gl renderer: Implement blur nodes

This commit is contained in:
Timm Bäder 2017-11-25 08:56:50 +01:00
parent ff1cacb54a
commit 6a1a70c677
5 changed files with 126 additions and 4 deletions

View File

@ -130,6 +130,7 @@ struct _GskGLRenderer
Program coloring_program;
Program color_matrix_program;
Program linear_gradient_program;
Program blur_program;
};
};
@ -371,6 +372,22 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient_program, start_point_location, "uStartPoint");
INIT_PROGRAM_UNIFORM_LOCATION (linear_gradient_program, end_point_location, "uEndPoint");
self->blur_program.id = gsk_shader_builder_create_program (builder,
"blur.vs.glsl", "blur.fs.glsl",
&shader_error);
if (shader_error != NULL)
{
g_propagate_prefixed_error (error,
shader_error,
"Unable to create 'blur' program: ");
goto out;
}
self->blur_program.index = 6;
self->blur_program.name = "blur";
init_common_locations (self, builder, &self->blur_program);
INIT_PROGRAM_UNIFORM_LOCATION (blur_program, blur_radius_location, "uBlurRadius");
INIT_PROGRAM_UNIFORM_LOCATION (blur_program, blur_size_location, "uSize");
res = TRUE;
out:
@ -950,11 +967,48 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
}
break;
case GSK_BLUR_NODE:
{
int texture_id;
gboolean is_offscreen;
RenderOp op;
add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y,
gsk_blur_node_get_child (node),
&texture_id, &is_offscreen);
ops_set_program (builder, &self->blur_program);
op.op = OP_CHANGE_BLUR;
graphene_size_init_from_size (&op.blur.size, &node->bounds.size);
op.blur.radius = gsk_blur_node_get_radius (node);
ops_add (builder, &op);
ops_set_texture (builder, texture_id);
if (is_offscreen)
{
GskQuadVertex vertex_data[GL_N_VERTICES] = {
{ { min_x, min_y }, { 0, 1 }, },
{ { min_x, max_y }, { 0, 0 }, },
{ { max_x, min_y }, { 1, 1 }, },
{ { max_x, max_y }, { 1, 0 }, },
{ { min_x, max_y }, { 0, 0 }, },
{ { max_x, min_y }, { 1, 1 }, },
};
ops_draw (builder, vertex_data);
}
else
{
ops_draw (builder, vertex_data);
}
}
break;
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
case GSK_BORDER_NODE:
case GSK_INSET_SHADOW_NODE:
case GSK_OUTSET_SHADOW_NODE:
case GSK_BLUR_NODE:
case GSK_SHADOW_NODE:
case GSK_CROSS_FADE_NODE:
case GSK_BLEND_NODE:
@ -1245,6 +1299,12 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
op->linear_gradient.end_point.x, op->linear_gradient.end_point.y);
break;
case OP_CHANGE_BLUR:
g_assert (program == &self->blur_program);
glUniform1f (program->blur_radius_location, op->blur.radius);
glUniform2f (program->blur_size_location, op->blur.size.width, op->blur.size.height);
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 6
#define GL_N_PROGRAMS 7
enum {
OP_NONE,
@ -26,8 +26,9 @@ enum {
OP_CHANGE_VAO = 10,
OP_CHANGE_LINEAR_GRADIENT = 11,
OP_CHANGE_COLOR_MATRIX = 12,
OP_CLEAR = 13,
OP_DRAW = 14,
OP_CHANGE_BLUR = 13,
OP_CLEAR = 14,
OP_DRAW = 15,
};
typedef struct
@ -71,6 +72,10 @@ typedef struct
int corner_widths_location;
int corner_heights_location;
};
struct {
int blur_radius_location;
int blur_size_location;
};
};
} Program;
@ -104,6 +109,10 @@ typedef struct
graphene_matrix_t matrix;
graphene_vec4_t offset;
} color_matrix;
struct {
float radius;
graphene_size_t size;
} blur;
};
} RenderOp;

View File

@ -7,6 +7,8 @@ gsk_private_source_shaders = [
'resources/glsl/coloring.fs.glsl',
'resources/glsl/color_matrix.fs.glsl',
'resources/glsl/linear_gradient.fs.glsl',
'resources/glsl/blur.vs.glsl',
'resources/glsl/blur.fs.glsl',
'resources/glsl/es2_common.fs.glsl',
'resources/glsl/es2_common.vs.glsl',
'resources/glsl/gl3_common.fs.glsl',

View File

@ -0,0 +1,42 @@
uniform float uBlurRadius = 4.0;
uniform vec2 uSize;
const int samples_x = 15; // must be odd
const int samples_y = 15; // must be odd
const int half_samples_x = samples_x / 2;
const int half_samples_y = samples_y / 2;
float Gaussian (float sigma, float x)
{
return exp ( - (x * x) / (2.0 * sigma * sigma));
}
vec4 blur_pixel (in vec2 uv)
{
float total = 0.0;
vec4 ret = vec4 (0);
float pixel_size_x = (1.0 / uSize.x);
float pixel_size_y = (1.0 / uSize.y);
for (int y = 0; y < samples_y; ++y)
{
float fy = Gaussian (uBlurRadius, float(y) - float(half_samples_x));
float offset_y = float(y - half_samples_y) * pixel_size_y;
for (int x = 0; x < samples_x; ++x)
{
float fx = Gaussian (uBlurRadius, float(x) - float(half_samples_x));
float offset_x = float(x - half_samples_x) * pixel_size_x;
total += fx * fy;
ret += Texture(uSource, uv + vec2(offset_x, offset_y)) * fx * fy;
}
}
return ret / total;
}
void main()
{
/*color = clip (inPos, blur_pixel (inTexCoord));*/
setOutputColor(blur_pixel(vUv));
}

View File

@ -0,0 +1,9 @@
out vec2 size;
void main() {
gl_Position = uProjection * uModelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
/*size = vec2(aPosition.z - aPosition.z, aPosition.y - aPosition.w);*/
}