🐛 Fix drop shadows viewport clipping

This commit is contained in:
Elena Torro 2025-03-17 16:55:17 +01:00
parent fa0da3a695
commit 731c21f082
6 changed files with 174 additions and 63 deletions

View file

@ -187,6 +187,9 @@ impl RenderState {
pub fn reset_canvas(&mut self) {
self.surfaces.canvas(SurfaceId::Fills).restore_to_count(1);
self.surfaces
.canvas(SurfaceId::DropShadows)
.restore_to_count(1);
self.surfaces.canvas(SurfaceId::Strokes).restore_to_count(1);
self.surfaces.canvas(SurfaceId::Current).restore_to_count(1);
@ -195,6 +198,7 @@ impl RenderState {
SurfaceId::Fills,
SurfaceId::Strokes,
SurfaceId::Current,
SurfaceId::DropShadows,
SurfaceId::Shadow,
SurfaceId::Overlay,
],
@ -220,6 +224,16 @@ impl RenderState {
pub fn apply_drawing_to_render_canvas(&mut self, shape: &Shape) {
self.surfaces
.flush_and_submit(&mut self.gpu_state, SurfaceId::Fills);
self.surfaces
.flush_and_submit(&mut self.gpu_state, SurfaceId::DropShadows);
self.surfaces.draw_into(
SurfaceId::DropShadows,
SurfaceId::Current,
Some(&skia::Paint::default()),
);
self.surfaces.draw_into(
SurfaceId::Fills,
SurfaceId::Current,
@ -263,6 +277,7 @@ impl RenderState {
self.surfaces.apply_mut(
&[
SurfaceId::Shadow,
SurfaceId::DropShadows,
SurfaceId::Overlay,
SurfaceId::Fills,
SurfaceId::Strokes,
@ -285,17 +300,19 @@ impl RenderState {
modifiers: Option<&Matrix>,
clip_bounds: Option<(Rect, Option<Corners>, Matrix)>,
) {
let surface_ids = &[SurfaceId::Fills, SurfaceId::Strokes];
let surface_ids = &[SurfaceId::Fills, SurfaceId::Strokes, SurfaceId::DropShadows];
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().save();
});
// set clipping
if let Some((bounds, corners, transform)) = clip_bounds {
self.surfaces
.apply_mut(&[SurfaceId::Fills, SurfaceId::Strokes], |s| {
self.surfaces.apply_mut(
&[SurfaceId::Fills, SurfaceId::Strokes, SurfaceId::DropShadows],
|s| {
s.canvas().concat(&transform);
});
},
);
if let Some(corners) = corners {
let rrect = RRect::new_rect_radii(bounds, &corners);
@ -362,10 +379,12 @@ impl RenderState {
text::render(self, text_content);
}
_ => {
self.surfaces
.apply_mut(&[SurfaceId::Fills, SurfaceId::Strokes], |s| {
self.surfaces.apply_mut(
&[SurfaceId::Fills, SurfaceId::Strokes, SurfaceId::DropShadows],
|s| {
s.canvas().concat(&matrix);
});
},
);
for fill in shape.fills().rev() {
fills::render(self, &shape, fill);
@ -384,21 +403,17 @@ impl RenderState {
);
}
for shadow in shape.drop_shadows().rev().filter(|s| !s.hidden()) {
shadows::render_drop_shadow(
self,
shadow,
self.viewbox.zoom * self.options.dpr(),
);
}
shadows::render_drop_shadows(self, &shape);
}
};
self.apply_drawing_to_render_canvas(&shape);
self.surfaces
.apply_mut(&[SurfaceId::Fills, SurfaceId::Strokes], |s| {
self.surfaces.apply_mut(
&[SurfaceId::Fills, SurfaceId::Strokes, SurfaceId::DropShadows],
|s| {
s.canvas().restore();
});
},
);
}
pub fn start_render_loop(
@ -407,22 +422,23 @@ impl RenderState {
modifiers: &HashMap<Uuid, Matrix>,
timestamp: i32,
) -> Result<(), String> {
let surface_ids = &[SurfaceId::Fills, SurfaceId::Strokes];
if self.render_in_progress {
if let Some(frame_id) = self.render_request_id {
self.cancel_animation_frame(frame_id);
}
}
self.reset_canvas();
self.surfaces.apply_mut(surface_ids, |s| {
s.canvas().scale((
self.viewbox.zoom * self.options.dpr(),
self.viewbox.zoom * self.options.dpr(),
));
s.canvas()
.translate((self.viewbox.pan_x, self.viewbox.pan_y));
});
self.surfaces.apply_mut(
&[SurfaceId::Fills, SurfaceId::Strokes, SurfaceId::DropShadows],
|s| {
s.canvas().scale((
self.viewbox.zoom * self.options.dpr(),
self.viewbox.zoom * self.options.dpr(),
));
s.canvas()
.translate((self.viewbox.pan_x, self.viewbox.pan_y));
},
);
self.pending_nodes = vec![NodeRenderState {
id: Uuid::nil(),
@ -514,6 +530,7 @@ impl RenderState {
self.surfaces.canvas(SurfaceId::Target).save();
self.surfaces.canvas(SurfaceId::Fills).save();
self.surfaces.canvas(SurfaceId::Strokes).save();
self.surfaces.canvas(SurfaceId::DropShadows).save();
let navigate_zoom = self.viewbox.zoom / cached.viewbox.zoom;
let navigate_x = cached.viewbox.zoom * (self.viewbox.pan_x - cached.viewbox.pan_x);
@ -536,6 +553,7 @@ impl RenderState {
self.surfaces.canvas(SurfaceId::Target).restore();
self.surfaces.canvas(SurfaceId::Fills).restore();
self.surfaces.canvas(SurfaceId::Strokes).restore();
self.surfaces.canvas(SurfaceId::DropShadows).restore();
self.flush();