forked from AuroraMiddleware/gtk
gl renderer: Implement unblurred outset shadows
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5c7838e168
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47c4bf5be0
@ -170,6 +170,7 @@ struct _GskGLRenderer
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Program linear_gradient_program;
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Program blur_program;
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Program inset_shadow_program;
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Program outset_shadow_program;
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};
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};
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@ -272,6 +273,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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{ "linear gradient", "blit.vs.glsl", "linear_gradient.fs.glsl" },
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{ "blur", "blit.vs.glsl", "blur.fs.glsl" },
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{ "inset shadow", "blit.vs.glsl", "inset_shadow.fs.glsl" },
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{ "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
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};
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builder = gsk_shader_builder_new ();
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@ -374,6 +376,14 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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INIT_PROGRAM_UNIFORM_LOCATION2 (inset_shadow, corner_widths);
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INIT_PROGRAM_UNIFORM_LOCATION2 (inset_shadow, corner_heights);
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/* outset shadow */
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INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, color);
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INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, spread);
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INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, offset);
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INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, outline);
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INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, corner_widths);
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INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, corner_heights);
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g_object_unref (builder);
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return TRUE;
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}
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@ -1012,12 +1022,36 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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}
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break;
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case GSK_OUTSET_SHADOW_NODE:
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{
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RenderOp op;
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/* TODO: Implement blurred outset shadows as well */
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if (gsk_outset_shadow_node_get_blur_radius (node) > 0)
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goto do_default;
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op.op = OP_CHANGE_OUTSET_SHADOW;
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rgba_to_float (gsk_outset_shadow_node_peek_color (node), op.outset_shadow.color);
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rounded_rect_to_floats (gsk_outset_shadow_node_peek_outline (node),
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op.outset_shadow.outline,
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op.outset_shadow.corner_widths,
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op.outset_shadow.corner_heights);
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op.outset_shadow.radius = gsk_outset_shadow_node_get_blur_radius (node);
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op.outset_shadow.spread = gsk_outset_shadow_node_get_spread (node);
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op.outset_shadow.offset[0] = gsk_outset_shadow_node_get_dx (node);
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op.outset_shadow.offset[1] = -gsk_outset_shadow_node_get_dy (node);
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ops_set_program (builder, &self->outset_shadow_program);
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ops_add (builder, &op);
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ops_draw (builder, vertex_data);
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}
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break;
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do_default:
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case GSK_REPEATING_LINEAR_GRADIENT_NODE:
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case GSK_BORDER_NODE:
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case GSK_OUTSET_SHADOW_NODE:
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case GSK_SHADOW_NODE:
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case GSK_BORDER_NODE:
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case GSK_CROSS_FADE_NODE:
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case GSK_BLEND_NODE:
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case GSK_REPEAT_NODE:
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@ -1323,6 +1357,16 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
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glUniform4fv (program->inset_shadow.corner_heights_location, 1, op->inset_shadow.corner_heights);
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break;
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case OP_CHANGE_OUTSET_SHADOW:
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g_assert (program == &self->outset_shadow_program);
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glUniform4fv (program->outset_shadow.color_location, 1, op->outset_shadow.color);
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glUniform2fv (program->outset_shadow.offset_location, 1, op->outset_shadow.offset);
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glUniform1f (program->outset_shadow.spread_location, op->outset_shadow.spread);
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glUniform4fv (program->outset_shadow.outline_location, 1, op->outset_shadow.outline);
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glUniform4fv (program->outset_shadow.corner_widths_location, 1, op->outset_shadow.corner_widths);
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glUniform4fv (program->outset_shadow.corner_heights_location, 1, op->outset_shadow.corner_heights);
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break;
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case OP_DRAW:
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OP_PRINT (" -> draw %ld, size %ld and program %s\n",
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op->draw.vao_offset, op->draw.vao_size, program->name);
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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 8
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#define GL_N_PROGRAMS 9
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enum {
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OP_NONE,
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@ -28,8 +28,9 @@ enum {
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OP_CHANGE_COLOR_MATRIX = 12,
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OP_CHANGE_BLUR = 13,
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OP_CHANGE_INSET_SHADOW = 14,
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OP_CLEAR = 15,
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OP_DRAW = 16,
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OP_CHANGE_OUTSET_SHADOW = 15,
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OP_CLEAR = 16,
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OP_DRAW = 17,
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};
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typedef struct
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@ -81,6 +82,14 @@ typedef struct
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int corner_widths_location;
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int corner_heights_location;
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} inset_shadow;
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struct {
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int color_location;
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int spread_location;
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int offset_location;
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int outline_location;
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int corner_widths_location;
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int corner_heights_location;
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} outset_shadow;
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};
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} Program;
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@ -128,6 +137,15 @@ typedef struct
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float offset[2];
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float color[4];
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} inset_shadow;
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struct {
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float outline[4];
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float corner_widths[4];
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float corner_heights[4];
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float radius;
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float spread;
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float offset[2];
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float color[4];
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} outset_shadow;
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};
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} RenderOp;
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@ -10,6 +10,7 @@ gsk_private_source_shaders = [
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'resources/glsl/blur.vs.glsl',
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'resources/glsl/blur.fs.glsl',
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'resources/glsl/inset_shadow.fs.glsl',
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'resources/glsl/outset_shadow.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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27
gsk/resources/glsl/outset_shadow.fs.glsl
Normal file
27
gsk/resources/glsl/outset_shadow.fs.glsl
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@ -0,0 +1,27 @@
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uniform float u_spread;
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uniform float u_blur_radius;
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uniform vec4 u_color;
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uniform vec2 u_offset;
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uniform vec4 u_outline;
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uniform vec4 u_corner_widths;
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uniform vec4 u_corner_heights;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
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u_corner_widths, u_corner_heights);
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RoundedRect outside = rounded_rect_shrink(outline, vec4(- u_spread));
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vec2 offset = vec2(u_offset.x, - u_offset.y);
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vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
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color = color * clamp (rounded_rect_coverage (outside, f.xy - offset) -
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rounded_rect_coverage (outline, f.xy),
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0.0, 1.0);
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setOutputColor(color);
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}
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