Files
Henrik RydgårdandClaude Opus 5.5 e86113afa3 Fix the Windows build of draw_text.cpp
CommonWindows.h defines WIN32_LEAN_AND_MEAN, which leaves out what the
Direct2D/DirectWrite headers in draw_text_uwp.h need. Include
<windows.h> with just NOMINMAX instead, and keep std::max out of
DropShadow.h so it doesn't depend on which order windows.h comes in.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-23 13:04:18 +02:00

92 lines
3.0 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <cmath>
#include <vector>
#include "Common/Render/DropShadow.h"
// In UI units.
static constexpr float UI_SHADOW_RADIUS = 3.0f;
static constexpr float UI_SHADOW_INTENSITY = 0.66f;
DropShadowParams UIDropShadowParams(float pixelsPerUnit) {
DropShadowParams params;
params.radius = std::max(1, (int)(UI_SHADOW_RADIUS * pixelsPerUnit));
params.intensity = UI_SHADOW_INTENSITY;
return params;
}
void CompositeDropShadow(const u32 *src, int w, int h, u32 *dst, int dstStride, const DropShadowParams &params) {
const int radius = std::max(1, params.radius);
const int pad = params.Padding();
const int outW = w + pad * 2;
const int outH = h + pad * 2;
const float sigma = radius * 0.5f;
std::vector<float> kernel(radius * 2 + 1);
float kernelSum = 0.0f;
for (int i = -radius; i <= radius; i++) {
kernel[i + radius] = expf(-(float)(i * i) / (2.0f * sigma * sigma));
kernelSum += kernel[i + radius];
}
for (float &k : kernel) {
k /= kernelSum;
}
// Blur the offset alpha, scattering each texel horizontally into rows, then the rows vertically.
// Scattering lets us skip the transparent texels, which are most of them.
std::vector<float> rows(outW * h);
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
const u32 a = src[y * w + x] >> 24;
if (!a) {
continue;
}
const float fa = a * (1.0f / 255.0f);
float *row = &rows[y * outW + x + pad + params.offsetX - radius];
for (int i = 0; i <= radius * 2; i++) {
row[i] += fa * kernel[i];
}
}
}
std::vector<float> shadow(outW * outH);
for (int y = 0; y < h; y++) {
const float *row = &rows[y * outW];
for (int i = 0; i <= radius * 2; i++) {
float *out = &shadow[(y + pad + params.offsetY - radius + i) * outW];
const float k = kernel[i];
for (int x = 0; x < outW; x++) {
out[x] += row[x] * k;
}
}
}
for (int y = 0; y < outH; y++) {
for (int x = 0; x < outW; x++) {
const int sx = x - pad;
const int sy = y - pad;
const u32 color = (sx >= 0 && sx < w && sy >= 0 && sy < h) ? src[sy * w + sx] : 0;
const u32 alpha = color >> 24;
const float shadowAlpha = std::min(1.0f, shadow[y * outW + x] * params.intensity);
const u32 outAlpha = alpha + (u32)((255 - alpha) * shadowAlpha + 0.5f);
dst[y * dstStride + x] = (outAlpha << 24) | (color & 0x00FFFFFF);
}
}
}