/*
* 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 "ElementBackgroundBorder.h"
#include "../../Include/RmlUi/Core/Box.h"
#include "../../Include/RmlUi/Core/ComputedValues.h"
#include "../../Include/RmlUi/Core/Context.h"
#include "../../Include/RmlUi/Core/DecorationTypes.h"
#include "../../Include/RmlUi/Core/Element.h"
#include "../../Include/RmlUi/Core/GeometryUtilities.h"
namespace Rml {
ElementBackgroundBorder::ElementBackgroundBorder() {}
void ElementBackgroundBorder::Render(Element* element)
{
if (background_dirty || border_dirty)
{
for (auto& background : backgrounds)
background.second.geometry.Release(true);
GenerateGeometry(element);
background_dirty = false;
border_dirty = false;
}
Geometry* shadow_geometry = GetGeometry(BackgroundType::BoxShadow);
if (shadow_geometry && *shadow_geometry)
shadow_geometry->Render(element->GetAbsoluteOffset(BoxArea::Border));
else if (Geometry* geometry = GetGeometry(BackgroundType::BackgroundBorder))
geometry->Render(element->GetAbsoluteOffset(BoxArea::Border));
}
void ElementBackgroundBorder::DirtyBackground()
{
background_dirty = true;
}
void ElementBackgroundBorder::DirtyBorder()
{
border_dirty = true;
}
Geometry* ElementBackgroundBorder::GetClipGeometry(Element* element, BoxArea clip_area)
{
BackgroundType type = {};
switch (clip_area)
{
case Rml::BoxArea::Border: type = BackgroundType::ClipBorder; break;
case Rml::BoxArea::Padding: type = BackgroundType::ClipPadding; break;
case Rml::BoxArea::Content: type = BackgroundType::ClipContent; break;
default: RMLUI_ERROR; return nullptr;
}
Geometry& geometry = GetOrCreateBackground(type).geometry;
if (!geometry)
{
const Box& box = element->GetBox();
const Vector4f border_radius = element->GetComputedValues().border_radius();
GeometryUtilities::GenerateBackground(&geometry, box, {}, border_radius, Colourb(255), clip_area);
}
return &geometry;
}
Geometry* ElementBackgroundBorder::GetGeometry(BackgroundType type)
{
auto it = backgrounds.find(type);
if (it != backgrounds.end())
return &it->second.geometry;
return nullptr;
}
ElementBackgroundBorder::Background& ElementBackgroundBorder::GetOrCreateBackground(BackgroundType type)
{
auto it = backgrounds.find(type);
if (it != backgrounds.end())
return it->second;
return backgrounds.emplace(type, Background{}).first->second;
}
void ElementBackgroundBorder::GenerateGeometry(Element* element)
{
const ComputedValues& computed = element->GetComputedValues();
Colourb background_color = computed.background_color();
Colourb border_colors[4] = {
computed.border_top_color(),
computed.border_right_color(),
computed.border_bottom_color(),
computed.border_left_color(),
};
const Vector4f border_radius = computed.border_radius();
const bool has_box_shadow = computed.has_box_shadow();
if (!has_box_shadow)
{
// Apply opacity except if we have a box shadow. In the latter case the background is rendered opaquely into the box-shadow texture, while
// opacity is applied to the entire box-shadow texture when that is rendered.
const float opacity = computed.opacity();
if (opacity < 1.f)
{
background_color.alpha = (byte)(opacity * (float)background_color.alpha);
for (int i = 0; i < 4; ++i)
border_colors[i].alpha = (byte)(opacity * (float)border_colors[i].alpha);
}
}
Geometry& geometry = GetOrCreateBackground(BackgroundType::BackgroundBorder).geometry;
RMLUI_ASSERT(!geometry);
for (int i = 0; i < element->GetNumBoxes(); i++)
{
Vector2f offset;
const Box& box = element->GetBox(i, offset);
GeometryUtilities::GenerateBackgroundBorder(&geometry, box, offset, border_radius, background_color, border_colors);
}
if (has_box_shadow)
{
const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow);
RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
BoxShadowList shadow_list = p_box_shadow->value.Get();
GenerateBoxShadow(element, std::move(shadow_list), border_radius, computed.opacity());
}
}
void ElementBackgroundBorder::GenerateBoxShadow(Element* element, 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.Join(Rectanglef::FromPositionSize(offset, box.GetSize(BoxArea::Border)));
}
texture_region.ExtendTopLeft(-extend_min);
texture_region.ExtendBottomRight(extend_max);
Math::ExpandToPixelGrid(texture_region);
element_offset_in_texture = -texture_region.TopLeft();
texture_dimensions = Vector2i(texture_region.Size());
}
Geometry& background_border_geometry = *GetGeometry(BackgroundType::BackgroundBorder);
// 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 p_callback = [&background_border_geometry, element, border_radius, texture_dimensions, element_offset_in_texture, shadow_list](
RenderInterface* render_interface, const String& /*name*/, TextureHandle& out_handle, Vector2i& out_dimensions) -> bool {
Context* context = element->GetContext();
if (!context)
{
RMLUI_ERROR;
return false;
}
Geometry geometry_padding; // Render geometry for inner box-shadow.
Geometry geometry_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);
if (has_inner_shadow)
GeometryUtilities::GenerateBackground(&geometry_padding, box, offset, border_radius, Colourb(255), BoxArea::Padding);
if (has_outer_shadow)
GeometryUtilities::GenerateBackground(&geometry_padding_border, box, offset, border_radius, Colourb(255), BoxArea::Border);
}
RenderManager& render_manager = context->GetRenderManager();
const RenderState initial_render_state = render_manager.GetState();
render_manager.ResetState();
render_manager.SetScissorRegion(Rectanglei::FromSize(texture_dimensions));
render_interface->PushLayer(LayerFill::Clear);
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);
}
Geometry shadow_geometry;
// 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);
}
GeometryUtilities::GenerateBackground(&shadow_geometry, box, offset, spread_radii, shadow.color,
inset ? BoxArea::Padding : BoxArea::Border);
}
CompiledFilterHandle blur = {};
if (blur_radius > 0.5f)
{
blur = render_interface->CompileFilter("blur", Dictionary{{"radius", Variant(blur_radius)}});
if (blur)
render_interface->PushLayer(LayerFill::Clear);
}
if (inset)
{
render_manager.SetClipMask(ClipMaskOperation::SetInverse, &shadow_geometry, shadow_offset + element_offset_in_texture);
for (Rml::Vertex& vertex : geometry_padding.GetVertices())
vertex.colour = shadow.color;
geometry_padding.Release();
geometry_padding.Render(element_offset_in_texture);
render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, element_offset_in_texture);
}
else
{
render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_padding_border, element_offset_in_texture);
shadow_geometry.Render(shadow_offset + element_offset_in_texture);
}
if (blur)
{
render_interface->PopLayer(BlendMode::Blend, {blur});
render_interface->ReleaseCompiledFilter(blur);
}
}
TextureHandle shadow_texture = render_interface->SaveLayerAsTexture(texture_dimensions);
if (!shadow_texture)
return false;
render_interface->PopLayer(BlendMode::Discard, {});
render_manager.SetState(initial_render_state);
out_dimensions = texture_dimensions;
out_handle = shadow_texture;
return true;
};
// Generate the geometry for the box-shadow texture.
Background& shadow_background = GetOrCreateBackground(BackgroundType::BoxShadow);
Geometry& shadow_geometry = shadow_background.geometry;
Texture& shadow_texture = shadow_background.texture;
RMLUI_ASSERT(!shadow_geometry);
Vector& vertices = shadow_geometry.GetVertices();
Vector& indices = shadow_geometry.GetIndices();
vertices.resize(4);
indices.resize(6);
const byte alpha = byte(opacity * 255.f);
GeometryUtilities::GenerateQuad(vertices.data(), indices.data(), -element_offset_in_texture, Vector2f(texture_dimensions), Colourb(255, alpha));
shadow_texture.Set("box-shadow", p_callback);
shadow_geometry.SetTexture(&shadow_texture);
}
} // namespace Rml