/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "GeometryBoxShadow.h"
#include "../../Include/RmlUi/Core/Box.h"
#include "../../Include/RmlUi/Core/CompiledFilterShader.h"
#include "../../Include/RmlUi/Core/DecorationTypes.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/Geometry.h"
#include "../../Include/RmlUi/Core/Math.h"
#include "../../Include/RmlUi/Core/MeshUtilities.h"
#include "../../Include/RmlUi/Core/RenderManager.h"
namespace Rml {
void GeometryBoxShadow::Generate(Geometry& out_shadow_geometry, CallbackTexture& out_shadow_texture, RenderManager& render_manager, Element* element,
Geometry& background_border_geometry, BoxShadowList shadow_list, const Vector4f border_radius, const float opacity)
{
// Find the box-shadow texture dimension and offset required to cover all box-shadows and element boxes combined.
Vector2f element_offset_in_texture;
Vector2i texture_dimensions;
// Resolve all lengths to px units.
for (BoxShadow& shadow : shadow_list)
{
shadow.blur_radius = NumericValue(element->ResolveLength(shadow.blur_radius), Unit::PX);
shadow.spread_distance = NumericValue(element->ResolveLength(shadow.spread_distance), Unit::PX);
shadow.offset_x = NumericValue(element->ResolveLength(shadow.offset_x), Unit::PX);
shadow.offset_y = NumericValue(element->ResolveLength(shadow.offset_y), Unit::PX);
}
{
Vector2f extend_min;
Vector2f extend_max;
// Extend the render-texture to encompass box-shadow blur and spread.
for (const BoxShadow& shadow : shadow_list)
{
if (!shadow.inset)
{
const float extend = 1.5f * shadow.blur_radius.number + shadow.spread_distance.number;
const Vector2f offset = {shadow.offset_x.number, shadow.offset_y.number};
extend_min = Math::Min(extend_min, offset - Vector2f(extend));
extend_max = Math::Max(extend_max, offset + Vector2f(extend));
}
}
Rectanglef texture_region;
// Extend the render-texture further to cover all the element's boxes.
for (int i = 0; i < element->GetNumBoxes(); i++)
{
Vector2f offset;
const Box& box = element->GetBox(i, offset);
texture_region = texture_region.Join(Rectanglef::FromPositionSize(offset, box.GetSize(BoxArea::Border)));
}
texture_region = texture_region.Extend(-extend_min, extend_max);
Math::ExpandToPixelGrid(texture_region);
element_offset_in_texture = -texture_region.TopLeft();
texture_dimensions = Vector2i(texture_region.Size());
}
// Callback for generating the box-shadow texture. Using a callback ensures that the texture can be regenerated at any time, for example if the
// device loses its GPU context and the client calls Rml::ReleaseTextures().
auto texture_callback = [&background_border_geometry, element, border_radius, texture_dimensions, element_offset_in_texture,
shadow_list = std::move(shadow_list)](const CallbackTextureInterface& texture_interface) -> bool {
RenderManager& render_manager = texture_interface.GetRenderManager();
Mesh mesh_padding; // Render geometry for inner box-shadow.
Mesh mesh_padding_border; // Clipping mask for outer box-shadow.
bool has_inner_shadow = false;
bool has_outer_shadow = false;
for (const BoxShadow& shadow : shadow_list)
{
if (shadow.inset)
has_inner_shadow = true;
else
has_outer_shadow = true;
}
// Generate the geometry for all the element's boxes and extend the render-texture further to cover all of them.
for (int i = 0; i < element->GetNumBoxes(); i++)
{
Vector2f offset;
const Box& box = element->GetBox(i, offset);
ColourbPremultiplied white(255);
if (has_inner_shadow)
MeshUtilities::GenerateBackground(mesh_padding, box, offset, border_radius, white, BoxArea::Padding);
if (has_outer_shadow)
MeshUtilities::GenerateBackground(mesh_padding_border, box, offset, border_radius, white, BoxArea::Border);
}
const RenderState initial_render_state = render_manager.GetState();
render_manager.ResetState();
render_manager.SetScissorRegion(Rectanglei::FromSize(texture_dimensions));
render_manager.PushLayer();
background_border_geometry.Render(element_offset_in_texture);
for (int shadow_index = (int)shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
{
const BoxShadow& shadow = shadow_list[shadow_index];
const Vector2f shadow_offset = {shadow.offset_x.number, shadow.offset_y.number};
const bool inset = shadow.inset;
const float spread_distance = shadow.spread_distance.number;
const float blur_radius = shadow.blur_radius.number;
Vector4f spread_radii = border_radius;
for (int i = 0; i < 4; i++)
{
float& radius = spread_radii[i];
float spread_factor = (inset ? -1.f : 1.f);
if (radius < spread_distance)
{
const float ratio_minus_one = (radius / spread_distance) - 1.f;
spread_factor *= 1.f + ratio_minus_one * ratio_minus_one * ratio_minus_one;
}
radius = Math::Max(radius + spread_factor * spread_distance, 0.f);
}
Mesh mesh_shadow;
// Generate the shadow geometry. For outer box-shadows it is rendered normally, while for inner box-shadows it is used as a clipping mask.
for (int i = 0; i < element->GetNumBoxes(); i++)
{
Vector2f offset;
Box box = element->GetBox(i, offset);
const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
offset -= Vector2f(signed_spread_distance);
for (int j = 0; j < Box::num_edges; j++)
{
BoxEdge edge = (BoxEdge)j;
const float new_size = box.GetEdge(BoxArea::Padding, edge) + signed_spread_distance;
box.SetEdge(BoxArea::Padding, edge, new_size);
}
MeshUtilities::GenerateBackground(mesh_shadow, box, offset, spread_radii, shadow.color, inset ? BoxArea::Padding : BoxArea::Border);
}
CompiledFilter blur;
if (blur_radius >= 0.5f)
{
blur = render_manager.CompileFilter("blur", Dictionary{{"sigma", Variant(0.5f * blur_radius)}});
if (blur)
render_manager.PushLayer();
}
Geometry geometry_shadow = render_manager.MakeGeometry(std::move(mesh_shadow));
if (inset)
{
render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_shadow, shadow_offset + element_offset_in_texture);
for (Rml::Vertex& vertex : mesh_padding.vertices)
vertex.colour = shadow.color;
// @performance: Don't need to copy the mesh if this is the last use of it.
Geometry geometry_padding = render_manager.MakeGeometry(Mesh(mesh_padding));
geometry_padding.Render(element_offset_in_texture);
render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, element_offset_in_texture);
}
else
{
Mesh mesh = mesh_padding_border;
Geometry geometry_padding_border = render_manager.MakeGeometry(std::move(mesh));
render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_padding_border, element_offset_in_texture);
geometry_shadow.Render(shadow_offset + element_offset_in_texture);
}
if (blur)
{
FilterHandleList filters;
blur.AddHandleTo(filters);
render_manager.CompositeLayers(render_manager.GetTopLayer(), render_manager.GetNextLayer(), BlendMode::Blend, filters);
render_manager.PopLayer();
blur.Release();
}
}
RMLUI_ASSERT(render_manager.GetScissorRegion() == Rectanglei::FromSize(texture_dimensions))
texture_interface.SaveLayerAsTexture();
render_manager.PopLayer();
render_manager.SetState(initial_render_state);
return true;
};
Mesh mesh = out_shadow_geometry.Release(Geometry::ReleaseMode::ClearMesh);
const byte alpha = byte(opacity * 255.f);
MeshUtilities::GenerateQuad(mesh, -element_offset_in_texture, Vector2f(texture_dimensions), ColourbPremultiplied(alpha, alpha));
out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
out_shadow_geometry = render_manager.MakeGeometry(std::move(mesh));
}
} // namespace Rml