GeometryBoxShadow.cpp 9.0 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "GeometryBoxShadow.h"
  29. #include "../../Include/RmlUi/Core/Box.h"
  30. #include "../../Include/RmlUi/Core/CompiledFilterShader.h"
  31. #include "../../Include/RmlUi/Core/DecorationTypes.h"
  32. #include "../../Include/RmlUi/Core/Element.h"
  33. #include "../../Include/RmlUi/Core/Geometry.h"
  34. #include "../../Include/RmlUi/Core/Math.h"
  35. #include "../../Include/RmlUi/Core/MeshUtilities.h"
  36. #include "../../Include/RmlUi/Core/RenderManager.h"
  37. namespace Rml {
  38. void GeometryBoxShadow::Generate(Geometry& out_shadow_geometry, CallbackTexture& out_shadow_texture, RenderManager& render_manager, Element* element,
  39. Geometry& background_border_geometry, BoxShadowList shadow_list, const Vector4f border_radius, const float opacity)
  40. {
  41. // Find the box-shadow texture dimension and offset required to cover all box-shadows and element boxes combined.
  42. Vector2f element_offset_in_texture;
  43. Vector2i texture_dimensions;
  44. // Resolve all lengths to px units.
  45. for (BoxShadow& shadow : shadow_list)
  46. {
  47. shadow.blur_radius = NumericValue(element->ResolveLength(shadow.blur_radius), Unit::PX);
  48. shadow.spread_distance = NumericValue(element->ResolveLength(shadow.spread_distance), Unit::PX);
  49. shadow.offset_x = NumericValue(element->ResolveLength(shadow.offset_x), Unit::PX);
  50. shadow.offset_y = NumericValue(element->ResolveLength(shadow.offset_y), Unit::PX);
  51. }
  52. {
  53. Vector2f extend_min;
  54. Vector2f extend_max;
  55. // Extend the render-texture to encompass box-shadow blur and spread.
  56. for (const BoxShadow& shadow : shadow_list)
  57. {
  58. if (!shadow.inset)
  59. {
  60. const float extend = 1.5f * shadow.blur_radius.number + shadow.spread_distance.number;
  61. const Vector2f offset = {shadow.offset_x.number, shadow.offset_y.number};
  62. extend_min = Math::Min(extend_min, offset - Vector2f(extend));
  63. extend_max = Math::Max(extend_max, offset + Vector2f(extend));
  64. }
  65. }
  66. Rectanglef texture_region;
  67. // Extend the render-texture further to cover all the element's boxes.
  68. for (int i = 0; i < element->GetNumBoxes(); i++)
  69. {
  70. Vector2f offset;
  71. const Box& box = element->GetBox(i, offset);
  72. texture_region = texture_region.Join(Rectanglef::FromPositionSize(offset, box.GetSize(BoxArea::Border)));
  73. }
  74. texture_region = texture_region.Extend(-extend_min, extend_max);
  75. Math::ExpandToPixelGrid(texture_region);
  76. element_offset_in_texture = -texture_region.TopLeft();
  77. texture_dimensions = Vector2i(texture_region.Size());
  78. }
  79. // Callback for generating the box-shadow texture. Using a callback ensures that the texture can be regenerated at any time, for example if the
  80. // device loses its GPU context and the client calls Rml::ReleaseTextures().
  81. auto texture_callback = [&background_border_geometry, element, border_radius, texture_dimensions, element_offset_in_texture,
  82. shadow_list = std::move(shadow_list)](const CallbackTextureInterface& texture_interface) -> bool {
  83. RenderManager& render_manager = texture_interface.GetRenderManager();
  84. Mesh mesh_padding; // Render geometry for inner box-shadow.
  85. Mesh mesh_padding_border; // Clipping mask for outer box-shadow.
  86. bool has_inner_shadow = false;
  87. bool has_outer_shadow = false;
  88. for (const BoxShadow& shadow : shadow_list)
  89. {
  90. if (shadow.inset)
  91. has_inner_shadow = true;
  92. else
  93. has_outer_shadow = true;
  94. }
  95. // Generate the geometry for all the element's boxes and extend the render-texture further to cover all of them.
  96. for (int i = 0; i < element->GetNumBoxes(); i++)
  97. {
  98. Vector2f offset;
  99. const Box& box = element->GetBox(i, offset);
  100. ColourbPremultiplied white(255);
  101. if (has_inner_shadow)
  102. MeshUtilities::GenerateBackground(mesh_padding, box, offset, border_radius, white, BoxArea::Padding);
  103. if (has_outer_shadow)
  104. MeshUtilities::GenerateBackground(mesh_padding_border, box, offset, border_radius, white, BoxArea::Border);
  105. }
  106. const RenderState initial_render_state = render_manager.GetState();
  107. render_manager.ResetState();
  108. render_manager.SetScissorRegion(Rectanglei::FromSize(texture_dimensions));
  109. render_manager.PushLayer();
  110. background_border_geometry.Render(element_offset_in_texture);
  111. for (int shadow_index = (int)shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
  112. {
  113. const BoxShadow& shadow = shadow_list[shadow_index];
  114. const Vector2f shadow_offset = {shadow.offset_x.number, shadow.offset_y.number};
  115. const bool inset = shadow.inset;
  116. const float spread_distance = shadow.spread_distance.number;
  117. const float blur_radius = shadow.blur_radius.number;
  118. Vector4f spread_radii = border_radius;
  119. for (int i = 0; i < 4; i++)
  120. {
  121. float& radius = spread_radii[i];
  122. float spread_factor = (inset ? -1.f : 1.f);
  123. if (radius < spread_distance)
  124. {
  125. const float ratio_minus_one = (radius / spread_distance) - 1.f;
  126. spread_factor *= 1.f + ratio_minus_one * ratio_minus_one * ratio_minus_one;
  127. }
  128. radius = Math::Max(radius + spread_factor * spread_distance, 0.f);
  129. }
  130. Mesh mesh_shadow;
  131. // Generate the shadow geometry. For outer box-shadows it is rendered normally, while for inner box-shadows it is used as a clipping mask.
  132. for (int i = 0; i < element->GetNumBoxes(); i++)
  133. {
  134. Vector2f offset;
  135. Box box = element->GetBox(i, offset);
  136. const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
  137. offset -= Vector2f(signed_spread_distance);
  138. for (int j = 0; j < Box::num_edges; j++)
  139. {
  140. BoxEdge edge = (BoxEdge)j;
  141. const float new_size = box.GetEdge(BoxArea::Padding, edge) + signed_spread_distance;
  142. box.SetEdge(BoxArea::Padding, edge, new_size);
  143. }
  144. MeshUtilities::GenerateBackground(mesh_shadow, box, offset, spread_radii, shadow.color, inset ? BoxArea::Padding : BoxArea::Border);
  145. }
  146. CompiledFilter blur;
  147. if (blur_radius >= 0.5f)
  148. {
  149. blur = render_manager.CompileFilter("blur", Dictionary{{"sigma", Variant(0.5f * blur_radius)}});
  150. if (blur)
  151. render_manager.PushLayer();
  152. }
  153. Geometry geometry_shadow = render_manager.MakeGeometry(std::move(mesh_shadow));
  154. if (inset)
  155. {
  156. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_shadow, shadow_offset + element_offset_in_texture);
  157. for (Rml::Vertex& vertex : mesh_padding.vertices)
  158. vertex.colour = shadow.color;
  159. // @performance: Don't need to copy the mesh if this is the last use of it.
  160. Geometry geometry_padding = render_manager.MakeGeometry(Mesh(mesh_padding));
  161. geometry_padding.Render(element_offset_in_texture);
  162. render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, element_offset_in_texture);
  163. }
  164. else
  165. {
  166. Mesh mesh = mesh_padding_border;
  167. Geometry geometry_padding_border = render_manager.MakeGeometry(std::move(mesh));
  168. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_padding_border, element_offset_in_texture);
  169. geometry_shadow.Render(shadow_offset + element_offset_in_texture);
  170. }
  171. if (blur)
  172. {
  173. FilterHandleList filters;
  174. blur.AddHandleTo(filters);
  175. render_manager.CompositeLayers(render_manager.GetTopLayer(), render_manager.GetNextLayer(), BlendMode::Blend, filters);
  176. render_manager.PopLayer();
  177. blur.Release();
  178. }
  179. }
  180. RMLUI_ASSERT(render_manager.GetScissorRegion() == Rectanglei::FromSize(texture_dimensions))
  181. texture_interface.SaveLayerAsTexture();
  182. render_manager.PopLayer();
  183. render_manager.SetState(initial_render_state);
  184. return true;
  185. };
  186. Mesh mesh = out_shadow_geometry.Release(Geometry::ReleaseMode::ClearMesh);
  187. const byte alpha = byte(opacity * 255.f);
  188. MeshUtilities::GenerateQuad(mesh, -element_offset_in_texture, Vector2f(texture_dimensions), ColourbPremultiplied(alpha, alpha));
  189. out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
  190. out_shadow_geometry = render_manager.MakeGeometry(std::move(mesh));
  191. }
  192. } // namespace Rml