cranpose_render_common/
layer_shadow.rs1use cranpose_ui_graphics::{GraphicsLayer, Rect};
2
3use crate::layer_transform::layer_uniform_scale;
4
5const MIN_LAYER_SHADOW_SCALE: f32 = 0.1;
6const MIN_LAYER_SHADOW_SPREAD: f32 = 0.8;
7const MIN_AMBIENT_BLUR_RADIUS: f32 = 0.5;
8const MIN_SPOT_BLUR_RADIUS: f32 = 0.5;
9const AMBIENT_SPREAD_FACTOR: f32 = 0.24;
10const SPOT_OFFSET_X_FACTOR: f32 = 0.18;
11const SPOT_OFFSET_Y_FACTOR: f32 = 0.62;
12const AMBIENT_BLUR_FACTOR: f32 = 0.95;
13const SPOT_BLUR_FACTOR: f32 = 0.72;
14const SPOT_SPREAD_FACTOR: f32 = 0.72;
15const AMBIENT_ALPHA_FACTOR: f32 = 0.72;
16const SPOT_ALPHA_FACTOR: f32 = 0.96;
17
18#[derive(Clone, Copy, Debug, PartialEq)]
19pub struct LayerShadowPass {
20 pub rect: Rect,
21 pub blur_radius: f32,
22 pub alpha: f32,
23}
24
25#[derive(Clone, Copy, Debug, Default, PartialEq)]
26pub struct LayerShadowGeometry {
27 pub ambient: Option<LayerShadowPass>,
28 pub spot: Option<LayerShadowPass>,
29}
30
31pub fn layer_shadow_geometry(
32 layer: &GraphicsLayer,
33 transformed_bounds: Rect,
34) -> LayerShadowGeometry {
35 if layer.shadow_elevation <= 0.0 {
36 return LayerShadowGeometry::default();
37 }
38
39 let scale = layer_uniform_scale(layer).max(MIN_LAYER_SHADOW_SCALE);
40 let elevation = layer.shadow_elevation * scale;
41 let spread = (elevation * AMBIENT_SPREAD_FACTOR).max(MIN_LAYER_SHADOW_SPREAD);
42 let ambient_alpha = (layer.ambient_shadow_color.a() * AMBIENT_ALPHA_FACTOR).clamp(0.0, 1.0);
43 let spot_alpha = (layer.spot_shadow_color.a() * SPOT_ALPHA_FACTOR).clamp(0.0, 1.0);
44
45 let ambient = (ambient_alpha > f32::EPSILON).then_some(LayerShadowPass {
46 rect: Rect {
47 x: transformed_bounds.x - spread,
48 y: transformed_bounds.y - spread,
49 width: transformed_bounds.width + spread * 2.0,
50 height: transformed_bounds.height + spread * 2.0,
51 },
52 blur_radius: (elevation * AMBIENT_BLUR_FACTOR).max(MIN_AMBIENT_BLUR_RADIUS),
53 alpha: ambient_alpha,
54 });
55
56 let spot_spread = spread * SPOT_SPREAD_FACTOR;
57 let spot = (spot_alpha > f32::EPSILON).then_some(LayerShadowPass {
58 rect: Rect {
59 x: transformed_bounds.x + elevation * SPOT_OFFSET_X_FACTOR - spot_spread,
60 y: transformed_bounds.y + elevation * SPOT_OFFSET_Y_FACTOR - spot_spread,
61 width: transformed_bounds.width + spot_spread * 2.0,
62 height: transformed_bounds.height + spot_spread * 2.0,
63 },
64 blur_radius: (elevation * SPOT_BLUR_FACTOR).max(MIN_SPOT_BLUR_RADIUS),
65 alpha: spot_alpha,
66 });
67
68 LayerShadowGeometry { ambient, spot }
69}
70
71#[cfg(test)]
72#[path = "tests/layer_shadow_tests.rs"]
73mod tests;