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gl renderer: Implement cross fade nodes
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bed03aa319
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@ -199,6 +199,7 @@ struct _GskGLRenderer
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Program outset_shadow_program;
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Program shadow_program;
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Program border_program;
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Program cross_fade_program;
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};
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};
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@ -992,6 +993,51 @@ render_shadow_node (GskGLRenderer *self,
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gsk_gl_renderer_add_render_ops (self, original_child, builder);
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}
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static inline void
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render_cross_fade_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder)
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{
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const float min_x = node->bounds.origin.x;
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const float min_y = node->bounds.origin.y;
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const float max_x = min_x + node->bounds.size.width;
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const float max_y = min_y + node->bounds.size.height;
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GskRenderNode *start_node = gsk_cross_fade_node_get_start_child (node);
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GskRenderNode *end_node = gsk_cross_fade_node_get_end_child (node);
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float progress = gsk_cross_fade_node_get_progress (node);
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int start_texture_id;
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int end_texture_id;
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gboolean is_offscreen;
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RenderOp op;
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const GskQuadVertex vertex_data[GL_N_VERTICES] = {
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{ { min_x, min_y }, { 0, 1 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, max_y }, { 1, 0 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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};
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/* TODO: We create 2 textures here as big as the cross-fade node, but both the
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* start and the end node might be a lot smaller than that. */
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add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y, start_node,
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&start_texture_id, &is_offscreen);
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add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y, end_node,
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&end_texture_id, &is_offscreen);
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ops_set_program (builder, &self->cross_fade_program);
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op.op = OP_CHANGE_CROSS_FADE;
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op.cross_fade.progress = progress;
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op.cross_fade.source2 = end_texture_id;
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ops_add (builder, &op);
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ops_set_texture (builder, start_texture_id);
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ops_draw (builder, vertex_data);
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}
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static void
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gsk_gl_renderer_dispose (GObject *gobject)
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{
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@ -1073,6 +1119,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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{ "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
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{ "shadow", "blit.vs.glsl", "shadow.fs.glsl" },
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{ "border", "blit.vs.glsl", "border.fs.glsl" },
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{ "cross fade", "blit.vs.glsl", "cross_fade.fs.glsl" },
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};
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builder = gsk_shader_builder_new ();
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@ -1190,6 +1237,10 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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INIT_PROGRAM_UNIFORM_LOCATION (border, color);
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INIT_PROGRAM_UNIFORM_LOCATION (border, widths);
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/* cross fade */
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INIT_PROGRAM_UNIFORM_LOCATION (cross_fade, progress);
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INIT_PROGRAM_UNIFORM_LOCATION (cross_fade, source2);
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g_object_unref (builder);
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return TRUE;
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}
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@ -1510,8 +1561,11 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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render_border_node (self, node, builder);
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break;
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case GSK_REPEATING_LINEAR_GRADIENT_NODE:
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case GSK_CROSS_FADE_NODE:
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render_cross_fade_node (self, node, builder);
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break;
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case GSK_REPEATING_LINEAR_GRADIENT_NODE:
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case GSK_BLEND_NODE:
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case GSK_REPEAT_NODE:
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default:
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@ -1770,6 +1824,16 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
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break;
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case OP_CHANGE_CROSS_FADE:
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g_assert (program == &self->cross_fade_program);
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/* End texture id */
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glUniform1i (program->cross_fade.source2_location, 1);
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glActiveTexture (GL_TEXTURE0 + 1);
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glBindTexture (GL_TEXTURE_2D, op->cross_fade.source2);
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/* progress */
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glUniform1f (program->cross_fade.progress_location, op->cross_fade.progress);
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break;
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case OP_CHANGE_LINEAR_GRADIENT:
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OP_PRINT (" -> Linear gradient");
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glUniform1i (program->linear_gradient.num_color_stops_location,
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@ -10,7 +10,7 @@
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#include "gskglrendererprivate.h"
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#define GL_N_VERTICES 6
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#define GL_N_PROGRAMS 11
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#define GL_N_PROGRAMS 12
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enum {
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OP_NONE,
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@ -31,8 +31,9 @@ enum {
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OP_CHANGE_OUTSET_SHADOW = 15,
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OP_CHANGE_BORDER = 16,
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OP_CHANGE_BORDER_COLOR = 17,
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OP_CLEAR = 18,
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OP_DRAW = 19,
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OP_CHANGE_CROSS_FADE = 18,
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OP_CLEAR = 19,
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OP_DRAW = 20,
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};
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typedef struct
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@ -99,6 +100,10 @@ typedef struct
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int color_location;
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int widths_location;
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} border;
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struct {
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int source2_location;
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int progress_location;
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} cross_fade;
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};
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} Program;
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@ -162,6 +167,10 @@ typedef struct
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float widths[4];
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float color[4];
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} border;
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struct {
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float progress;
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int source2;
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} cross_fade;
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};
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} RenderOp;
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@ -13,6 +13,7 @@ gsk_private_source_shaders = [
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'resources/glsl/outset_shadow.fs.glsl',
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'resources/glsl/shadow.fs.glsl',
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'resources/glsl/border.fs.glsl',
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'resources/glsl/cross_fade.fs.glsl',
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'resources/glsl/es2_common.fs.glsl',
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'resources/glsl/es2_common.vs.glsl',
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'resources/glsl/gl3_common.fs.glsl',
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12
gsk/resources/glsl/cross_fade.fs.glsl
Normal file
12
gsk/resources/glsl/cross_fade.fs.glsl
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@ -0,0 +1,12 @@
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uniform float u_progress;
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uniform sampler2D u_source2;
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void main() {
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vec4 source1 = Texture(u_source, vUv); // start child
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vec4 source2 = Texture(u_source2, vUv); // end child
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float p = u_progress;
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vec4 color = ((1 - p) * source1) + (p * source2);
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setOutputColor(color);
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}
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