gl renderer: Implement blurred inset shadow nodes

And with this...

Fixes #1101
This commit is contained in:
Timm Bäder 2019-11-30 12:44:30 +01:00
parent 56b456ff21
commit d868b23c76

View File

@ -1527,23 +1527,21 @@ render_blur_node (GskGLRenderer *self,
} }
static inline void static inline void
render_inset_shadow_node (GskGLRenderer *self, render_unblurred_inset_shadow_node (GskGLRenderer *self,
GskRenderNode *node, GskRenderNode *node,
RenderOpBuilder *builder) RenderOpBuilder *builder)
{ {
GskQuadVertex vertex_data[GL_N_VERTICES]; GskQuadVertex vertex_data[GL_N_VERTICES];
const float scale = ops_get_scale (builder); const float scale = ops_get_scale (builder);
const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
const float dx = gsk_inset_shadow_node_get_dx (node);
const float dy = gsk_inset_shadow_node_get_dy (node);
const float spread = gsk_inset_shadow_node_get_spread (node);
OpShadow *op; OpShadow *op;
/* TODO: Implement blurred inset shadows as well */ g_assert (blur_radius == 0);
if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
{
render_fallback_node (self, node, builder);
return;
}
ops_set_program (builder, &self->inset_shadow_program); ops_set_program (builder, &self->inset_shadow_program);
op = ops_begin (builder, OP_CHANGE_INSET_SHADOW); op = ops_begin (builder, OP_CHANGE_INSET_SHADOW);
rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color); rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color);
rounded_rect_to_floats (self, builder, rounded_rect_to_floats (self, builder,
@ -1551,16 +1549,175 @@ render_inset_shadow_node (GskGLRenderer *self,
op->outline, op->outline,
op->corner_widths, op->corner_widths,
op->corner_heights); op->corner_heights);
op->radius = gsk_inset_shadow_node_get_blur_radius (node) * scale; op->spread = spread * scale;
op->spread = gsk_inset_shadow_node_get_spread (node) * scale; op->offset[0] = dx * scale;
op->offset[0] = gsk_inset_shadow_node_get_dx (node) * scale; op->offset[1] = -dy * scale;
op->offset[1] = -gsk_inset_shadow_node_get_dy (node) * scale;
load_vertex_data (vertex_data, node, builder); load_vertex_data (vertex_data, node, builder);
ops_draw (builder, vertex_data); ops_draw (builder, vertex_data);
} }
static inline void
render_inset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
const float scale = ops_get_scale (builder);
const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
const float blur_extra = blur_radius * 3;
const float dx = gsk_inset_shadow_node_get_dx (node);
const float dy = gsk_inset_shadow_node_get_dy (node);
const GskRoundedRect *node_outline = gsk_inset_shadow_node_peek_outline (node);
float texture_width;
float texture_height;
OpShadow *op;
int blurred_texture_id;
g_assert (blur_radius > 0);
texture_width = ceilf ((node_outline->bounds.size.width + blur_extra) * scale);
texture_height = ceilf ((node_outline->bounds.size.height + blur_extra) * scale);
blurred_texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
if (blurred_texture_id == 0)
{
const float spread = gsk_inset_shadow_node_get_spread (node) + (blur_extra / 2.0);
GskRoundedRect outline_to_blur;
int render_target, texture_id;
int prev_render_target;
graphene_matrix_t prev_projection;
graphene_rect_t prev_viewport;
graphene_matrix_t item_proj;
int i;
/* TODO: In the following code, we have to be careful about where we apply the scale.
* We're manually scaling stuff (e.g. the outline) so we can later use texture_width
* and texture_height (which are already scaled) as the geometry and keep the modelview
* at a scale of 1. That's kinda complicated though... */
/* Outline of what we actually want to blur later.
* Spread grows inside, so we don't need to account for that. But the blur will need
* to read outside of the inset shadow, so we need to draw some color in there. */
outline_to_blur = *node_outline;
gsk_rounded_rect_shrink (&outline_to_blur,
- blur_extra / 2.0, - blur_extra / 2.0,
- blur_extra / 2.0, - blur_extra / 2.0);
/* Fit to our texture */
outline_to_blur.bounds.origin.x = 0;
outline_to_blur.bounds.origin.y = 0;
outline_to_blur.bounds.size.width *= scale;
outline_to_blur.bounds.size.height *= scale;
for (i = 0; i < 4; i ++)
{
outline_to_blur.corner[i].width *= scale;
outline_to_blur.corner[i].height *= scale;
}
gsk_gl_driver_create_render_target (self->gl_driver,
texture_width, texture_height,
&texture_id, &render_target);
graphene_matrix_init_ortho (&item_proj,
0, texture_width, 0, texture_height,
ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
graphene_matrix_scale (&item_proj, 1, -1, 1);
prev_projection = ops_set_projection (builder, &item_proj);
ops_set_modelview (builder, NULL);
prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height));
ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT (0, 0, texture_width, texture_height));
prev_render_target = ops_set_render_target (builder, render_target);
ops_begin (builder, OP_CLEAR);
/* Actual inset shadow outline drawing */
ops_set_program (builder, &self->inset_shadow_program);
op = ops_begin (builder, OP_CHANGE_INSET_SHADOW);
rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color);
rounded_rect_to_floats (self, builder,
&outline_to_blur,
op->outline,
op->corner_widths,
op->corner_heights);
op->spread = spread * scale;
op->offset[0] = dx * scale;
op->offset[1] = -dy * scale;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { 0, 0 }, { 0, 1 }, },
{ { 0, texture_height }, { 0, 0 }, },
{ { texture_width, 0 }, { 1, 1 }, },
{ { texture_width, texture_height }, { 1, 0 }, },
{ { 0, texture_height }, { 0, 0 }, },
{ { texture_width, 0 }, { 1, 1 }, },
});
ops_set_render_target (builder, prev_render_target);
ops_set_viewport (builder, &prev_viewport);
ops_set_projection (builder, &prev_projection);
ops_pop_modelview (builder);
ops_pop_clip (builder);
blurred_texture_id = blur_texture (self, builder,
&(TextureRegion) { texture_id, 0, 0, 1, 1 },
texture_width,
texture_height,
blur_radius * scale);
}
g_assert (blurred_texture_id != 0);
/* Blur the rendered unblurred inset shadow */
/* Use a clip to cut away the unwanted parts outside of the original outline */
{
const gboolean needs_clip = !gsk_rounded_rect_is_rectilinear (node_outline);
const float min_x = builder->dx + node->bounds.origin.x;
const float min_y = builder->dy + node->bounds.origin.y;
const float max_x = min_x + node->bounds.size.width;
const float max_y = min_y + node->bounds.size.height;
float tx1 = blur_extra / 2.0 * scale / texture_width;
float tx2 = 1.0 - tx1;
float ty1 = blur_extra / 2.0 * scale / texture_height;
float ty2 = 1.0 - ty1;
GskRoundedRect node_clip;
int i;
gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
if (needs_clip)
{
ops_transform_bounds_modelview (builder, &node_outline->bounds, &node_clip.bounds);
for (i = 0; i < 4; i ++)
{
node_clip.corner[i].width = node_outline->corner[i].width * scale;
node_clip.corner[i].height = node_outline->corner[i].height * scale;
}
ops_push_clip (builder, &node_clip);
}
ops_set_program (builder, &self->blit_program);
ops_set_texture (builder, blurred_texture_id);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { min_x, min_y }, { tx1, ty2 }, },
{ { min_x, max_y }, { tx1, ty1 }, },
{ { max_x, min_y }, { tx2, ty2 }, },
{ { max_x, max_y }, { tx2, ty1 }, },
{ { min_x, max_y }, { tx1, ty1 }, },
{ { max_x, min_y }, { tx2, ty2 }, },
});
if (needs_clip)
ops_pop_clip (builder);
}
}
static inline void static inline void
render_unblurred_outset_shadow_node (GskGLRenderer *self, render_unblurred_outset_shadow_node (GskGLRenderer *self,
GskRenderNode *node, GskRenderNode *node,
@ -3035,7 +3192,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
break; break;
case GSK_INSET_SHADOW_NODE: case GSK_INSET_SHADOW_NODE:
render_inset_shadow_node (self, node, builder); if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
render_inset_shadow_node (self, node, builder);
else
render_unblurred_inset_shadow_node (self, node, builder);
break; break;
case GSK_OUTSET_SHADOW_NODE: case GSK_OUTSET_SHADOW_NODE: