Skip transparent shadows in iced_tiny_skia

This commit is contained in:
Héctor Ramón Jiménez 2024-01-20 12:39:41 +01:00
parent 370b2f6df7
commit 4d502012b3
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@ -186,104 +186,91 @@ impl Backend {
let path = rounded_rectangle(*bounds, fill_border_radius);
if let Some(shadow) = shadow {
fn smoothstep(a: f32, b: f32, x: f32) -> f32 {
let x = ((x - a) / (b - a)).clamp(0.0, 1.0);
if shadow.color.a > 0.0 {
let shadow_bounds = (Rectangle {
x: bounds.x + shadow.offset.x - shadow.blur_radius,
y: bounds.y + shadow.offset.y - shadow.blur_radius,
width: bounds.width + shadow.blur_radius * 2.0,
height: bounds.height + shadow.blur_radius * 2.0,
} + translation)
* scale_factor;
x * x * (3.0 - 2.0 * x)
}
fn rounded_box_sdf(
to_center: Vector,
size: Size,
radii: &[f32],
) -> f32 {
let radius =
match (to_center.x > 0.0, to_center.y > 0.0) {
(true, true) => radii[2],
(true, false) => radii[1],
(false, true) => radii[3],
(false, false) => radii[0],
};
let x = (to_center.x.abs() - size.width() + radius)
.max(0.0);
let y = (to_center.y.abs() - size.height() + radius)
.max(0.0);
(x.powf(2.0) + y.powf(2.0)).sqrt() - radius
}
let shadow_bounds = (Rectangle {
x: bounds.x + shadow.offset.x - shadow.blur_radius,
y: bounds.y + shadow.offset.y - shadow.blur_radius,
width: bounds.width + shadow.blur_radius * 2.0,
height: bounds.height + shadow.blur_radius * 2.0,
} + translation)
* scale_factor;
let radii = fill_border_radius
.into_iter()
.map(|radius| radius * scale_factor)
.collect::<Vec<_>>();
let (x, y, width, height) = (
shadow_bounds.x as u32,
shadow_bounds.y as u32,
shadow_bounds.width as u32,
shadow_bounds.height as u32,
);
let half_width = physical_bounds.width / 2.0;
let half_height = physical_bounds.height / 2.0;
let colors = (y..y + height)
.flat_map(|y| {
(x..x + width).map(move |x| (x as f32, y as f32))
})
.filter_map(|(x, y)| {
Size::from_wh(half_width, half_height).map(|size| {
let shadow_distance = rounded_box_sdf(
Vector::new(
x - physical_bounds.position().x
- (shadow.offset.x * scale_factor)
- half_width,
y - physical_bounds.position().y
- (shadow.offset.y * scale_factor)
- half_height,
),
size,
&radii,
);
let shadow_alpha = 1.0
- smoothstep(
-shadow.blur_radius * scale_factor,
shadow.blur_radius * scale_factor,
shadow_distance,
);
let mut color = into_color(shadow.color);
color.apply_opacity(shadow_alpha);
color.to_color_u8().premultiply()
})
})
.collect();
if let Some(pixmap) = tiny_skia::IntSize::from_wh(
width, height,
)
.and_then(|size| {
tiny_skia::Pixmap::from_vec(
bytemuck::cast_vec(colors),
size,
)
}) {
pixels.draw_pixmap(
x as i32,
y as i32,
pixmap.as_ref(),
&tiny_skia::PixmapPaint::default(),
tiny_skia::Transform::default(),
None,
let radii = fill_border_radius
.into_iter()
.map(|radius| radius * scale_factor)
.collect::<Vec<_>>();
let (x, y, width, height) = (
shadow_bounds.x as u32,
shadow_bounds.y as u32,
shadow_bounds.width as u32,
shadow_bounds.height as u32,
);
let half_width = physical_bounds.width / 2.0;
let half_height = physical_bounds.height / 2.0;
let colors = (y..y + height)
.flat_map(|y| {
(x..x + width)
.map(move |x| (x as f32, y as f32))
})
.filter_map(|(x, y)| {
Size::from_wh(half_width, half_height).map(
|size| {
let shadow_distance = rounded_box_sdf(
Vector::new(
x - physical_bounds
.position()
.x
- (shadow.offset.x
* scale_factor)
- half_width,
y - physical_bounds
.position()
.y
- (shadow.offset.y
* scale_factor)
- half_height,
),
size,
&radii,
);
let shadow_alpha = 1.0
- smoothstep(
-shadow.blur_radius
* scale_factor,
shadow.blur_radius
* scale_factor,
shadow_distance,
);
let mut color =
into_color(shadow.color);
color.apply_opacity(shadow_alpha);
color.to_color_u8().premultiply()
},
)
})
.collect();
if let Some(pixmap) = tiny_skia::IntSize::from_wh(
width, height,
)
.and_then(|size| {
tiny_skia::Pixmap::from_vec(
bytemuck::cast_vec(colors),
size,
)
}) {
pixels.draw_pixmap(
x as i32,
y as i32,
pixmap.as_ref(),
&tiny_skia::PixmapPaint::default(),
tiny_skia::Transform::default(),
None,
);
}
}
}
@ -969,6 +956,26 @@ fn adjust_clip_mask(clip_mask: &mut tiny_skia::Mask, bounds: Rectangle) {
);
}
fn smoothstep(a: f32, b: f32, x: f32) -> f32 {
let x = ((x - a) / (b - a)).clamp(0.0, 1.0);
x * x * (3.0 - 2.0 * x)
}
fn rounded_box_sdf(to_center: Vector, size: Size, radii: &[f32]) -> f32 {
let radius = match (to_center.x > 0.0, to_center.y > 0.0) {
(true, true) => radii[2],
(true, false) => radii[1],
(false, true) => radii[3],
(false, false) => radii[0],
};
let x = (to_center.x.abs() - size.width() + radius).max(0.0);
let y = (to_center.y.abs() - size.height() + radius).max(0.0);
(x.powf(2.0) + y.powf(2.0)).sqrt() - radius
}
impl iced_graphics::Backend for Backend {
type Primitive = primitive::Custom;
}