2025-03-20 15:20:15 +01:00

104 lines
3.1 KiB
Rust

use super::{RenderState, SurfaceId};
use crate::shapes::{Shadow, Shape, Type};
use skia_safe::{self as skia, Paint};
// Drop Shadows
pub fn render_drop_shadows(render_state: &mut RenderState, shape: &Shape) {
if shape.has_fills() {
for shadow in shape.drop_shadows().rev().filter(|s| !s.hidden()) {
render_fill_drop_shadow(render_state, &shape, &shadow);
}
} else {
let scale = render_state.get_scale();
for shadow in shape.drop_shadows().rev().filter(|s| !s.hidden()) {
render_stroke_drop_shadow(render_state, &shadow, scale);
}
}
}
fn render_fill_drop_shadow(render_state: &mut RenderState, shape: &Shape, shadow: &Shadow) {
let paint = &shadow.get_drop_shadow_paint();
render_shadow_paint(render_state, shape, paint, SurfaceId::DropShadows);
}
// TODO: Stroke shadows
fn render_stroke_drop_shadow(render_state: &mut RenderState, shadow: &Shadow, scale: f32) {
let shadow_paint = &shadow.to_paint(scale);
render_state
.surfaces
.draw_into(SurfaceId::Strokes, SurfaceId::Shadow, Some(shadow_paint));
render_state.surfaces.draw_into(
SurfaceId::Shadow,
SurfaceId::Current,
Some(&skia::Paint::default()),
);
render_state
.surfaces
.canvas(SurfaceId::Shadow)
.clear(skia::Color::TRANSPARENT);
}
// Inner Shadows
pub fn render_inner_shadows(render_state: &mut RenderState, shape: &Shape) {
if shape.has_fills() {
for shadow in shape.inner_shadows().rev().filter(|s| !s.hidden()) {
render_fill_inner_shadow(render_state, &shape, &shadow);
}
} else {
let scale = render_state.get_scale();
for shadow in shape.inner_shadows().rev().filter(|s| !s.hidden()) {
render_stroke_inner_shadow(render_state, &shadow, scale);
}
}
}
fn render_fill_inner_shadow(render_state: &mut RenderState, shape: &Shape, shadow: &Shadow) {
let paint = &shadow.get_inner_shadow_paint();
render_shadow_paint(render_state, shape, paint, SurfaceId::InnerShadows);
}
// TODO: Stroke shadows
fn render_stroke_inner_shadow(render_state: &mut RenderState, shadow: &Shadow, scale: f32) {
let shadow_paint = &shadow.to_paint(scale);
render_state
.surfaces
.draw_into(SurfaceId::Strokes, SurfaceId::Shadow, Some(shadow_paint));
render_state.surfaces.draw_into(
SurfaceId::Shadow,
SurfaceId::Overlay,
Some(&skia::Paint::default()),
);
render_state
.surfaces
.canvas(SurfaceId::Shadow)
.clear(skia::Color::TRANSPARENT);
}
fn render_shadow_paint(
render_state: &mut RenderState,
shape: &Shape,
paint: &Paint,
surface_id: SurfaceId,
) {
match &shape.shape_type {
Type::Rect(_) | Type::Frame(_) => {
render_state.surfaces.draw_rect_to(surface_id, shape, paint);
}
Type::Circle => {
render_state
.surfaces
.draw_circle_to(surface_id, shape, paint);
}
Type::Path(_) | Type::Bool(_) => {
render_state.surfaces.draw_path_to(surface_id, shape, paint);
}
_ => {}
}
}