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- /*
- * 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/Profiling.h"
- #include "../../Include/RmlUi/Core/RenderManager.h"
- namespace Rml {
- BoxShadowGeometryInfo GeometryBoxShadow::Resolve(Element* element, const CornerSizes& border_radius, ColourbPremultiplied background_color,
- const Array<ColourbPremultiplied, 4>& border_colors, float opacity)
- {
- RMLUI_ZoneScoped;
- // 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;
- const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow);
- RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
- BoxShadowList shadow_list = p_box_shadow->value.Get<BoxShadowList>();
- // 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++)
- {
- const RenderBox box = element->GetRenderBox(BoxArea::Border, i);
- texture_region = texture_region.Join(Rectanglef::FromPositionSize(box.GetBorderOffset(), box.GetFillSize()));
- }
- texture_region = texture_region.Extend(-extend_min, extend_max);
- Math::ExpandToPixelGrid(texture_region);
- element_offset_in_texture = -texture_region.TopLeft();
- texture_dimensions = Vector2i(texture_region.Size());
- }
- // Since we can reuse textures across multiple box shadows with the same properties,
- // we need to copy the element's box shadow list and the background and border geometry.
- RenderBoxList padding_render_boxes{};
- RenderBoxList border_render_boxes{};
- for (int i = 0; i < element->GetNumBoxes(); i++)
- {
- padding_render_boxes.push_back(element->GetRenderBox(BoxArea::Padding, i));
- border_render_boxes.push_back(element->GetRenderBox(BoxArea::Border, i));
- }
- // Finally, create cache information
- BoxShadowGeometryInfo geometry_info;
- geometry_info.background_color = background_color;
- geometry_info.border_colors = border_colors;
- geometry_info.border_radius = border_radius;
- geometry_info.texture_dimensions = texture_dimensions;
- geometry_info.element_offset_in_texture = element_offset_in_texture;
- geometry_info.padding_render_boxes = std::move(padding_render_boxes);
- geometry_info.border_render_boxes = std::move(border_render_boxes);
- geometry_info.shadow_list = std::move(shadow_list);
- geometry_info.opacity = opacity;
- return geometry_info;
- }
- void GeometryBoxShadow::GenerateTexture(CallbackTexture& out_shadow_texture, Geometry& out_background_border_geometry, RenderManager& render_manager,
- const BoxShadowGeometryInfo& info)
- {
- RMLUI_ZoneScoped;
- Mesh mesh = out_background_border_geometry.Release(Geometry::ReleaseMode::ClearMesh);
- for (size_t i = 0; i < info.padding_render_boxes.size(); i++)
- MeshUtilities::GenerateBackgroundBorder(mesh, info.padding_render_boxes[i], info.background_color, info.border_colors.data());
- out_background_border_geometry = render_manager.MakeGeometry(std::move(mesh));
- // 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 = [&info, &out_background_border_geometry](const CallbackTextureInterface& texture_interface) -> bool {
- RMLUI_ASSERT(info.border_render_boxes.size() == info.padding_render_boxes.size());
- RMLUI_ZoneScopedN("BoxShadow::GenerateTexture::Callback");
- size_t num_boxes = info.border_render_boxes.size();
- 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 : info.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 (size_t i = 0; i < num_boxes; i++)
- {
- ColourbPremultiplied white(255);
- if (has_inner_shadow)
- MeshUtilities::GenerateBackground(mesh_padding, info.padding_render_boxes[i], white);
- if (has_outer_shadow)
- MeshUtilities::GenerateBackground(mesh_padding_border, info.border_render_boxes[i], white);
- }
- const RenderState initial_render_state = render_manager.GetState();
- render_manager.ResetState();
- render_manager.SetScissorRegion(Rectanglei::FromSize(info.texture_dimensions));
- // The scissor region will be clamped to the current window size, check the resulting scissor region.
- const Rectanglei scissor_region = render_manager.GetScissorRegion();
- if (scissor_region.Width() <= 0 || scissor_region.Height() <= 0)
- {
- // The window may become zero-sized for example when minimized. Just skip the texture generation for now, we
- // expect to be called again later when the window is restored.
- render_manager.SetState(initial_render_state);
- return false;
- }
- if (scissor_region != Rectanglei::FromSize(info.texture_dimensions))
- {
- Log::Message(Log::LT_INFO,
- "The desired box-shadow texture dimensions (%d, %d) are larger than the current window region (%d, %d). "
- "Results may be clipped.",
- info.texture_dimensions.x, info.texture_dimensions.y, scissor_region.Width(), scissor_region.Height());
- }
- render_manager.PushLayer();
- out_background_border_geometry.Render(info.element_offset_in_texture);
- for (int shadow_index = (int)info.shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
- {
- const BoxShadow& shadow = info.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;
- CornerSizes spread_radii = info.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 inset box-shadows it is used as a clipping mask.
- for (size_t i = 0; i < num_boxes; i++)
- {
- const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
- RenderBox render_box = (inset ? info.padding_render_boxes : info.border_render_boxes)[i];
- render_box.SetFillSize(Math::Max(render_box.GetFillSize() + Vector2f(2.f * signed_spread_distance), Vector2f{0.001f}));
- render_box.SetBorderRadius(spread_radii);
- render_box.SetBorderOffset(render_box.GetBorderOffset() - Vector2f(signed_spread_distance));
- MeshUtilities::GenerateBackground(mesh_shadow, render_box, shadow.color);
- }
- CompiledFilter blur;
- if (blur_radius >= 0.5f)
- {
- blur = render_manager.CompileFilter("blur", Dictionary{{"sigma", Variant(0.5f * 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 + info.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(info.element_offset_in_texture);
- render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, info.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, info.element_offset_in_texture);
- geometry_shadow.Render(shadow_offset + info.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();
- }
- }
- texture_interface.SaveLayerAsTexture();
- render_manager.PopLayer();
- render_manager.SetState(initial_render_state);
- return true;
- };
- out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
- }
- } // namespace Rml
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