gl renderer: Implement unblurred inset shadows

This commit is contained in:
Timm Bäder 2017-11-30 16:48:03 +01:00
parent 6a1a70c677
commit 388157b995
5 changed files with 138 additions and 4 deletions

View File

@ -74,6 +74,36 @@ font_has_color_glyphs (const PangoFont *font)
return has_color;
}
static inline void
rounded_rect_to_floats (const GskRoundedRect *rect,
float *outline,
float *corner_widths,
float *corner_heights)
{
int i;
outline[0] = rect->bounds.origin.x;
outline[1] = rect->bounds.origin.y;
outline[2] = rect->bounds.size.width;
outline[3] = rect->bounds.size.height;
for (i = 0; i < 4; i ++)
{
corner_widths[i] = MAX (rect->corner[i].width, 1);
corner_heights[i] = MAX (rect->corner[i].height, 1);
}
}
static inline void
rgba_to_float (const GdkRGBA *c,
float *f)
{
f[0] = c->red;
f[1] = c->green;
f[2] = c->blue;
f[3] = c->alpha;
}
static void gsk_gl_renderer_setup_render_mode (GskGLRenderer *self);
static void add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
@ -131,6 +161,7 @@ struct _GskGLRenderer
Program color_matrix_program;
Program linear_gradient_program;
Program blur_program;
Program inset_shadow_program;
};
};
@ -388,6 +419,25 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION (blur_program, blur_radius_location, "uBlurRadius");
INIT_PROGRAM_UNIFORM_LOCATION (blur_program, blur_size_location, "uSize");
self->inset_shadow_program.id = gsk_shader_builder_create_program (builder,
"blit.vs.glsl", "inset_shadow.fs.glsl",
&shader_error);
if (shader_error != NULL)
{
g_propagate_prefixed_error (error,
shader_error,
"Unable to create 'inset shadow' program: ");
goto out;
}
self->blur_program.index = 7;
self->blur_program.name = "inset shadow";
init_common_locations (self, builder, &self->inset_shadow_program);
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_color_location, "uColor");
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_spread_location, "uSpread");
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_outline_location, "uOutline");
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_outline_corner_widths_location, "uOutlineCornerWidths");
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_outline_corner_heights_location, "uOutlineCornerHeights");
res = TRUE;
out:
@ -1005,9 +1055,35 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
}
break;
case GSK_INSET_SHADOW_NODE:
{
RenderOp op;
/* TODO: Implement blurred inset shadows as well */
if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
goto do_default;
op.op = OP_CHANGE_INSET_SHADOW;
rgba_to_float (gsk_inset_shadow_node_peek_color (node), op.inset_shadow.color);
rounded_rect_to_floats (gsk_inset_shadow_node_peek_outline (node),
op.inset_shadow.outline,
op.inset_shadow.corner_widths,
op.inset_shadow.corner_heights);
op.inset_shadow.radius = gsk_inset_shadow_node_get_blur_radius (node);
op.inset_shadow.spread = gsk_inset_shadow_node_get_spread (node);
op.inset_shadow.d[0] = gsk_inset_shadow_node_get_dx (node);
op.inset_shadow.d[1] = -gsk_inset_shadow_node_get_dy (node);
ops_set_program (builder, &self->inset_shadow_program);
ops_add (builder, &op);
ops_draw (builder, vertex_data);
}
break;
do_default:
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
case GSK_BORDER_NODE:
case GSK_INSET_SHADOW_NODE:
case GSK_OUTSET_SHADOW_NODE:
case GSK_SHADOW_NODE:
case GSK_CROSS_FADE_NODE:
@ -1305,6 +1381,16 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
glUniform2f (program->blur_size_location, op->blur.size.width, op->blur.size.height);
break;
case OP_CHANGE_INSET_SHADOW:
g_assert (program == &self->inset_shadow_program);
glUniform4fv (program->inset_shadow_color_location, 1, op->inset_shadow.color);
glUniform2fv (program->inset_shadow_d_location, 1, op->inset_shadow.d);
glUniform1f (program->inset_shadow_spread_location, op->inset_shadow.spread);
glUniform4fv (program->inset_shadow_outline_location, 1, op->inset_shadow.outline);
glUniform4fv (program->inset_shadow_outline_corner_widths_location, 1, op->inset_shadow.corner_widths);
glUniform4fv (program->inset_shadow_outline_corner_heights_location, 1, op->inset_shadow.corner_heights);
break;
case OP_DRAW:
OP_PRINT (" -> draw %ld, size %ld and program %s\n",
op->draw.vao_offset, op->draw.vao_size, program->name);

View File

@ -10,7 +10,7 @@
#include "gskglrendererprivate.h"
#define GL_N_VERTICES 6
#define GL_N_PROGRAMS 7
#define GL_N_PROGRAMS 8
enum {
OP_NONE,
@ -27,8 +27,9 @@ enum {
OP_CHANGE_LINEAR_GRADIENT = 11,
OP_CHANGE_COLOR_MATRIX = 12,
OP_CHANGE_BLUR = 13,
OP_CLEAR = 14,
OP_DRAW = 15,
OP_CHANGE_INSET_SHADOW = 14,
OP_CLEAR = 15,
OP_DRAW = 16,
};
typedef struct
@ -76,6 +77,14 @@ typedef struct
int blur_radius_location;
int blur_size_location;
};
struct {
int inset_shadow_color_location;
int inset_shadow_spread_location;
int inset_shadow_d_location;
int inset_shadow_outline_location;
int inset_shadow_outline_corner_widths_location;
int inset_shadow_outline_corner_heights_location;
};
};
} Program;
@ -113,6 +122,15 @@ typedef struct
float radius;
graphene_size_t size;
} blur;
struct {
float outline[4];
float corner_widths[4];
float corner_heights[4];
float radius;
float spread;
float d[2];
float color[4];
} inset_shadow;
};
} RenderOp;

View File

@ -9,6 +9,7 @@ gsk_private_source_shaders = [
'resources/glsl/linear_gradient.fs.glsl',
'resources/glsl/blur.vs.glsl',
'resources/glsl/blur.fs.glsl',
'resources/glsl/inset_shadow.fs.glsl',
'resources/glsl/es2_common.fs.glsl',
'resources/glsl/es2_common.vs.glsl',
'resources/glsl/gl3_common.fs.glsl',

View File

@ -100,4 +100,5 @@ void setOutputColor(vec4 color) {
RoundedRect r = RoundedRect(clipBounds, uClipCornerWidths, uClipCornerHeights);
outputColor = color * rounded_rect_coverage(r, f.xy);
/*outputColor = color;*/
}

View File

@ -0,0 +1,28 @@
uniform float uSpread;
uniform float uBlurRadius;
uniform vec4 uColor;
uniform vec2 uD;
uniform vec4 uOutline;
uniform vec4 uOutlineCornerWidths;
uniform vec4 uOutlineCornerHeights;
void main() {
vec4 f = gl_FragCoord;
f.x += uViewport.x;
f.y = (uViewport.y + uViewport.w) - f.y;
RoundedRect outline = RoundedRect(vec4(uOutline.xy, uOutline.xy + uOutline.zw),
uOutlineCornerWidths, uOutlineCornerHeights);
RoundedRect inside = rounded_rect_shrink(outline, vec4(uSpread));
vec4 color = vec4(uColor.rgb * uColor.a, uColor.a);
color = color * clamp (rounded_rect_coverage (outline, f.xy) -
rounded_rect_coverage (inside, f.xy - uD),
0.0, 1.0);
setOutputColor(color);
/*setOutputColor(vec4(1, 0, 0, 1) * rounded_rect_coverage (outline, f.xy));*/
/*setOutputColor(vec4(0, 0, 1, 1) * rounded_rect_coverage (inside, f.xy));*/
}