Make shadow optional in renderer::Quad

This commit is contained in:
Héctor Ramón Jiménez 2024-01-20 12:11:18 +01:00
parent 83902921a3
commit b7b457a575
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GPG key ID: 7CC46565708259A7
8 changed files with 57 additions and 46 deletions

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@ -5,7 +5,7 @@ mod null;
#[cfg(debug_assertions)]
pub use null::Null;
use crate::{Background, BorderRadius, Color, Rectangle, Shadow, Vector};
use crate::{Background, BorderRadius, Color, Rectangle, Shadow, Size, Vector};
/// A component that can be used by widgets to draw themselves on a screen.
pub trait Renderer: Sized {
@ -47,7 +47,19 @@ pub struct Quad {
pub border_color: Color,
/// The shadow of the [`Quad`].
pub shadow: Shadow,
pub shadow: Option<Shadow>,
}
impl Default for Quad {
fn default() -> Self {
Self {
bounds: Rectangle::with_size(Size::ZERO),
border_radius: 0.0.into(),
border_width: 0.0,
border_color: Color::TRANSPARENT,
shadow: None,
}
}
}
/// The styling attributes of a [`Renderer`].

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@ -2,7 +2,7 @@
use crate::{Color, Vector};
/// A shadow
#[derive(Debug, Clone, Copy, PartialEq, Default)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Shadow {
/// The color of the shadow
pub color: Color,
@ -10,6 +10,6 @@ pub struct Shadow {
/// The offset of the shadow
pub offset: Vector,
/// The blur_radius of the shadow
/// The blur radius of the shadow
pub blur_radius: f32,
}

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@ -65,7 +65,7 @@ mod quad {
border_radius: self.radius.into(),
border_width: self.border_width,
border_color: Color::from_rgb(1.0, 0.0, 0.0),
shadow: self.shadow,
shadow: Some(self.shadow),
},
Color::BLACK,
);

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@ -80,26 +80,25 @@ impl<T: Damage> Damage for Primitive<T> {
}
Self::Quad {
bounds,
shadow_offset,
shadow_blur_radius,
shadow: Some(shadow),
..
} => {
let bounds_with_shadow = Rectangle {
x: bounds.x + shadow_offset.x.min(0.0) - shadow_blur_radius,
y: bounds.y + shadow_offset.y.min(0.0) - shadow_blur_radius,
x: bounds.x + shadow.offset.x.min(0.0) - shadow.blur_radius,
y: bounds.y + shadow.offset.y.min(0.0) - shadow.blur_radius,
width: bounds.width
+ shadow_offset.x.abs()
+ shadow_blur_radius * 2.0,
+ shadow.offset.x.abs()
+ shadow.blur_radius * 2.0,
height: bounds.height
+ shadow_offset.y.abs()
+ shadow_blur_radius * 2.0,
+ shadow.offset.y.abs()
+ shadow.blur_radius * 2.0,
};
bounds_with_shadow.expand(1.0)
}
Self::Image { bounds, .. } | Self::Svg { bounds, .. } => {
bounds.expand(1.0)
}
Self::Quad { bounds, .. }
| Self::Image { bounds, .. }
| Self::Svg { bounds, .. } => bounds.expand(1.0),
Self::Clip { bounds, .. } => bounds.expand(1.0),
Self::Group { primitives } => primitives
.iter()

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@ -3,7 +3,9 @@ use crate::core::alignment;
use crate::core::image;
use crate::core::svg;
use crate::core::text;
use crate::core::{Background, Color, Font, Pixels, Point, Rectangle, Vector};
use crate::core::{
Background, Color, Font, Pixels, Point, Rectangle, Shadow, Vector,
};
use crate::text::editor;
use crate::text::paragraph;
@ -71,12 +73,8 @@ pub enum Primitive<T> {
border_width: f32,
/// The border color of the quad
border_color: Color,
/// The shadow color of the quad
shadow_color: Color,
/// The shadow offset of the quad
shadow_offset: Vector,
/// The shadow blur radius of the quad
shadow_blur_radius: f32,
/// The [`Shadow`] of the quad
shadow: Option<Shadow>,
},
/// An image primitive
Image {

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@ -127,9 +127,7 @@ impl<B: Backend, T> iced_core::Renderer for Renderer<B, T> {
border_radius: quad.border_radius.into(),
border_width: quad.border_width,
border_color: quad.border_color,
shadow_color: quad.shadow.color,
shadow_offset: quad.shadow.offset,
shadow_blur_radius: quad.shadow.blur_radius,
shadow: quad.shadow,
});
}

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@ -155,9 +155,7 @@ impl Backend {
border_radius,
border_width,
border_color,
shadow_color,
shadow_offset,
shadow_blur_radius,
shadow,
} => {
let physical_bounds = (*bounds + translation) * scale_factor;
@ -187,7 +185,7 @@ impl Backend {
}
let path = rounded_rectangle(*bounds, fill_border_radius);
if shadow_color.a > 0.0 {
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);
@ -216,10 +214,10 @@ impl Backend {
}
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,
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;
@ -245,10 +243,10 @@ impl Backend {
let shadow_distance = rounded_box_sdf(
Vector::new(
x - physical_bounds.position().x
- (shadow_offset.x * scale_factor)
- (shadow.offset.x * scale_factor)
- half_width,
y - physical_bounds.position().y
- (shadow_offset.y * scale_factor)
- (shadow.offset.y * scale_factor)
- half_height,
),
size,
@ -256,12 +254,12 @@ impl Backend {
);
let shadow_alpha = 1.0
- smoothstep(
-shadow_blur_radius * scale_factor,
*shadow_blur_radius * scale_factor,
-shadow.blur_radius * scale_factor,
shadow.blur_radius * scale_factor,
shadow_distance,
);
let mut color = into_color(*shadow_color);
let mut color = into_color(shadow.color);
color.apply_opacity(shadow_alpha);
color.to_color_u8().premultiply()

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@ -12,7 +12,9 @@ pub use text::Text;
use crate::core;
use crate::core::alignment;
use crate::core::{Color, Font, Pixels, Point, Rectangle, Size, Vector};
use crate::core::{
Color, Font, Pixels, Point, Rectangle, Shadow, Size, Vector,
};
use crate::graphics;
use crate::graphics::color;
use crate::graphics::Viewport;
@ -198,12 +200,16 @@ impl<'a> Layer<'a> {
border_radius,
border_width,
border_color,
shadow_color,
shadow_offset,
shadow_blur_radius,
shadow,
} => {
let layer = &mut layers[current_layer];
let shadow = shadow.unwrap_or_else(|| Shadow {
color: Color::TRANSPARENT,
offset: Vector::ZERO,
blur_radius: 0.0,
});
let quad = Quad {
position: [
bounds.x + translation.x,
@ -213,9 +219,9 @@ impl<'a> Layer<'a> {
border_color: color::pack(*border_color),
border_radius: *border_radius,
border_width: *border_width,
shadow_color: shadow_color.into_linear(),
shadow_offset: (*shadow_offset).into(),
shadow_blur_radius: *shadow_blur_radius,
shadow_color: shadow.color.into_linear(),
shadow_offset: shadow.offset.into(),
shadow_blur_radius: shadow.blur_radius,
};
layer.quads.add(quad, background);