Elena Torro f4d04a3dcb 🐛 Fix Stroke Shadows
- Move shadows surface responsibility
- Draw shadows directly into DropShadows and InnerShadows surfaces
- Draw stroke shadows directly into Strokes in order
- Clean up old shadow surfaces (Shadow & Overlay)
2025-03-28 08:56:37 +01:00

106 lines
2.9 KiB
Rust

use super::{RenderState, SurfaceId};
use crate::render::strokes;
use crate::shapes::{Shadow, Shape, Stroke, Type};
use skia_safe::Paint;
// Fill Shadows
pub fn render_fill_drop_shadows(render_state: &mut RenderState, shape: &Shape, antialias: bool) {
if shape.has_fills() {
for shadow in shape.drop_shadows().rev().filter(|s| !s.hidden()) {
render_fill_drop_shadow(render_state, &shape, &shadow, antialias);
}
}
}
fn render_fill_drop_shadow(
render_state: &mut RenderState,
shape: &Shape,
shadow: &Shadow,
antialias: bool,
) {
let paint = &shadow.get_drop_shadow_paint(antialias);
render_shadow_paint(render_state, shape, paint, SurfaceId::DropShadows);
}
pub fn render_fill_inner_shadows(render_state: &mut RenderState, shape: &Shape, antialias: bool) {
if shape.has_fills() {
for shadow in shape.inner_shadows().rev().filter(|s| !s.hidden()) {
render_fill_inner_shadow(render_state, &shape, &shadow, antialias);
}
}
}
fn render_fill_inner_shadow(
render_state: &mut RenderState,
shape: &Shape,
shadow: &Shadow,
antialias: bool,
) {
let paint = &shadow.get_inner_shadow_paint(antialias);
render_shadow_paint(render_state, shape, paint, SurfaceId::InnerShadows);
}
pub fn render_stroke_drop_shadows(
render_state: &mut RenderState,
shape: &Shape,
stroke: &Stroke,
antialias: bool,
) {
if !shape.has_fills() {
for shadow in shape.drop_shadows().rev().filter(|s| !s.hidden()) {
let filter = shadow.get_drop_shadow_filter();
strokes::render(
render_state,
&shape,
stroke,
Some(SurfaceId::Strokes), // FIXME
filter.as_ref(),
antialias,
)
}
}
}
pub fn render_stroke_inner_shadows(
render_state: &mut RenderState,
shape: &Shape,
stroke: &Stroke,
antialias: bool,
) {
if !shape.has_fills() {
for shadow in shape.inner_shadows().rev().filter(|s| !s.hidden()) {
let filter = shadow.get_inner_shadow_filter();
strokes::render(
render_state,
&shape,
stroke,
Some(SurfaceId::Strokes), // FIXME
filter.as_ref(),
antialias,
)
}
}
}
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);
}
_ => {}
}
}