GeometryBoxShadow.cpp 9.9 KB

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  1. #include "GeometryBoxShadow.h"
  2. #include "../../Include/RmlUi/Core/Box.h"
  3. #include "../../Include/RmlUi/Core/CompiledFilterShader.h"
  4. #include "../../Include/RmlUi/Core/DecorationTypes.h"
  5. #include "../../Include/RmlUi/Core/Element.h"
  6. #include "../../Include/RmlUi/Core/Geometry.h"
  7. #include "../../Include/RmlUi/Core/Math.h"
  8. #include "../../Include/RmlUi/Core/MeshUtilities.h"
  9. #include "../../Include/RmlUi/Core/Profiling.h"
  10. #include "../../Include/RmlUi/Core/RenderManager.h"
  11. namespace Rml {
  12. BoxShadowGeometryInfo GeometryBoxShadow::Resolve(Element* element, const CornerSizes& border_radius, ColourbPremultiplied background_color,
  13. const Array<ColourbPremultiplied, 4>& border_colors, float opacity)
  14. {
  15. RMLUI_ZoneScoped;
  16. // Find the box-shadow texture dimension and offset required to cover all box-shadows and element boxes combined.
  17. Vector2f element_offset_in_texture;
  18. Vector2i texture_dimensions;
  19. const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow);
  20. RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
  21. BoxShadowList shadow_list = p_box_shadow->value.Get<BoxShadowList>();
  22. // Resolve all lengths to px units.
  23. for (BoxShadow& shadow : shadow_list)
  24. {
  25. shadow.blur_radius = NumericValue(element->ResolveLength(shadow.blur_radius), Unit::PX);
  26. shadow.spread_distance = NumericValue(element->ResolveLength(shadow.spread_distance), Unit::PX);
  27. shadow.offset_x = NumericValue(element->ResolveLength(shadow.offset_x), Unit::PX);
  28. shadow.offset_y = NumericValue(element->ResolveLength(shadow.offset_y), Unit::PX);
  29. }
  30. {
  31. Vector2f extend_min;
  32. Vector2f extend_max;
  33. // Extend the render-texture to encompass box-shadow blur and spread.
  34. for (const BoxShadow& shadow : shadow_list)
  35. {
  36. if (!shadow.inset)
  37. {
  38. const float extend = 1.5f * shadow.blur_radius.number + shadow.spread_distance.number;
  39. const Vector2f offset = {shadow.offset_x.number, shadow.offset_y.number};
  40. extend_min = Math::Min(extend_min, offset - Vector2f(extend));
  41. extend_max = Math::Max(extend_max, offset + Vector2f(extend));
  42. }
  43. }
  44. Rectanglef texture_region;
  45. // Extend the render-texture further to cover all the element's boxes.
  46. for (int i = 0; i < element->GetNumBoxes(); i++)
  47. {
  48. const RenderBox box = element->GetRenderBox(BoxArea::Border, i);
  49. texture_region = texture_region.Join(Rectanglef::FromPositionSize(box.GetBorderOffset(), box.GetFillSize()));
  50. }
  51. texture_region = texture_region.Extend(-extend_min, extend_max);
  52. Math::ExpandToPixelGrid(texture_region);
  53. element_offset_in_texture = -texture_region.TopLeft();
  54. texture_dimensions = Vector2i(texture_region.Size());
  55. }
  56. // Since we can reuse textures across multiple box shadows with the same properties,
  57. // we need to copy the element's box shadow list and the background and border geometry.
  58. RenderBoxList padding_render_boxes{};
  59. RenderBoxList border_render_boxes{};
  60. for (int i = 0; i < element->GetNumBoxes(); i++)
  61. {
  62. padding_render_boxes.push_back(element->GetRenderBox(BoxArea::Padding, i));
  63. border_render_boxes.push_back(element->GetRenderBox(BoxArea::Border, i));
  64. }
  65. // Finally, create cache information
  66. BoxShadowGeometryInfo geometry_info;
  67. geometry_info.background_color = background_color;
  68. geometry_info.border_colors = border_colors;
  69. geometry_info.border_radius = border_radius;
  70. geometry_info.texture_dimensions = texture_dimensions;
  71. geometry_info.element_offset_in_texture = element_offset_in_texture;
  72. geometry_info.padding_render_boxes = std::move(padding_render_boxes);
  73. geometry_info.border_render_boxes = std::move(border_render_boxes);
  74. geometry_info.shadow_list = std::move(shadow_list);
  75. geometry_info.opacity = opacity;
  76. return geometry_info;
  77. }
  78. void GeometryBoxShadow::GenerateTexture(CallbackTexture& out_shadow_texture, Geometry& out_background_border_geometry, RenderManager& render_manager,
  79. const BoxShadowGeometryInfo& info)
  80. {
  81. RMLUI_ZoneScoped;
  82. Mesh mesh = out_background_border_geometry.Release(Geometry::ReleaseMode::ClearMesh);
  83. for (size_t i = 0; i < info.padding_render_boxes.size(); i++)
  84. MeshUtilities::GenerateBackgroundBorder(mesh, info.padding_render_boxes[i], info.background_color, info.border_colors.data());
  85. out_background_border_geometry = render_manager.MakeGeometry(std::move(mesh));
  86. // Callback for generating the box-shadow texture. Using a callback ensures that the texture can be regenerated at any time, for example if the
  87. // device loses its GPU context and the client calls Rml::ReleaseTextures().
  88. auto texture_callback = [&info, &out_background_border_geometry](const CallbackTextureInterface& texture_interface) -> bool {
  89. RMLUI_ASSERT(info.border_render_boxes.size() == info.padding_render_boxes.size());
  90. RMLUI_ZoneScopedN("BoxShadow::GenerateTexture::Callback");
  91. size_t num_boxes = info.border_render_boxes.size();
  92. RenderManager& render_manager = texture_interface.GetRenderManager();
  93. Mesh mesh_padding; // Render geometry for inner box-shadow.
  94. Mesh mesh_padding_border; // Clipping mask for outer box-shadow.
  95. bool has_inner_shadow = false;
  96. bool has_outer_shadow = false;
  97. for (const BoxShadow& shadow : info.shadow_list)
  98. {
  99. if (shadow.inset)
  100. has_inner_shadow = true;
  101. else
  102. has_outer_shadow = true;
  103. }
  104. // Generate the geometry for all the element's boxes and extend the render-texture further to cover all of them.
  105. for (size_t i = 0; i < num_boxes; i++)
  106. {
  107. ColourbPremultiplied white(255);
  108. if (has_inner_shadow)
  109. MeshUtilities::GenerateBackground(mesh_padding, info.padding_render_boxes[i], white);
  110. if (has_outer_shadow)
  111. MeshUtilities::GenerateBackground(mesh_padding_border, info.border_render_boxes[i], white);
  112. }
  113. const RenderState initial_render_state = render_manager.GetState();
  114. render_manager.ResetState();
  115. render_manager.SetScissorRegion(Rectanglei::FromSize(info.texture_dimensions));
  116. // The scissor region will be clamped to the current window size, check the resulting scissor region.
  117. const Rectanglei scissor_region = render_manager.GetScissorRegion();
  118. if (scissor_region.Width() <= 0 || scissor_region.Height() <= 0)
  119. {
  120. // The window may become zero-sized for example when minimized. Just skip the texture generation for now, we
  121. // expect to be called again later when the window is restored.
  122. render_manager.SetState(initial_render_state);
  123. return false;
  124. }
  125. if (scissor_region != Rectanglei::FromSize(info.texture_dimensions))
  126. {
  127. Log::Message(Log::LT_INFO,
  128. "The desired box-shadow texture dimensions (%d, %d) are larger than the current window region (%d, %d). "
  129. "Results may be clipped.",
  130. info.texture_dimensions.x, info.texture_dimensions.y, scissor_region.Width(), scissor_region.Height());
  131. }
  132. render_manager.PushLayer();
  133. out_background_border_geometry.Render(info.element_offset_in_texture);
  134. for (int shadow_index = (int)info.shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
  135. {
  136. const BoxShadow& shadow = info.shadow_list[shadow_index];
  137. const Vector2f shadow_offset = {shadow.offset_x.number, shadow.offset_y.number};
  138. const bool inset = shadow.inset;
  139. const float spread_distance = shadow.spread_distance.number;
  140. const float blur_radius = shadow.blur_radius.number;
  141. CornerSizes spread_radii = info.border_radius;
  142. for (int i = 0; i < 4; i++)
  143. {
  144. float& radius = spread_radii[i];
  145. float spread_factor = (inset ? -1.f : 1.f);
  146. if (radius < spread_distance)
  147. {
  148. const float ratio_minus_one = (radius / spread_distance) - 1.f;
  149. spread_factor *= 1.f + ratio_minus_one * ratio_minus_one * ratio_minus_one;
  150. }
  151. radius = Math::Max(radius + spread_factor * spread_distance, 0.f);
  152. }
  153. Mesh mesh_shadow;
  154. // Generate the shadow geometry. For outer box-shadows it is rendered normally, while for inset box-shadows it is used as a clipping mask.
  155. for (size_t i = 0; i < num_boxes; i++)
  156. {
  157. const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
  158. RenderBox render_box = (inset ? info.padding_render_boxes : info.border_render_boxes)[i];
  159. render_box.SetFillSize(Math::Max(render_box.GetFillSize() + Vector2f(2.f * signed_spread_distance), Vector2f{0.001f}));
  160. render_box.SetBorderRadius(spread_radii);
  161. render_box.SetBorderOffset(render_box.GetBorderOffset() - Vector2f(signed_spread_distance));
  162. MeshUtilities::GenerateBackground(mesh_shadow, render_box, shadow.color);
  163. }
  164. CompiledFilter blur;
  165. if (blur_radius >= 0.5f)
  166. {
  167. blur = render_manager.CompileFilter("blur", Dictionary{{"sigma", Variant(0.5f * blur_radius)}});
  168. if (blur)
  169. render_manager.PushLayer();
  170. }
  171. Geometry geometry_shadow = render_manager.MakeGeometry(std::move(mesh_shadow));
  172. if (inset)
  173. {
  174. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_shadow, shadow_offset + info.element_offset_in_texture);
  175. for (Rml::Vertex& vertex : mesh_padding.vertices)
  176. vertex.colour = shadow.color;
  177. // @performance: Don't need to copy the mesh if this is the last use of it.
  178. Geometry geometry_padding = render_manager.MakeGeometry(Mesh(mesh_padding));
  179. geometry_padding.Render(info.element_offset_in_texture);
  180. render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, info.element_offset_in_texture);
  181. }
  182. else
  183. {
  184. Mesh mesh = mesh_padding_border;
  185. Geometry geometry_padding_border = render_manager.MakeGeometry(std::move(mesh));
  186. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_padding_border, info.element_offset_in_texture);
  187. geometry_shadow.Render(shadow_offset + info.element_offset_in_texture);
  188. }
  189. if (blur)
  190. {
  191. FilterHandleList filters;
  192. blur.AddHandleTo(filters);
  193. render_manager.CompositeLayers(render_manager.GetTopLayer(), render_manager.GetNextLayer(), BlendMode::Blend, filters);
  194. render_manager.PopLayer();
  195. blur.Release();
  196. }
  197. }
  198. texture_interface.SaveLayerAsTexture();
  199. render_manager.PopLayer();
  200. render_manager.SetState(initial_render_state);
  201. return true;
  202. };
  203. out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
  204. }
  205. } // namespace Rml