/* * 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 "ElementEffects.h" #include "../../Include/RmlUi/Core/ComputedValues.h" #include "../../Include/RmlUi/Core/Decorator.h" #include "../../Include/RmlUi/Core/Element.h" #include "../../Include/RmlUi/Core/ElementDocument.h" #include "../../Include/RmlUi/Core/ElementUtilities.h" #include "../../Include/RmlUi/Core/Filter.h" #include "../../Include/RmlUi/Core/Profiling.h" #include "../../Include/RmlUi/Core/StyleSheet.h" namespace Rml { ElementEffects::ElementEffects(Element* _element) : element(_element) {} ElementEffects::~ElementEffects() { ReleaseEffects(); } void ElementEffects::InstanceEffects() { if (!effects_dirty) return; effects_dirty = false; effects_data_dirty = true; RMLUI_ZoneScopedC(0xB22222); ReleaseEffects(); RenderManager* render_manager = element->GetRenderManager(); if (!render_manager) { RMLUI_ERRORMSG("Decorators are being instanced before a render manager is available. Is this element attached to the document?"); return; } const ComputedValues& computed = element->GetComputedValues(); if (computed.has_decorator() || computed.has_mask_image()) { const StyleSheet* style_sheet = element->GetStyleSheet(); if (!style_sheet) return; for (const auto id : {PropertyId::Decorator, PropertyId::MaskImage}) { const Property* property = element->GetLocalProperty(id); if (!property || property->unit != Unit::DECORATOR) continue; DecoratorsPtr decorators_ptr = property->Get(); if (!decorators_ptr) continue; PropertySource document_source("", 0, ""); const PropertySource* source = property->source.get(); if (!source) { if (ElementDocument* document = element->GetOwnerDocument()) { document_source.path = document->GetSourceURL(); source = &document_source; } } const DecoratorPtrList& decorator_list = style_sheet->InstanceDecorators(*render_manager, *decorators_ptr, source); RMLUI_ASSERT(decorator_list.empty() || decorator_list.size() == decorators_ptr->list.size()); DecoratorEntryList& decorators_target = (id == PropertyId::Decorator ? decorators : mask_images); decorators_target.reserve(decorators_ptr->list.size()); for (size_t i = 0; i < decorator_list.size() && i < decorators_ptr->list.size(); i++) { const SharedPtr& decorator = decorator_list[i]; if (decorator) { DecoratorEntry entry; entry.decorator_data = 0; entry.decorator = decorator; entry.paint_area = decorators_ptr->list[i].paint_area; if (entry.paint_area == BoxArea::Auto) entry.paint_area = (id == PropertyId::Decorator ? BoxArea::Padding : BoxArea::Border); RMLUI_ASSERT(entry.paint_area >= BoxArea::Border && entry.paint_area <= BoxArea::Content); decorators_target.push_back(std::move(entry)); } } } } if (computed.has_filter() || computed.has_backdrop_filter()) { for (const auto id : {PropertyId::Filter, PropertyId::BackdropFilter}) { const Property* property = element->GetLocalProperty(id); if (!property || property->unit != Unit::FILTER) continue; FiltersPtr filters_ptr = property->Get(); if (!filters_ptr) continue; FilterEntryList& list = (id == PropertyId::Filter ? filters : backdrop_filters); list.reserve(filters_ptr->list.size()); for (const FilterDeclaration& declaration : filters_ptr->list) { SharedPtr filter = declaration.instancer->InstanceFilter(declaration.type, declaration.properties); if (filter) { list.push_back({std::move(filter), CompiledFilter{}}); } else { const auto& source = property->source; Log::Message(Log::LT_WARNING, "Filter '%s' in '%s' could not be instanced, declared at %s:%d", declaration.type.c_str(), filters_ptr->value.c_str(), source ? source->path.c_str() : "", source ? source->line_number : -1); } } } } } void ElementEffects::ReloadEffectsData() { if (effects_data_dirty) { effects_data_dirty = false; bool decorator_data_failed = false; for (DecoratorEntryList* list : {&decorators, &mask_images}) { for (DecoratorEntry& decorator : *list) { const DecoratorDataHandle old_data = decorator.decorator_data; decorator.decorator_data = decorator.decorator->GenerateElementData(element, decorator.paint_area); if (!decorator.decorator_data) decorator_data_failed = true; // Release old element data after generating new data, so that the decorator can reuse any cache. if (old_data) decorator.decorator->ReleaseElementData(old_data); } } if (decorator_data_failed) Log::Message(Log::LT_WARNING, "Could not generate decorator element data: %s", element->GetAddress().c_str()); bool filter_compile_failed = false; for (FilterEntryList* list : {&filters, &backdrop_filters}) { for (FilterEntry& filter : *list) { filter.compiled = filter.filter->CompileFilter(element); if (!filter.compiled) filter_compile_failed = true; } } if (filter_compile_failed) Log::Message(Log::LT_WARNING, "Could not compile filter on element: %s", element->GetAddress().c_str()); } } void ElementEffects::ReleaseEffects() { for (DecoratorEntryList* list : {&decorators, &mask_images}) { for (DecoratorEntry& decorator : *list) { if (decorator.decorator_data) decorator.decorator->ReleaseElementData(decorator.decorator_data); } list->clear(); } filters.clear(); backdrop_filters.clear(); } void ElementEffects::RenderEffects(RenderStage render_stage) { InstanceEffects(); ReloadEffectsData(); if (!decorators.empty()) { if (render_stage == RenderStage::Decoration) { // Render the decorators attached to this element in its current state. // Render from back to front for correct render order. for (int i = (int)decorators.size() - 1; i >= 0; i--) { DecoratorEntry& decorator = decorators[i]; if (decorator.decorator_data) decorator.decorator->RenderElement(element, decorator.decorator_data); } } } if (filters.empty() && backdrop_filters.empty() && mask_images.empty()) return; RenderManager* render_manager = element->GetRenderManager(); if (!render_manager) return; Rectanglei initial_scissor_region = render_manager->GetScissorRegion(); auto ApplyClippingRegion = [this, &render_manager](PropertyId filter_id) { RMLUI_ASSERT(filter_id == PropertyId::Filter || filter_id == PropertyId::BackdropFilter); const bool force_clip_to_self_border_box = (filter_id == PropertyId::BackdropFilter); ElementUtilities::SetClippingRegion(element, force_clip_to_self_border_box); // Find the region being affected by the active filters and apply it as a scissor. Rectanglef filter_region = Rectanglef::MakeInvalid(); ElementUtilities::GetBoundingBox(filter_region, element, force_clip_to_self_border_box ? BoxArea::Border : BoxArea::Auto); // The filter property may draw outside our normal clipping region due to ink overflow. if (filter_id == PropertyId::Filter) { for (const auto& filter : filters) filter.filter->ExtendInkOverflow(element, filter_region); } Math::ExpandToPixelGrid(filter_region); Rectanglei scissor_region = Rectanglei(filter_region).IntersectIfValid(render_manager->GetScissorRegion()); render_manager->SetScissorRegion(scissor_region); }; auto ApplyScissorRegionForBackdrop = [this, &render_manager]() { // Set the scissor region for backdrop drawing, which covers the element's border box plus any area we may need // to read from, such as any blur radius. Rectanglef filter_region = Rectanglef::MakeInvalid(); ElementUtilities::GetBoundingBox(filter_region, element, BoxArea::Border); for (const auto& filter : backdrop_filters) filter.filter->ExtendInkOverflow(element, filter_region); Math::ExpandToPixelGrid(filter_region); render_manager->SetScissorRegion(Rectanglei(filter_region)); }; if (render_stage == RenderStage::Enter) { const LayerHandle backdrop_source_layer = render_manager->GetTopLayer(); if (!filters.empty() || !mask_images.empty()) { render_manager->PushLayer(); } if (!backdrop_filters.empty()) { const LayerHandle backdrop_destination_layer = render_manager->GetTopLayer(); // @performance We strictly only need this temporary buffer when having to read from outside the element // boundaries, which currently only applies to blur and drop-shadow. Alternatively, we could avoid this // completely if we introduced a render interface API concept of different input and output clipping. That // is, we set a large input scissor to cover all input data, which can be used e.g. during blurring, and use // our small border-area-only clipping region for the composite layers output. ApplyScissorRegionForBackdrop(); render_manager->PushLayer(); const LayerHandle backdrop_temp_layer = render_manager->GetTopLayer(); FilterHandleList filter_handles; for (auto& filter : backdrop_filters) filter.compiled.AddHandleTo(filter_handles); // Render the backdrop filters in the extended scissor region including any ink overflow. render_manager->CompositeLayers(backdrop_source_layer, backdrop_temp_layer, BlendMode::Blend, filter_handles); // Then composite the filter output to our destination while applying our clipping region, including any border-radius. ApplyClippingRegion(PropertyId::BackdropFilter); render_manager->CompositeLayers(backdrop_temp_layer, backdrop_destination_layer, BlendMode::Blend, {}); render_manager->PopLayer(); render_manager->SetScissorRegion(initial_scissor_region); } } else if (render_stage == RenderStage::Exit) { if (!filters.empty() || !mask_images.empty()) { ApplyClippingRegion(PropertyId::Filter); CompiledFilter mask_image_filter; FilterHandleList filter_handles; filter_handles.reserve(filters.size() + (mask_images.empty() ? 0 : 1)); for (auto& filter : filters) filter.compiled.AddHandleTo(filter_handles); if (!mask_images.empty()) { render_manager->PushLayer(); for (int i = (int)mask_images.size() - 1; i >= 0; i--) { DecoratorEntry& mask_image = mask_images[i]; if (mask_image.decorator_data) mask_image.decorator->RenderElement(element, mask_image.decorator_data); } mask_image_filter = render_manager->SaveLayerAsMaskImage(); mask_image_filter.AddHandleTo(filter_handles); render_manager->PopLayer(); } render_manager->CompositeLayers(render_manager->GetTopLayer(), render_manager->GetNextLayer(), BlendMode::Blend, filter_handles); render_manager->PopLayer(); render_manager->SetScissorRegion(initial_scissor_region); } } } void ElementEffects::DirtyEffects() { effects_dirty = true; } void ElementEffects::DirtyEffectsData() { effects_data_dirty = true; } } // namespace Rml