 0), rect.size());
boxRect.moveCenter(QRect(QPoint(0, 0), size).center());
const qreal xRadius = 2.0 * borderRadius / boxRect.width();
const qreal yRadius = 2.0 * borderRadius / boxRect.height();
QPainter shadowPainter;
shadowPainter.begin(&shadow);
shadowPainter.setRenderHint(QPainter::Antialiasing);
shadowPainter.setPen(Qt::NoPen);
shadowPainter.setBrush(Qt::black);
shadowPainter.drawRoundedRect(boxRect, xRadius, yRadius);
shadowPainter.end();
// Because the shadow texture is symmetrical, that's enough to blur
// only the top-left quadrant and then mirror it.
const QRect blurRect(0, 0, qCeil(shadow.width() * 0.5), qCeil(shadow.height() * 0.5));
const int scaledRadius = qRound(radius * dpr);
boxBlurAlpha(shadow, scaledRadius, blurRect);
mirrorTopLeftQuadrant(shadow);
// Give the shadow a tint of the desired color.
shadowPainter.begin(&shadow);
shadowPainter.setCompositionMode(QPainter::CompositionMode_SourceIn);
shadowPainter.fillRect(shadow.rect(), color);
shadowPainter.end();
// Actually, present the shadow.
QRect shadowRect = shadow.rect();
shadowRect.setSize(shadowRect.size() / dpr);
shadowRect.moveCenter(rect.center() + offset);
painter->drawImage(shadowRect, shadow);
}
void BoxShadowRenderer::setBoxSize(const QSize &size)
{
m_boxSize = size;
}
void BoxShadowRenderer::setBorderRadius(qreal radius)
{
m_borderRadius = radius;
}
void BoxShadowRenderer::setDevicePixelRatio(qreal dpr)
{
m_dpr = dpr;
}
void BoxShadowRenderer::addShadow(const QPoint &offset, int radius, const QColor &color)
{
Shadow shadow = {};
shadow.offset = offset;
shadow.radius = radius;
shadow.color = color;
m_shadows.append(shadow);
}
QImage BoxShadowRenderer::render() const
{
if (m_shadows.isEmpty()) {
return {};
}
QSize canvasSize;
#if BREEZE_COMMON_USE_KDE4
foreach (const Shadow &shadow, m_shadows) {
#else
for (const Shadow &shadow : qAsConst(m_shadows)) {
#endif
canvasSize = canvasSize.expandedTo(
calculateMinimumShadowTextureSize(m_boxSize, shadow.radius, shadow.offset));
}
QImage canvas(canvasSize * m_dpr, QImage::Format_ARGB32_Premultiplied);
#if !BREEZE_COMMON_USE_KDE4
canvas.setDevicePixelRatio(m_dpr);
#endif
canvas.fill(Qt::transparent);
QRect boxRect(QPoint(0, 0), m_boxSize);
boxRect.moveCenter(QRect(QPoint(0, 0), canvasSize).center());
QPainter painter(&canvas);
#if BREEZE_COMMON_USE_KDE4
foreach (const Shadow &shadow, m_shadows) {
#else
for (const Shadow &shadow : qAsConst(m_shadows)) {
#endif
renderShadow(&painter, boxRect, m_borderRadius, shadow.offset, shadow.radius, shadow.color);
}
painter.end();
return canvas;
}
QSize BoxShadowRenderer::calculateMinimumBoxSize(int radius)
{
const QSize blurExtent = calculateBlurExtent(radius);
return 2 * blurExtent + QSize(1, 1);
}
QSize BoxShadowRenderer::calculateMinimumShadowTextureSize(const QSize &boxSize, int radius, const QPoint &offset)
{
return boxSize + 2 * calculateBlurExtent(radius) + QSize(qAbs(offset.x()), qAbs(offset.y()));
}
} // namespace Breeze