/* * 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