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gl renderer: Implement blurred inset shadow nodes
And with this... Fixes #1101
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@ -1527,23 +1527,21 @@ render_blur_node (GskGLRenderer *self,
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}
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static inline void
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render_inset_shadow_node (GskGLRenderer *self,
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render_unblurred_inset_shadow_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder)
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{
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GskQuadVertex vertex_data[GL_N_VERTICES];
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const float scale = ops_get_scale (builder);
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const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
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const float dx = gsk_inset_shadow_node_get_dx (node);
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const float dy = gsk_inset_shadow_node_get_dy (node);
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const float spread = gsk_inset_shadow_node_get_spread (node);
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OpShadow *op;
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/* TODO: Implement blurred inset shadows as well */
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if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
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{
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render_fallback_node (self, node, builder);
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return;
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}
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g_assert (blur_radius == 0);
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ops_set_program (builder, &self->inset_shadow_program);
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op = ops_begin (builder, OP_CHANGE_INSET_SHADOW);
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rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color);
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rounded_rect_to_floats (self, builder,
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@ -1551,16 +1549,175 @@ render_inset_shadow_node (GskGLRenderer *self,
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op->outline,
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op->corner_widths,
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op->corner_heights);
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op->radius = gsk_inset_shadow_node_get_blur_radius (node) * scale;
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op->spread = gsk_inset_shadow_node_get_spread (node) * scale;
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op->offset[0] = gsk_inset_shadow_node_get_dx (node) * scale;
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op->offset[1] = -gsk_inset_shadow_node_get_dy (node) * scale;
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op->spread = spread * scale;
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op->offset[0] = dx * scale;
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op->offset[1] = -dy * scale;
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load_vertex_data (vertex_data, node, builder);
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ops_draw (builder, vertex_data);
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}
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static inline void
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render_inset_shadow_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 scale = ops_get_scale (builder);
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const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
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const float blur_extra = blur_radius * 3;
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const float dx = gsk_inset_shadow_node_get_dx (node);
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const float dy = gsk_inset_shadow_node_get_dy (node);
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const GskRoundedRect *node_outline = gsk_inset_shadow_node_peek_outline (node);
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float texture_width;
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float texture_height;
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OpShadow *op;
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int blurred_texture_id;
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g_assert (blur_radius > 0);
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texture_width = ceilf ((node_outline->bounds.size.width + blur_extra) * scale);
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texture_height = ceilf ((node_outline->bounds.size.height + blur_extra) * scale);
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blurred_texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
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if (blurred_texture_id == 0)
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{
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const float spread = gsk_inset_shadow_node_get_spread (node) + (blur_extra / 2.0);
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GskRoundedRect outline_to_blur;
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int render_target, texture_id;
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int prev_render_target;
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graphene_matrix_t prev_projection;
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graphene_rect_t prev_viewport;
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graphene_matrix_t item_proj;
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int i;
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/* TODO: In the following code, we have to be careful about where we apply the scale.
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* We're manually scaling stuff (e.g. the outline) so we can later use texture_width
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* and texture_height (which are already scaled) as the geometry and keep the modelview
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* at a scale of 1. That's kinda complicated though... */
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/* Outline of what we actually want to blur later.
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* Spread grows inside, so we don't need to account for that. But the blur will need
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* to read outside of the inset shadow, so we need to draw some color in there. */
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outline_to_blur = *node_outline;
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gsk_rounded_rect_shrink (&outline_to_blur,
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- blur_extra / 2.0, - blur_extra / 2.0,
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- blur_extra / 2.0, - blur_extra / 2.0);
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/* Fit to our texture */
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outline_to_blur.bounds.origin.x = 0;
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outline_to_blur.bounds.origin.y = 0;
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outline_to_blur.bounds.size.width *= scale;
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outline_to_blur.bounds.size.height *= scale;
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for (i = 0; i < 4; i ++)
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{
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outline_to_blur.corner[i].width *= scale;
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outline_to_blur.corner[i].height *= scale;
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}
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gsk_gl_driver_create_render_target (self->gl_driver,
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texture_width, texture_height,
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&texture_id, &render_target);
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graphene_matrix_init_ortho (&item_proj,
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0, texture_width, 0, texture_height,
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ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
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graphene_matrix_scale (&item_proj, 1, -1, 1);
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prev_projection = ops_set_projection (builder, &item_proj);
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ops_set_modelview (builder, NULL);
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prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height));
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ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT (0, 0, texture_width, texture_height));
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prev_render_target = ops_set_render_target (builder, render_target);
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ops_begin (builder, OP_CLEAR);
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/* Actual inset shadow outline drawing */
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ops_set_program (builder, &self->inset_shadow_program);
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op = ops_begin (builder, OP_CHANGE_INSET_SHADOW);
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rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color);
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rounded_rect_to_floats (self, builder,
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&outline_to_blur,
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op->outline,
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op->corner_widths,
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op->corner_heights);
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op->spread = spread * scale;
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op->offset[0] = dx * scale;
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op->offset[1] = -dy * scale;
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { 0, 0 }, { 0, 1 }, },
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{ { 0, texture_height }, { 0, 0 }, },
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{ { texture_width, 0 }, { 1, 1 }, },
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{ { texture_width, texture_height }, { 1, 0 }, },
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{ { 0, texture_height }, { 0, 0 }, },
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{ { texture_width, 0 }, { 1, 1 }, },
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});
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ops_set_render_target (builder, prev_render_target);
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ops_set_viewport (builder, &prev_viewport);
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ops_set_projection (builder, &prev_projection);
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ops_pop_modelview (builder);
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ops_pop_clip (builder);
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blurred_texture_id = blur_texture (self, builder,
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&(TextureRegion) { texture_id, 0, 0, 1, 1 },
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texture_width,
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texture_height,
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blur_radius * scale);
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}
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g_assert (blurred_texture_id != 0);
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/* Blur the rendered unblurred inset shadow */
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/* Use a clip to cut away the unwanted parts outside of the original outline */
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{
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const gboolean needs_clip = !gsk_rounded_rect_is_rectilinear (node_outline);
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const float min_x = builder->dx + node->bounds.origin.x;
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const float min_y = builder->dy + 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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float tx1 = blur_extra / 2.0 * scale / texture_width;
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float tx2 = 1.0 - tx1;
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float ty1 = blur_extra / 2.0 * scale / texture_height;
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float ty2 = 1.0 - ty1;
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GskRoundedRect node_clip;
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int i;
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gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
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if (needs_clip)
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{
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ops_transform_bounds_modelview (builder, &node_outline->bounds, &node_clip.bounds);
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for (i = 0; i < 4; i ++)
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{
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node_clip.corner[i].width = node_outline->corner[i].width * scale;
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node_clip.corner[i].height = node_outline->corner[i].height * scale;
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}
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ops_push_clip (builder, &node_clip);
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}
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ops_set_program (builder, &self->blit_program);
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ops_set_texture (builder, blurred_texture_id);
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { min_x, min_y }, { tx1, ty2 }, },
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{ { min_x, max_y }, { tx1, ty1 }, },
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{ { max_x, min_y }, { tx2, ty2 }, },
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{ { max_x, max_y }, { tx2, ty1 }, },
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{ { min_x, max_y }, { tx1, ty1 }, },
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{ { max_x, min_y }, { tx2, ty2 }, },
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});
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if (needs_clip)
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ops_pop_clip (builder);
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}
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}
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static inline void
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render_unblurred_outset_shadow_node (GskGLRenderer *self,
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GskRenderNode *node,
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@ -3035,7 +3192,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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break;
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case GSK_INSET_SHADOW_NODE:
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if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
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render_inset_shadow_node (self, node, builder);
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else
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render_unblurred_inset_shadow_node (self, node, builder);
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break;
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case GSK_OUTSET_SHADOW_NODE:
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