/*
* 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/Profiling.h"
#include "../../Include/RmlUi/Core/RenderManager.h"
namespace Rml {
BoxShadowGeometryInfo GeometryBoxShadow::Resolve(Element* element, const CornerSizes& border_radius, ColourbPremultiplied background_color,
const Array& border_colors, float opacity)
{
RMLUI_ZoneScoped;
// 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;
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();
// 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++)
{
const RenderBox box = element->GetRenderBox(BoxArea::Border, i);
texture_region = texture_region.Join(Rectanglef::FromPositionSize(box.GetBorderOffset(), box.GetFillSize()));
}
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());
}
// Since we can reuse textures across multiple box shadows with the same properties,
// we need to copy the element's box shadow list and the background and border geometry.
RenderBoxList padding_render_boxes{};
RenderBoxList border_render_boxes{};
for (int i = 0; i < element->GetNumBoxes(); i++)
{
padding_render_boxes.push_back(element->GetRenderBox(BoxArea::Padding, i));
border_render_boxes.push_back(element->GetRenderBox(BoxArea::Border, i));
}
// Finally, create cache information
BoxShadowGeometryInfo geometry_info;
geometry_info.background_color = background_color;
geometry_info.border_colors = border_colors;
geometry_info.border_radius = border_radius;
geometry_info.texture_dimensions = texture_dimensions;
geometry_info.element_offset_in_texture = element_offset_in_texture;
geometry_info.padding_render_boxes = std::move(padding_render_boxes);
geometry_info.border_render_boxes = std::move(border_render_boxes);
geometry_info.shadow_list = std::move(shadow_list);
geometry_info.opacity = opacity;
return geometry_info;
}
void GeometryBoxShadow::GenerateTexture(CallbackTexture& out_shadow_texture, Geometry& out_background_border_geometry, RenderManager& render_manager,
const BoxShadowGeometryInfo& info)
{
RMLUI_ZoneScoped;
Mesh mesh = out_background_border_geometry.Release(Geometry::ReleaseMode::ClearMesh);
for (size_t i = 0; i < info.padding_render_boxes.size(); i++)
MeshUtilities::GenerateBackgroundBorder(mesh, info.padding_render_boxes[i], info.background_color, info.border_colors.data());
out_background_border_geometry = render_manager.MakeGeometry(std::move(mesh));
// 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 = [&info, &out_background_border_geometry](const CallbackTextureInterface& texture_interface) -> bool {
RMLUI_ASSERT(info.border_render_boxes.size() == info.padding_render_boxes.size());
RMLUI_ZoneScopedN("BoxShadow::GenerateTexture::Callback");
size_t num_boxes = info.border_render_boxes.size();
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 : info.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 (size_t i = 0; i < num_boxes; i++)
{
ColourbPremultiplied white(255);
if (has_inner_shadow)
MeshUtilities::GenerateBackground(mesh_padding, info.padding_render_boxes[i], white);
if (has_outer_shadow)
MeshUtilities::GenerateBackground(mesh_padding_border, info.border_render_boxes[i], white);
}
const RenderState initial_render_state = render_manager.GetState();
render_manager.ResetState();
render_manager.SetScissorRegion(Rectanglei::FromSize(info.texture_dimensions));
// The scissor region will be clamped to the current window size, check the resulting scissor region.
const Rectanglei scissor_region = render_manager.GetScissorRegion();
if (scissor_region.Width() <= 0 || scissor_region.Height() <= 0)
{
// The window may become zero-sized for example when minimized. Just skip the texture generation for now, we
// expect to be called again later when the window is restored.
render_manager.SetState(initial_render_state);
return false;
}
if (scissor_region != Rectanglei::FromSize(info.texture_dimensions))
{
Log::Message(Log::LT_INFO,
"The desired box-shadow texture dimensions (%d, %d) are larger than the current window region (%d, %d). "
"Results may be clipped.",
info.texture_dimensions.x, info.texture_dimensions.y, scissor_region.Width(), scissor_region.Height());
}
render_manager.PushLayer();
out_background_border_geometry.Render(info.element_offset_in_texture);
for (int shadow_index = (int)info.shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
{
const BoxShadow& shadow = info.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;
CornerSizes spread_radii = info.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 inset box-shadows it is used as a clipping mask.
for (size_t i = 0; i < num_boxes; i++)
{
const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
RenderBox render_box = (inset ? info.padding_render_boxes : info.border_render_boxes)[i];
render_box.SetFillSize(Math::Max(render_box.GetFillSize() + Vector2f(2.f * signed_spread_distance), Vector2f{0.001f}));
render_box.SetBorderRadius(spread_radii);
render_box.SetBorderOffset(render_box.GetBorderOffset() - Vector2f(signed_spread_distance));
MeshUtilities::GenerateBackground(mesh_shadow, render_box, shadow.color);
}
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 + info.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(info.element_offset_in_texture);
render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, info.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, info.element_offset_in_texture);
geometry_shadow.Render(shadow_offset + info.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();
}
}
texture_interface.SaveLayerAsTexture();
render_manager.PopLayer();
render_manager.SetState(initial_render_state);
return true;
};
out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
}
} // namespace Rml