/* * 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.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()); } // 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{{"radius", Variant(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