GeometryBoxShadow.cpp 11 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/Profiling.h"
  37. #include "../../Include/RmlUi/Core/RenderManager.h"
  38. namespace Rml {
  39. BoxShadowGeometryInfo GeometryBoxShadow::Resolve(Element* element, const CornerSizes& border_radius, ColourbPremultiplied background_color,
  40. const Array<ColourbPremultiplied, 4>& border_colors, float opacity)
  41. {
  42. RMLUI_ZoneScoped;
  43. // Find the box-shadow texture dimension and offset required to cover all box-shadows and element boxes combined.
  44. Vector2f element_offset_in_texture;
  45. Vector2i texture_dimensions;
  46. const Property* p_box_shadow = element->GetLocalProperty(PropertyId::BoxShadow);
  47. RMLUI_ASSERT(p_box_shadow->value.GetType() == Variant::BOXSHADOWLIST);
  48. BoxShadowList shadow_list = p_box_shadow->value.Get<BoxShadowList>();
  49. // Resolve all lengths to px units.
  50. for (BoxShadow& shadow : shadow_list)
  51. {
  52. shadow.blur_radius = NumericValue(element->ResolveLength(shadow.blur_radius), Unit::PX);
  53. shadow.spread_distance = NumericValue(element->ResolveLength(shadow.spread_distance), Unit::PX);
  54. shadow.offset_x = NumericValue(element->ResolveLength(shadow.offset_x), Unit::PX);
  55. shadow.offset_y = NumericValue(element->ResolveLength(shadow.offset_y), Unit::PX);
  56. }
  57. {
  58. Vector2f extend_min;
  59. Vector2f extend_max;
  60. // Extend the render-texture to encompass box-shadow blur and spread.
  61. for (const BoxShadow& shadow : shadow_list)
  62. {
  63. if (!shadow.inset)
  64. {
  65. const float extend = 1.5f * shadow.blur_radius.number + shadow.spread_distance.number;
  66. const Vector2f offset = {shadow.offset_x.number, shadow.offset_y.number};
  67. extend_min = Math::Min(extend_min, offset - Vector2f(extend));
  68. extend_max = Math::Max(extend_max, offset + Vector2f(extend));
  69. }
  70. }
  71. Rectanglef texture_region;
  72. // Extend the render-texture further to cover all the element's boxes.
  73. for (int i = 0; i < element->GetNumBoxes(); i++)
  74. {
  75. const RenderBox box = element->GetRenderBox(BoxArea::Border, i);
  76. texture_region = texture_region.Join(Rectanglef::FromPositionSize(box.GetBorderOffset(), box.GetFillSize()));
  77. }
  78. texture_region = texture_region.Extend(-extend_min, extend_max);
  79. Math::ExpandToPixelGrid(texture_region);
  80. element_offset_in_texture = -texture_region.TopLeft();
  81. texture_dimensions = Vector2i(texture_region.Size());
  82. }
  83. // Since we can reuse textures across multiple box shadows with the same properties,
  84. // we need to copy the element's box shadow list and the background and border geometry.
  85. RenderBoxList padding_render_boxes{};
  86. RenderBoxList border_render_boxes{};
  87. for (int i = 0; i < element->GetNumBoxes(); i++)
  88. {
  89. padding_render_boxes.push_back(element->GetRenderBox(BoxArea::Padding, i));
  90. border_render_boxes.push_back(element->GetRenderBox(BoxArea::Border, i));
  91. }
  92. // Finally, create cache information
  93. BoxShadowGeometryInfo geometry_info;
  94. geometry_info.background_color = background_color;
  95. geometry_info.border_colors = border_colors;
  96. geometry_info.border_radius = border_radius;
  97. geometry_info.texture_dimensions = texture_dimensions;
  98. geometry_info.element_offset_in_texture = element_offset_in_texture;
  99. geometry_info.padding_render_boxes = std::move(padding_render_boxes);
  100. geometry_info.border_render_boxes = std::move(border_render_boxes);
  101. geometry_info.shadow_list = std::move(shadow_list);
  102. geometry_info.opacity = opacity;
  103. return geometry_info;
  104. }
  105. void GeometryBoxShadow::GenerateTexture(CallbackTexture& out_shadow_texture, Geometry& out_background_border_geometry, RenderManager& render_manager,
  106. const BoxShadowGeometryInfo& info)
  107. {
  108. RMLUI_ZoneScoped;
  109. Mesh mesh = out_background_border_geometry.Release(Geometry::ReleaseMode::ClearMesh);
  110. for (size_t i = 0; i < info.padding_render_boxes.size(); i++)
  111. MeshUtilities::GenerateBackgroundBorder(mesh, info.padding_render_boxes[i], info.background_color, info.border_colors.data());
  112. out_background_border_geometry = render_manager.MakeGeometry(std::move(mesh));
  113. // Callback for generating the box-shadow texture. Using a callback ensures that the texture can be regenerated at any time, for example if the
  114. // device loses its GPU context and the client calls Rml::ReleaseTextures().
  115. auto texture_callback = [&info, &out_background_border_geometry](const CallbackTextureInterface& texture_interface) -> bool {
  116. RMLUI_ASSERT(info.border_render_boxes.size() == info.padding_render_boxes.size());
  117. RMLUI_ZoneScopedN("BoxShadow::GenerateTexture::Callback");
  118. size_t num_boxes = info.border_render_boxes.size();
  119. RenderManager& render_manager = texture_interface.GetRenderManager();
  120. Mesh mesh_padding; // Render geometry for inner box-shadow.
  121. Mesh mesh_padding_border; // Clipping mask for outer box-shadow.
  122. bool has_inner_shadow = false;
  123. bool has_outer_shadow = false;
  124. for (const BoxShadow& shadow : info.shadow_list)
  125. {
  126. if (shadow.inset)
  127. has_inner_shadow = true;
  128. else
  129. has_outer_shadow = true;
  130. }
  131. // Generate the geometry for all the element's boxes and extend the render-texture further to cover all of them.
  132. for (size_t i = 0; i < num_boxes; i++)
  133. {
  134. ColourbPremultiplied white(255);
  135. if (has_inner_shadow)
  136. MeshUtilities::GenerateBackground(mesh_padding, info.padding_render_boxes[i], white);
  137. if (has_outer_shadow)
  138. MeshUtilities::GenerateBackground(mesh_padding_border, info.border_render_boxes[i], white);
  139. }
  140. const RenderState initial_render_state = render_manager.GetState();
  141. render_manager.ResetState();
  142. render_manager.SetScissorRegion(Rectanglei::FromSize(info.texture_dimensions));
  143. // The scissor region will be clamped to the current window size, check the resulting scissor region.
  144. const Rectanglei scissor_region = render_manager.GetScissorRegion();
  145. if (scissor_region.Width() <= 0 || scissor_region.Height() <= 0)
  146. {
  147. // The window may become zero-sized for example when minimized. Just skip the texture generation for now, we
  148. // expect to be called again later when the window is restored.
  149. render_manager.SetState(initial_render_state);
  150. return false;
  151. }
  152. if (scissor_region != Rectanglei::FromSize(info.texture_dimensions))
  153. {
  154. Log::Message(Log::LT_INFO,
  155. "The desired box-shadow texture dimensions (%d, %d) are larger than the current window region (%d, %d). "
  156. "Results may be clipped.",
  157. info.texture_dimensions.x, info.texture_dimensions.y, scissor_region.Width(), scissor_region.Height());
  158. }
  159. render_manager.PushLayer();
  160. out_background_border_geometry.Render(info.element_offset_in_texture);
  161. for (int shadow_index = (int)info.shadow_list.size() - 1; shadow_index >= 0; shadow_index--)
  162. {
  163. const BoxShadow& shadow = info.shadow_list[shadow_index];
  164. const Vector2f shadow_offset = {shadow.offset_x.number, shadow.offset_y.number};
  165. const bool inset = shadow.inset;
  166. const float spread_distance = shadow.spread_distance.number;
  167. const float blur_radius = shadow.blur_radius.number;
  168. CornerSizes spread_radii = info.border_radius;
  169. for (int i = 0; i < 4; i++)
  170. {
  171. float& radius = spread_radii[i];
  172. float spread_factor = (inset ? -1.f : 1.f);
  173. if (radius < spread_distance)
  174. {
  175. const float ratio_minus_one = (radius / spread_distance) - 1.f;
  176. spread_factor *= 1.f + ratio_minus_one * ratio_minus_one * ratio_minus_one;
  177. }
  178. radius = Math::Max(radius + spread_factor * spread_distance, 0.f);
  179. }
  180. Mesh mesh_shadow;
  181. // Generate the shadow geometry. For outer box-shadows it is rendered normally, while for inset box-shadows it is used as a clipping mask.
  182. for (size_t i = 0; i < num_boxes; i++)
  183. {
  184. const float signed_spread_distance = (inset ? -spread_distance : spread_distance);
  185. RenderBox render_box = (inset ? info.padding_render_boxes : info.border_render_boxes)[i];
  186. render_box.SetFillSize(Math::Max(render_box.GetFillSize() + Vector2f(2.f * signed_spread_distance), Vector2f{0.001f}));
  187. render_box.SetBorderRadius(spread_radii);
  188. render_box.SetBorderOffset(render_box.GetBorderOffset() - Vector2f(signed_spread_distance));
  189. MeshUtilities::GenerateBackground(mesh_shadow, render_box, shadow.color);
  190. }
  191. CompiledFilter blur;
  192. if (blur_radius >= 0.5f)
  193. {
  194. blur = render_manager.CompileFilter("blur", Dictionary{{"sigma", Variant(0.5f * blur_radius)}});
  195. if (blur)
  196. render_manager.PushLayer();
  197. }
  198. Geometry geometry_shadow = render_manager.MakeGeometry(std::move(mesh_shadow));
  199. if (inset)
  200. {
  201. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_shadow, shadow_offset + info.element_offset_in_texture);
  202. for (Rml::Vertex& vertex : mesh_padding.vertices)
  203. vertex.colour = shadow.color;
  204. // @performance: Don't need to copy the mesh if this is the last use of it.
  205. Geometry geometry_padding = render_manager.MakeGeometry(Mesh(mesh_padding));
  206. geometry_padding.Render(info.element_offset_in_texture);
  207. render_manager.SetClipMask(ClipMaskOperation::Set, &geometry_padding, info.element_offset_in_texture);
  208. }
  209. else
  210. {
  211. Mesh mesh = mesh_padding_border;
  212. Geometry geometry_padding_border = render_manager.MakeGeometry(std::move(mesh));
  213. render_manager.SetClipMask(ClipMaskOperation::SetInverse, &geometry_padding_border, info.element_offset_in_texture);
  214. geometry_shadow.Render(shadow_offset + info.element_offset_in_texture);
  215. }
  216. if (blur)
  217. {
  218. FilterHandleList filters;
  219. blur.AddHandleTo(filters);
  220. render_manager.CompositeLayers(render_manager.GetTopLayer(), render_manager.GetNextLayer(), BlendMode::Blend, filters);
  221. render_manager.PopLayer();
  222. blur.Release();
  223. }
  224. }
  225. texture_interface.SaveLayerAsTexture();
  226. render_manager.PopLayer();
  227. render_manager.SetState(initial_render_state);
  228. return true;
  229. };
  230. out_shadow_texture = render_manager.MakeCallbackTexture(std::move(texture_callback));
  231. }
  232. } // namespace Rml