forked from AuroraMiddleware/gtk
gl renderer: Blur shader improvements
Use a two-pass blur shader, fix a few other things and unify the blurring of blur nodes and blurred outset shadow nodes. Related to #1283
This commit is contained in:
parent
642ced0cfc
commit
8ca46169b1
@ -469,7 +469,7 @@ add_rect_outline_ops (GskGLRenderer *self,
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RenderOpBuilder *builder,
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const graphene_rect_t *rect)
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{
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GdkRGBA *color = gdk_rgba_copy (&GDK_RGBA ("F00")); /* Leaked */
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GdkRGBA *color = gdk_rgba_copy (&GDK_RGBA ("000")); /* Leaked */
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ops_set_program (builder, &self->color_program);
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ops_set_color (builder, color);
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@ -1367,17 +1367,102 @@ render_color_matrix_node (GskGLRenderer *self,
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}
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}
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static inline int
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blur_texture (GskGLRenderer *self,
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RenderOpBuilder *builder,
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int texture_to_blur,
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const int texture_to_blur_width,
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const int texture_to_blur_height,
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float blur_radius)
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{
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int pass1_texture_id, pass1_render_target;
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int pass2_texture_id, pass2_render_target;
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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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OpBlur *op;
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g_assert (blur_radius > 0);
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gsk_gl_driver_create_render_target (self->gl_driver,
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texture_to_blur_width, texture_to_blur_height,
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&pass1_texture_id, &pass1_render_target);
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gsk_gl_driver_create_render_target (self->gl_driver,
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texture_to_blur_width, texture_to_blur_height,
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&pass2_texture_id, &pass2_render_target);
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graphene_matrix_init_ortho (&item_proj,
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0, texture_to_blur_width, 0, texture_to_blur_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_to_blur_width, texture_to_blur_height));
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ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT (0, 0, texture_to_blur_width, texture_to_blur_height));
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prev_render_target = ops_set_render_target (builder, pass1_render_target);
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ops_begin (builder, OP_CLEAR);
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ops_set_program (builder, &self->blur_program);
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op = ops_begin (builder, OP_CHANGE_BLUR);
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op->size.width = texture_to_blur_width;
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op->size.height = texture_to_blur_height;
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op->radius = blur_radius;
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op->dir[0] = 1;
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op->dir[1] = 0;
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ops_set_texture (builder, texture_to_blur);
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { 0, }, { 0, 1 }, },
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{ { 0, texture_to_blur_height }, { 0, 0 }, },
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{ { texture_to_blur_width, }, { 1, 1 }, },
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{ { texture_to_blur_width, texture_to_blur_height }, { 1, 0 }, },
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{ { 0, texture_to_blur_height }, { 0, 0 }, },
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{ { texture_to_blur_width, }, { 1, 1 }, },
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});
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op = ops_begin (builder, OP_CHANGE_BLUR);
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op->size.width = texture_to_blur_width;
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op->size.height = texture_to_blur_height;
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op->radius = blur_radius;
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op->dir[0] = 0;
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op->dir[1] = 1;
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ops_set_texture (builder, pass1_texture_id);
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ops_set_render_target (builder, pass2_render_target);
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ops_begin (builder, OP_CLEAR);
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) { /* render pass 2 */
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{ { 0, }, { 0, 1 }, },
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{ { 0, texture_to_blur_height }, { 0, 0 }, },
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{ { texture_to_blur_width, }, { 1, 1 }, },
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{ { texture_to_blur_width, texture_to_blur_height }, { 1, 0 }, },
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{ { 0, texture_to_blur_height }, { 0, 0 }, },
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{ { texture_to_blur_width, }, { 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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return pass2_texture_id;
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}
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static inline void
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render_blur_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 blur_radius = gsk_blur_node_get_radius (node);
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const float scale = ops_get_scale (builder);
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const float blur_radius = gsk_blur_node_get_radius (node) * scale;
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GskRenderNode *child = gsk_blur_node_get_child (node);
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GskQuadVertex vertex_data[GL_N_VERTICES];
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TextureRegion region;
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gboolean is_offscreen;
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OpBlur *op;
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int blurred_texture_id;
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if (blur_radius <= 0)
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{
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@ -1385,35 +1470,43 @@ render_blur_node (GskGLRenderer *self,
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return;
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}
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if (node_is_invisible (child))
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return;
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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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TextureRegion region;
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gboolean is_offscreen;
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/* TODO(perf): We're forcing the child offscreen even if it's a texture
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* so the resulting offscreen texture is bigger by the gaussian blur factor
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* (see gsk_blur_node_new), but we didn't have to do that if the blur
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* shader could handle that situation. */
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/* TODO(perf): We're forcing the child offscreen even if it's a texture
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* so the resulting offscreen texture is bigger by the gaussian blur factor
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* (see gsk_blur_node_new), but we didn't have to do that if the blur
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* shader could handle that situation. */
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
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g_assert_not_reached ();
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if (!add_offscreen_ops (self, builder,
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&node->bounds,
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child,
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®ion, &is_offscreen,
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RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
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g_assert_not_reached ();
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g_assert (is_offscreen);
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ops_set_program (builder, &self->blur_program);
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blurred_texture_id = blur_texture (self, builder,
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region.texture_id,
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node->bounds.size.width * scale,
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node->bounds.size.height * scale,
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blur_radius);
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op = ops_begin (builder, OP_CHANGE_BLUR);
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graphene_size_init_from_size (&op->size, &node->bounds.size);
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op->radius = blur_radius;
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}
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ops_set_texture (builder, region.texture_id);
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g_assert (blurred_texture_id != 0);
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if (is_offscreen)
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load_offscreen_vertex_data (vertex_data, node, builder);
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else
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load_vertex_data (vertex_data, node, builder);
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/* Draw the result */
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load_offscreen_vertex_data (vertex_data, node, builder);
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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, vertex_data); /* Render result to screen */
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ops_draw (builder, vertex_data);
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/* Add to cache for the blur node */
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gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
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}
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static inline void
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@ -1483,60 +1576,65 @@ render_unblurred_outset_shadow_node (GskGLRenderer *self,
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}
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static inline void
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render_outset_shadow_node (GskGLRenderer *self,
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GskRenderNode *node,
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RenderOpBuilder *builder)
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render_outset_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 GskRoundedRect *outline = gsk_outset_shadow_node_peek_outline (node);
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GskRoundedRect offset_outline;
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const float blur_radius = gsk_outset_shadow_node_get_blur_radius (node);
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const float blur_extra = gsk_cairo_blur_compute_pixels (blur_radius);
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const float blur_extra = blur_radius * 3; /* 3 Because we use that in the shader as well */
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const float spread = gsk_outset_shadow_node_get_spread (node);
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const float dx = gsk_outset_shadow_node_get_dx (node);
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const float dy = gsk_outset_shadow_node_get_dy (node);
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const float min_x = builder->dx + outline->bounds.origin.x - spread - blur_extra / 2.0;
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const float min_y = builder->dy + outline->bounds.origin.y - spread - blur_extra / 2.0;
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const float max_x = min_x + outline->bounds.size.width + (spread + blur_extra/2.0) * 2;
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const float max_y = min_y + outline->bounds.size.height + (spread + blur_extra/2.0) * 2;
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GskRoundedRect scaled_outline;
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GskRoundedRect unscaled_outline;
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float texture_width, texture_height;
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OpBlur *op;
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OpShadow *shadow;
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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 blurred_texture_id;
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int cached_tid;
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/* offset_outline is the minimal outline we need to draw the given drop shadow,
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/* scaled_outline is the minimal outline we need to draw the given drop shadow,
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* enlarged by the spread and offset by the blur radius. */
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offset_outline = *outline;
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scaled_outline = *outline;
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/* Shrink our outline to the minimum size that can still hold all the border radii */
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gsk_rounded_rect_shrink_to_minimum (&offset_outline);
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gsk_rounded_rect_shrink_to_minimum (&scaled_outline);
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/* Increase by the spread */
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gsk_rounded_rect_shrink (&offset_outline, -spread, -spread, -spread, -spread);
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/* No we need to incorporate the blur radius; since we blur an edge an equal blur_extra/2.0
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* on both sides, the minimum side of both width and height needs to be blur_extra */
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offset_outline.bounds.size.width = MAX (offset_outline.bounds.size.width, blur_extra);
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offset_outline.bounds.size.height = MAX (offset_outline.bounds.size.height, blur_extra);
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gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
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/* For the center part, we add a few pixels */
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offset_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
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offset_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
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offset_outline.bounds.origin.x = blur_extra / 2.0f;
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offset_outline.bounds.origin.y = blur_extra / 2.0f;
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scaled_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
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scaled_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
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texture_width = offset_outline.bounds.size.width + blur_extra;
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texture_height = offset_outline.bounds.size.height + blur_extra;
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texture_width = ceil ((scaled_outline.bounds.size.width + (blur_extra)) * scale);
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texture_height = ceil ((scaled_outline.bounds.size.height + (blur_extra)) * scale);
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/* Preserve this for usage later */
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unscaled_outline = scaled_outline;
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scaled_outline.bounds.origin.x = blur_extra / 2.0 * scale;
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scaled_outline.bounds.origin.y = blur_extra / 2.0 * scale;
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scaled_outline.bounds.size.width = texture_width - (blur_extra * scale);
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scaled_outline.bounds.size.height = texture_height - (blur_extra * scale);
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for (int i = 0; i < 4; i ++)
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{
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scaled_outline.corner[i].width *= scale;
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scaled_outline.corner[i].height *= scale;
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}
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cached_tid = gsk_gl_shadow_cache_get_texture_id (&self->shadow_cache,
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self->gl_driver,
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&offset_outline,
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&scaled_outline,
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blur_radius);
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if (cached_tid == 0)
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{
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int texture_id, render_target;
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int blurred_render_target;
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int prev_render_target;
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GskRoundedRect blit_clip;
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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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gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
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&texture_id, &render_target);
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@ -1553,12 +1651,12 @@ render_outset_shadow_node (GskGLRenderer *self,
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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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prev_projection = ops_set_projection (builder, &item_proj);
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ops_set_modelview (builder, NULL); /* Modelview */
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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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/* Draw outline */
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ops_set_program (builder, &self->color_program);
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ops_push_clip (builder, &offset_outline);
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ops_push_clip (builder, &scaled_outline);
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ops_set_color (builder, gsk_outset_shadow_node_peek_color (node));
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { 0, }, { 0, 1 }, },
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@ -1570,49 +1668,22 @@ render_outset_shadow_node (GskGLRenderer *self,
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{ { texture_width, }, { 1, 1 }, },
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});
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gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
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&blurred_texture_id, &blurred_render_target);
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gdk_gl_context_label_object_printf (self->gl_context, GL_TEXTURE, blurred_texture_id,
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"Outset Shadow Cache %d", blurred_texture_id);
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gdk_gl_context_label_object_printf (self->gl_context, GL_FRAMEBUFFER, render_target,
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"Outset Shadow Cache FB %d", render_target);
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ops_set_render_target (builder, blurred_render_target);
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ops_pop_clip (builder);
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ops_begin (builder, OP_CLEAR);
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gsk_rounded_rect_init_from_rect (&blit_clip,
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&GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height), 0.0f);
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ops_set_program (builder, &self->blur_program);
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op = ops_begin (builder, OP_CHANGE_BLUR);
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op->size.width = texture_width;
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op->size.height = texture_height;
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op->radius = blur_radius;
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ops_push_clip (builder, &blit_clip);
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ops_set_texture (builder, texture_id);
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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_pop_clip (builder);
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ops_set_viewport (builder, &prev_viewport);
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ops_pop_modelview (builder);
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ops_set_projection (builder, &prev_projection);
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ops_set_render_target (builder, prev_render_target);
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/* Now blur the outline */
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blurred_texture_id = blur_texture (self, builder,
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texture_id,
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texture_width,
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texture_height,
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blur_radius);
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gsk_gl_driver_mark_texture_permanent (self->gl_driver, blurred_texture_id);
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gsk_gl_shadow_cache_commit (&self->shadow_cache,
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&offset_outline,
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&scaled_outline,
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blur_radius,
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blurred_texture_id);
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}
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@ -1631,31 +1702,77 @@ render_outset_shadow_node (GskGLRenderer *self,
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shadow->corner_widths,
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shadow->corner_heights);
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/* We use the one outset shadow op from above to draw all 8 sides/corners. */
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{
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const GskRoundedRect *o = &offset_outline;
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float top_height = MAX (o->corner[0].height, o->corner[1].height);
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float bottom_height = MAX (o->corner[2].height, o->corner[3].height);
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float left_width = MAX (o->corner[0].width, o->corner[3].width);
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float right_width = MAX (o->corner[1].width, o->corner[2].width);
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const float min_x = builder->dx + outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx;
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const float min_y = builder->dy + outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy;
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const float max_x = min_x + outline->bounds.size.width + (spread + (blur_extra / 2.0)) * 2;
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const float max_y = min_y + outline->bounds.size.height + (spread + (blur_extra / 2.0)) * 2;
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const float left_width = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_LEFT].width,
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unscaled_outline.corner[GSK_CORNER_BOTTOM_LEFT].width),
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blur_extra / 2.0);
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const float top_height = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_LEFT].height,
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unscaled_outline.corner[GSK_CORNER_TOP_RIGHT].height),
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blur_extra / 2.0);
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const float right_width = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_RIGHT].width,
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unscaled_outline.corner[GSK_CORNER_BOTTOM_RIGHT].width),
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blur_extra / 2.0);
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const float bottom_height = MAX (MAX (unscaled_outline.corner[GSK_CORNER_BOTTOM_LEFT].height,
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unscaled_outline.corner[GSK_CORNER_BOTTOM_RIGHT].height),
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blur_extra / 2.0);
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const float center_width = (max_x - min_x) - left_width - right_width;
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const float center_height = (max_y - min_y) - top_height - bottom_height;
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float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
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|
||||
top_height = MAX (top_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
|
||||
bottom_height = MAX (bottom_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
|
||||
left_width = MAX (left_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
|
||||
right_width = MAX (right_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
|
||||
/* Our texture coordinates MUST be scaled, while the actual vertex coords
|
||||
* MUST NOT be scaled. */
|
||||
|
||||
/* Top left */
|
||||
if (top_height > 0 && left_width > 0)
|
||||
{
|
||||
x1 = min_x + dx;
|
||||
x2 = min_x + dx + left_width;
|
||||
y1 = min_y + dy;
|
||||
y2 = min_y + dy + top_height;
|
||||
x1 = min_x;
|
||||
x2 = min_x + left_width;
|
||||
y1 = min_y;
|
||||
y2 = min_y + top_height;
|
||||
|
||||
tx1 = 0;
|
||||
tx2 = left_width / texture_width;
|
||||
ty1 = 1 - (top_height / texture_height);
|
||||
tx2 = (left_width * scale) / texture_width;
|
||||
ty1 = 1 - (top_height * scale / texture_height);
|
||||
ty2 = 1;
|
||||
|
||||
g_assert_cmpfloat (x1, <=, x2);
|
||||
g_assert_cmpfloat (y1, <=, y2);
|
||||
g_assert_cmpfloat (tx1, <=, tx2);
|
||||
g_assert_cmpfloat (ty1, <=, ty2);
|
||||
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
|
||||
{ { x2, y2 }, { tx2, ty1 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
});
|
||||
}
|
||||
|
||||
/* Top side */
|
||||
if (top_height > 0 && center_width > 0)
|
||||
{
|
||||
x1 = min_x + left_width;
|
||||
x2 = x1 + center_width;
|
||||
y1 = min_y;
|
||||
y2 = min_y + top_height;
|
||||
|
||||
tx1 = left_width * scale / texture_width;
|
||||
tx2 = 1.0 - (right_width * scale / texture_width);
|
||||
ty1 = 1 - (top_height * scale / texture_height);
|
||||
ty2 = 1;
|
||||
|
||||
g_assert_cmpfloat (x1, <=, x2);
|
||||
g_assert_cmpfloat (y1, <=, y2);
|
||||
g_assert_cmpfloat (tx1, <=, tx2);
|
||||
g_assert_cmpfloat (ty1, <=, ty2);
|
||||
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1669,19 +1786,19 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
|
||||
/* Top right */
|
||||
if (top_height > 0 && right_width > 0)
|
||||
{
|
||||
x1 = max_x + dx - right_width;
|
||||
x2 = max_x + dx;
|
||||
y1 = min_y + dy;
|
||||
y2 = min_y + dy + top_height;
|
||||
tx1 = 1 - (right_width / texture_width);
|
||||
tx2 = 1;
|
||||
ty1 = 1 - (top_height / texture_height);
|
||||
ty2 = 1;
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
{
|
||||
x1 = max_x - right_width;
|
||||
x2 = max_x;
|
||||
y1 = min_y;
|
||||
y2 = min_y + top_height;
|
||||
tx1 = 1 - (right_width * scale / texture_width);
|
||||
tx2 = 1;
|
||||
ty1 = 1 - (top_height * scale / texture_height);
|
||||
ty2 = 1;
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
|
||||
{ { x2, y2 }, { tx2, ty1 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1692,14 +1809,14 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
/* Bottom right */
|
||||
if (bottom_height > 0 && left_width > 0)
|
||||
{
|
||||
x1 = max_x + dx - right_width;
|
||||
x2 = max_x + dx;
|
||||
y1 = max_y + dy - bottom_height;
|
||||
y2 = max_y + dy;
|
||||
tx1 = 1 - (right_width / texture_width);
|
||||
x1 = max_x - right_width;
|
||||
x2 = max_x;
|
||||
y1 = max_y - bottom_height;
|
||||
y2 = max_y;
|
||||
tx1 = 1 - (right_width * scale / texture_width);
|
||||
tx2 = 1;
|
||||
ty1 = 0;
|
||||
ty2 = (bottom_height / texture_height);
|
||||
ty2 = (bottom_height * scale / texture_height);
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1714,14 +1831,14 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
/* Bottom left */
|
||||
if (bottom_height > 0 && left_width > 0)
|
||||
{
|
||||
x1 = min_x + dx;
|
||||
x2 = min_x + dx + left_width;
|
||||
y1 = max_y + dy - bottom_height;
|
||||
y2 = max_y + dy;
|
||||
x1 = min_x;
|
||||
x2 = min_x + left_width;
|
||||
y1 = max_y - bottom_height;
|
||||
y2 = max_y;
|
||||
tx1 = 0;
|
||||
tx2 = left_width / texture_width;
|
||||
tx2 = left_width * scale / texture_width;
|
||||
ty1 = 0;
|
||||
ty2 = bottom_height / texture_height;
|
||||
ty2 = bottom_height * scale / texture_height;
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1736,14 +1853,20 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
/* Left side */
|
||||
if (left_width > 0)
|
||||
{
|
||||
x1 = min_x + dx;
|
||||
x2 = min_x + dx + left_width;
|
||||
y1 = min_y + dy + top_height;
|
||||
y2 = max_y + dy - bottom_height;
|
||||
x1 = min_x;
|
||||
x2 = min_x + left_width;
|
||||
y1 = min_y + top_height;
|
||||
y2 = y1 + center_height;
|
||||
tx1 = 0;
|
||||
tx2 = left_width / texture_width;
|
||||
ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
|
||||
ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
|
||||
tx2 = left_width * scale / texture_width;
|
||||
ty1 = top_height * scale / texture_height;
|
||||
ty2 = 1.0 - (bottom_height * scale / texture_height);
|
||||
|
||||
g_assert_cmpfloat (x1, <=, x2);
|
||||
g_assert_cmpfloat (y1, <=, y2);
|
||||
g_assert_cmpfloat (tx1, <=, tx2);
|
||||
g_assert_cmpfloat (ty1, <=, ty2);
|
||||
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1758,36 +1881,14 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
/* Right side */
|
||||
if (right_width > 0)
|
||||
{
|
||||
x1 = max_x + dx - right_width;
|
||||
x2 = max_x + dx;
|
||||
y1 = min_y + dy + top_height;
|
||||
y2 = max_y + dy - bottom_height;
|
||||
tx1 = 1 - (right_width / texture_width);
|
||||
x1 = max_x - right_width;
|
||||
x2 = max_x;
|
||||
y1 = min_y + top_height;
|
||||
y2 = y1 + center_height;
|
||||
tx1 = 1 - (right_width * scale / texture_width);
|
||||
tx2 = 1;
|
||||
ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
|
||||
ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
|
||||
{ { x2, y2 }, { tx2, ty1 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
});
|
||||
}
|
||||
|
||||
/* Top side */
|
||||
if (top_height > 0)
|
||||
{
|
||||
x1 = min_x + dx + left_width;
|
||||
x2 = max_x + dx - right_width;
|
||||
y1 = min_y + dy;
|
||||
y2 = min_y + dy + top_height;
|
||||
tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
|
||||
tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
|
||||
ty1 = 1 - (top_height / texture_height);
|
||||
ty2 = 1;
|
||||
ty1 = top_height * scale / texture_height;
|
||||
ty2 = 1.0 - (bottom_height * scale / texture_height);
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1802,14 +1903,14 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
/* Bottom side */
|
||||
if (bottom_height > 0)
|
||||
{
|
||||
x1 = min_x + dx + left_width;
|
||||
x2 = max_x + dx - right_width;
|
||||
y1 = max_y + dy - bottom_height;
|
||||
y2 = max_y + dy;
|
||||
tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
|
||||
tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
|
||||
x1 = min_x + left_width;
|
||||
x2 = max_x - right_width;
|
||||
y1 = max_y - bottom_height;
|
||||
y2 = max_y;
|
||||
tx1 = left_width * scale / texture_width;
|
||||
tx2 = 1.0 - (right_width * scale / texture_width);
|
||||
ty1 = 0;
|
||||
ty2 = bottom_height / texture_height;
|
||||
ty2 = bottom_height * scale / texture_height;
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
@ -1821,29 +1922,26 @@ render_outset_shadow_node (GskGLRenderer *self,
|
||||
});
|
||||
}
|
||||
|
||||
if (dx != 0 || dy != 0)
|
||||
/* Middle */
|
||||
if (center_width > 0 && center_height > 0)
|
||||
{
|
||||
/* Middle */
|
||||
x1 = min_x + dx + left_width;
|
||||
x2 = max_x + dx - right_width;
|
||||
y1 = min_y + dy + top_height;
|
||||
y2 = max_y + dy - bottom_height;
|
||||
if (x2 > x1 && y2 > y1)
|
||||
{
|
||||
tx1 = (texture_width - SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
|
||||
tx2 = (texture_width + SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
|
||||
ty1 = (texture_height - SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
|
||||
ty2 = (texture_height + SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
x1 = min_x + left_width;
|
||||
x2 = max_x - right_width;
|
||||
y1 = min_y + top_height;
|
||||
y2 = max_y - bottom_height;
|
||||
tx1 = left_width * scale / texture_width;
|
||||
tx2 = 1.0 - (right_width * scale / texture_width);
|
||||
ty1 = top_height * scale / texture_height;
|
||||
ty2 = 1.0 - (bottom_height * scale / texture_height);
|
||||
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
|
||||
{ { x1, y1 }, { tx1, ty2 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
|
||||
{ { x2, y2 }, { tx2, ty1 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
});
|
||||
}
|
||||
{ { x2, y2 }, { tx2, ty1 }, },
|
||||
{ { x1, y2 }, { tx1, ty1 }, },
|
||||
{ { x2, y1 }, { tx2, ty2 }, },
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
@ -2399,7 +2497,7 @@ apply_blur_op (const Program *program,
|
||||
OP_PRINT (" -> Blur");
|
||||
glUniform1f (program->blur.blur_radius_location, op->radius);
|
||||
glUniform2f (program->blur.blur_size_location, op->size.width, op->size.height);
|
||||
/*glUniform2f (program->blur.dir_location, op->dir[0], op->dir[1]);*/
|
||||
glUniform2f (program->blur.blur_dir_location, op->dir[0], op->dir[1]);
|
||||
}
|
||||
|
||||
static inline void
|
||||
@ -2566,7 +2664,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
|
||||
/* blur */
|
||||
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_radius);
|
||||
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_size);
|
||||
/*INIT_PROGRAM_UNIFORM_LOCATION (blur, dir);*/
|
||||
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_dir);
|
||||
|
||||
/* inset shadow */
|
||||
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow, color);
|
||||
|
@ -73,7 +73,7 @@ struct _Program
|
||||
struct {
|
||||
int blur_radius_location;
|
||||
int blur_size_location;
|
||||
int dir_location;
|
||||
int blur_dir_location;
|
||||
} blur;
|
||||
struct {
|
||||
int color_location;
|
||||
|
@ -1,39 +1,38 @@
|
||||
uniform float u_blur_radius;// = 40.0;
|
||||
uniform vec2 u_blur_size;// = vec2(393, 393);
|
||||
uniform float u_blur_radius;
|
||||
uniform vec2 u_blur_size;
|
||||
uniform vec2 u_blur_dir;
|
||||
|
||||
float Gaussian (float sigma, float x) {
|
||||
return exp ( - (x * x) / (2.0 * sigma * sigma));
|
||||
}
|
||||
const float PI = 3.14159265;
|
||||
const float RADIUS_MULTIPLIER = 3.0;
|
||||
|
||||
vec4 blur_pixel (in vec2 uv) {
|
||||
float total = 0.0;
|
||||
vec4 ret = vec4 (0);
|
||||
float pixel_size_x = (1.0 / u_blur_size.x);
|
||||
float pixel_size_y = (1.0 / u_blur_size.y);
|
||||
// blur_radius 0 is NOT supported and MUST be caught before.
|
||||
|
||||
// XXX The magic value here is GAUSSIAN_SCALE_FACTOR from gskcairoblur.c
|
||||
float radius = u_blur_radius * 2.30348;
|
||||
// Partially from http://callumhay.blogspot.com/2010/09/gaussian-blur-shader-glsl.html
|
||||
void main() {
|
||||
float sigma = u_blur_radius; // *shrug*
|
||||
float blur_radius = u_blur_radius * RADIUS_MULTIPLIER;
|
||||
vec3 incrementalGaussian;
|
||||
incrementalGaussian.x = 1.0 / (sqrt(2.0 * PI) * sigma);
|
||||
incrementalGaussian.y = exp(-0.5 / (sigma * sigma));
|
||||
incrementalGaussian.z = incrementalGaussian.y * incrementalGaussian.y;
|
||||
|
||||
int half_radius = max(int(radius / 2.0), 1);
|
||||
vec2 pixel_step = vec2(1.0) / u_blur_size;
|
||||
|
||||
for (int y = -half_radius; y < half_radius; y ++) {
|
||||
float fy = Gaussian (radius / 2.0, float(y));
|
||||
float offset_y = float(y) * pixel_size_y;
|
||||
float coefficientSum = 0;
|
||||
vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
|
||||
coefficientSum += incrementalGaussian.x;
|
||||
incrementalGaussian.xy *= incrementalGaussian.yz;
|
||||
|
||||
for (int x = -half_radius; x < half_radius; x ++) {
|
||||
float fx = Gaussian (radius / 2.0, float(x));
|
||||
float offset_x = float(x) * pixel_size_x;
|
||||
int pixels_per_side = int(floor(blur_radius / 2.0));
|
||||
for (int i = 1; i <= pixels_per_side; i++) {
|
||||
vec2 p = i * pixel_step * u_blur_dir;
|
||||
|
||||
vec4 c = Texture(u_source, uv + vec2(offset_x, offset_y));
|
||||
total += fx * fy;
|
||||
ret += c * fx * fy;
|
||||
}
|
||||
sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
|
||||
sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
|
||||
|
||||
coefficientSum += 2.0 * incrementalGaussian.x;
|
||||
incrementalGaussian.xy *= incrementalGaussian.yz;
|
||||
}
|
||||
|
||||
return ret / total;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 color = blur_pixel(vUv);
|
||||
setOutputColor(color);
|
||||
setOutputColor(sum / coefficientSum);
|
||||
}
|
||||
|
@ -43,7 +43,7 @@ static const char *css =
|
||||
".b1 {"
|
||||
" all: unset;"
|
||||
" min-width: 100px;"
|
||||
" min-height:100px;"
|
||||
" min-height: 100px;"
|
||||
" border-radius: 7px 7px 0px 0px;"
|
||||
" box-shadow: 0px 0px 9px 0px rgba(0, 0, 0, 0.5);"
|
||||
"}"
|
||||
@ -93,6 +93,7 @@ main (int argc, char **argv)
|
||||
GTK_STYLE_PROVIDER_PRIORITY_APPLICATION);
|
||||
|
||||
window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
|
||||
gtk_window_set_decorated (GTK_WINDOW (window), FALSE);
|
||||
box = gtk_box_new (GTK_ORIENTATION_VERTICAL, 120);
|
||||
top = gtk_box_new (GTK_ORIENTATION_HORIZONTAL, 120);
|
||||
bottom = gtk_box_new (GTK_ORIENTATION_HORIZONTAL, 120);
|
||||
@ -124,7 +125,6 @@ main (int argc, char **argv)
|
||||
gtk_style_context_add_class (gtk_widget_get_style_context (w), "five");
|
||||
gtk_container_add (GTK_CONTAINER (top), w);
|
||||
|
||||
|
||||
/* Bottom */
|
||||
w = gtk_button_new ();
|
||||
gtk_widget_set_valign (w, GTK_ALIGN_CENTER);
|
||||
@ -153,6 +153,4 @@ main (int argc, char **argv)
|
||||
gtk_widget_show (window);
|
||||
|
||||
gtk_main ();
|
||||
|
||||
gtk_widget_destroy (window);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user