GeometryBoxShadow.cpp 9.7 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 CornerSizes 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. const RenderBox box = element->GetRenderBox(BoxArea::Border, i);
  71. texture_region = texture_region.Join(Rectanglef::FromPositionSize(box.GetBorderOffset(), box.GetFillSize()));
  72. }
  73. texture_region = texture_region.Extend(-extend_min, extend_max);
  74. Math::ExpandToPixelGrid(texture_region);
  75. element_offset_in_texture = -texture_region.TopLeft();
  76. texture_dimensions = Vector2i(texture_region.Size());
  77. }
  78. // Callback for generating the box-shadow texture. Using a callback ensures that the texture can be regenerated at any time, for example if the
  79. // device loses its GPU context and the client calls Rml::ReleaseTextures().
  80. auto texture_callback = [&background_border_geometry, element, border_radius, texture_dimensions, element_offset_in_texture,
  81. shadow_list = std::move(shadow_list)](const CallbackTextureInterface& texture_interface) -> bool {
  82. RenderManager& render_manager = texture_interface.GetRenderManager();
  83. Mesh mesh_padding; // Render geometry for inner box-shadow.
  84. Mesh mesh_padding_border; // Clipping mask for outer box-shadow.
  85. bool has_inner_shadow = false;
  86. bool has_outer_shadow = false;
  87. for (const BoxShadow& shadow : shadow_list)
  88. {
  89. if (shadow.inset)
  90. has_inner_shadow = true;
  91. else
  92. has_outer_shadow = true;
  93. }
  94. // Generate the geometry for all the element's boxes and extend the render-texture further to cover all of them.
  95. for (int i = 0; i < element->GetNumBoxes(); i++)
  96. {
  97. ColourbPremultiplied white(255);
  98. if (has_inner_shadow)
  99. MeshUtilities::GenerateBackground(mesh_padding, element->GetRenderBox(BoxArea::Padding, i), white);
  100. if (has_outer_shadow)
  101. MeshUtilities::GenerateBackground(mesh_padding_border, element->GetRenderBox(BoxArea::Border, i), white);
  102. }
  103. const RenderState initial_render_state = render_manager.GetState();
  104. render_manager.ResetState();
  105. render_manager.SetScissorRegion(Rectanglei::FromSize(texture_dimensions));
  106. // The scissor region will be clamped to the current window size, check the resulting scissor region.
  107. const Rectanglei scissor_region = render_manager.GetScissorRegion();
  108. if (scissor_region.Width() <= 0 || scissor_region.Height() <= 0)
  109. {
  110. // The window may become zero-sized for example when minimized. Just skip the texture generation for now, we
  111. // expect to be called again later when the window is restored.
  112. render_manager.SetState(initial_render_state);
  113. return false;
  114. }
  115. if (scissor_region != Rectanglei::FromSize(texture_dimensions))
  116. {
  117. Log::Message(Log::LT_INFO,
  118. "The desired box-shadow texture dimensions (%d, %d) are larger than the current window region (%d, %d). "
  119. "Results may be clipped. In element: %s",
  120. texture_dimensions.x, texture_dimensions.y, scissor_region.Width(), scissor_region.Height(), element->GetAddress().c_str());
  121. }
  122. render_manager.PushLayer();
  123. background_border_geometry.Render(element_offset_in_texture);
  124. for (int shadow_index = (int)shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
  125. {
  126. const BoxShadow& shadow = shadow_list[shadow_index];
  127. const Vector2f shadow_offset = {shadow.offset_x.number, shadow.offset_y.number};
  128. const bool inset = shadow.inset;
  129. const float spread_distance = shadow.spread_distance.number;
  130. const float blur_radius = shadow.blur_radius.number;
  131. CornerSizes spread_radii = border_radius;
  132. for (int i = 0; i < 4; i++)
  133. {
  134. float& radius = spread_radii[i];
  135. float spread_factor = (inset ? -1.f : 1.f);
  136. if (radius < spread_distance)
  137. {
  138. const float ratio_minus_one = (radius / spread_distance) - 1.f;
  139. spread_factor *= 1.f + ratio_minus_one * ratio_minus_one * ratio_minus_one;
  140. }
  141. radius = Math::Max(radius + spread_factor * spread_distance, 0.f);
  142. }
  143. Mesh mesh_shadow;
  144. // Generate the shadow geometry. For outer box-shadows it is rendered normally, while for inset box-shadows it is used as a clipping mask.
  145. for (int i = 0; i < element->GetNumBoxes(); i++)
  146. {
  147. const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
  148. RenderBox render_box = element->GetRenderBox(inset ? BoxArea::Padding : BoxArea::Border, i);
  149. render_box.SetFillSize(Math::Max(render_box.GetFillSize() + Vector2f(2.f * signed_spread_distance), Vector2f{0.001f}));
  150. render_box.SetBorderRadius(spread_radii);
  151. render_box.SetBorderOffset(render_box.GetBorderOffset() - Vector2f(signed_spread_distance));
  152. MeshUtilities::GenerateBackground(mesh_shadow, render_box, shadow.color);
  153. }
  154. CompiledFilter blur;
  155. if (blur_radius >= 0.5f)
  156. {
  157. blur = render_manager.CompileFilter("blur", Dictionary{{"sigma", Variant(0.5f * blur_radius)}});
  158. if (blur)
  159. render_manager.PushLayer();
  160. }
  161. Geometry geometry_shadow = render_manager.MakeGeometry(std::move(mesh_shadow));
  162. if (inset)
  163. {
  164. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_shadow, shadow_offset + element_offset_in_texture);
  165. for (Rml::Vertex& vertex : mesh_padding.vertices)
  166. vertex.colour = shadow.color;
  167. // @performance: Don't need to copy the mesh if this is the last use of it.
  168. Geometry geometry_padding = render_manager.MakeGeometry(Mesh(mesh_padding));
  169. geometry_padding.Render(element_offset_in_texture);
  170. render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, element_offset_in_texture);
  171. }
  172. else
  173. {
  174. Mesh mesh = mesh_padding_border;
  175. Geometry geometry_padding_border = render_manager.MakeGeometry(std::move(mesh));
  176. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_padding_border, element_offset_in_texture);
  177. geometry_shadow.Render(shadow_offset + element_offset_in_texture);
  178. }
  179. if (blur)
  180. {
  181. FilterHandleList filters;
  182. blur.AddHandleTo(filters);
  183. render_manager.CompositeLayers(render_manager.GetTopLayer(), render_manager.GetNextLayer(), BlendMode::Blend, filters);
  184. render_manager.PopLayer();
  185. blur.Release();
  186. }
  187. }
  188. texture_interface.SaveLayerAsTexture();
  189. render_manager.PopLayer();
  190. render_manager.SetState(initial_render_state);
  191. return true;
  192. };
  193. Mesh mesh = out_shadow_geometry.Release(Geometry::ReleaseMode::ClearMesh);
  194. const byte alpha = byte(opacity * 255.f);
  195. MeshUtilities::GenerateQuad(mesh, -element_offset_in_texture, Vector2f(texture_dimensions), ColourbPremultiplied(alpha, alpha));
  196. out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
  197. out_shadow_geometry = render_manager.MakeGeometry(std::move(mesh));
  198. }
  199. } // namespace Rml