gl renderer: Nine-slice unblurred outset shadows

See #3284
This commit is contained in:
Timm Bäder 2020-10-31 08:54:27 +01:00 committed by Matthias Clasen
parent fb9a3bf32b
commit d3239c953d

View File

@ -482,6 +482,50 @@ load_offscreen_vertex_data (GskQuadVertex vertex_data[GL_N_VERTICES],
max_x, max_y);
}
static void
load_float_vertex_data (GskQuadVertex vertex_data[GL_N_VERTICES],
RenderOpBuilder *builder,
float x,
float y,
float width,
float height)
{
const float min_x = builder->dx + x;
const float min_y = builder->dy + y;
const float max_x = min_x + width;
const float max_y = min_y + height;
vertex_data[0].position[0] = min_x;
vertex_data[0].position[1] = min_y;
vertex_data[0].uv[0] = 0;
vertex_data[0].uv[1] = 0;
vertex_data[1].position[0] = min_x;
vertex_data[1].position[1] = max_y;
vertex_data[1].uv[0] = 0;
vertex_data[1].uv[1] = 1;
vertex_data[2].position[0] = max_x;
vertex_data[2].position[1] = min_y;
vertex_data[2].uv[0] = 1;
vertex_data[2].uv[1] = 0;
vertex_data[3].position[0] = max_x;
vertex_data[3].position[1] = max_y;
vertex_data[3].uv[0] = 1;
vertex_data[3].uv[1] = 1;
vertex_data[4].position[0] = min_x;
vertex_data[4].position[1] = max_y;
vertex_data[4].uv[0] = 0;
vertex_data[4].uv[1] = 1;
vertex_data[5].position[0] = max_x;
vertex_data[5].position[1] = min_y;
vertex_data[5].uv[0] = 1;
vertex_data[5].uv[1] = 0;
}
static void gsk_gl_renderer_setup_render_mode (GskGLRenderer *self);
static gboolean add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
@ -2148,15 +2192,30 @@ render_inset_shadow_node (GskGLRenderer *self,
}
/* Spread *grows* the outline. The offset moves the shadow and leaves the
* inner rect where it was */
static inline void
render_unblurred_outset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
const GskRoundedRect *outline = gsk_outset_shadow_node_peek_outline (node);
const float x = node->bounds.origin.x;
const float y = node->bounds.origin.y;
const float w = node->bounds.size.width;
const float h = node->bounds.size.height;
const float spread = gsk_outset_shadow_node_get_spread (node);
const float dx = gsk_outset_shadow_node_get_dx (node);
const float dy = gsk_outset_shadow_node_get_dy (node);
const float edge_sizes[] = { // Top, right, bottom, left
spread - dy, spread + dx, spread + dy, spread - dx
};
const float corner_sizes[][2] = { // top left, top right, bottom right, bottom left
{ outline->corner[0].width + spread - dx, outline->corner[0].height + spread - dy },
{ outline->corner[1].width + spread + dx, outline->corner[1].height + spread - dy },
{ outline->corner[2].width + spread + dx, outline->corner[2].height + spread + dy },
{ outline->corner[3].width + spread - dx, outline->corner[3].height + spread + dy },
};
ops_set_program (builder, &self->programs->unblurred_outset_shadow_program);
ops_set_unblurred_outset_shadow (builder, transform_rect (self, builder, outline),
@ -2164,7 +2223,40 @@ render_unblurred_outset_shadow_node (GskGLRenderer *self,
gsk_outset_shadow_node_peek_color (node),
dx, dy);
load_vertex_data (ops_draw (builder, NULL), node, builder);
/* Corners... */
if (corner_sizes[0][0] > 0 && corner_sizes[0][1] > 0) /* Top left */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x, y,
corner_sizes[0][0], corner_sizes[0][1]);
if (corner_sizes[1][0] > 0 && corner_sizes[1][1] > 0) /* Top right */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x + w - corner_sizes[1][0], y,
corner_sizes[1][0], corner_sizes[1][1]);
if (corner_sizes[2][0] > 0 && corner_sizes[2][1] > 0) /* Bottom right */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x + w - corner_sizes[2][0], y + h - corner_sizes[2][1],
corner_sizes[2][0], corner_sizes[2][1]);
if (corner_sizes[3][0] > 0 && corner_sizes[3][1] > 0) /* Bottom left */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x, y + h - corner_sizes[3][1],
corner_sizes[3][0], corner_sizes[3][1]);
/* Edges... */;
if (edge_sizes[0] > 0) /* Top */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x + corner_sizes[0][0], y,
w - corner_sizes[0][0] - corner_sizes[1][0], edge_sizes[0]);
if (edge_sizes[1] > 0) /* Right */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x + w - edge_sizes[1], y + corner_sizes[1][1],
edge_sizes[1], h - corner_sizes[1][1] - corner_sizes[2][1]);
if (edge_sizes[2] > 0) /* Bottom */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x + corner_sizes[3][0], y + h - edge_sizes[2],
w - corner_sizes[3][0] - corner_sizes[2][0], edge_sizes[2]);
if (edge_sizes[3] > 0) /* Left */
load_float_vertex_data (ops_draw (builder, NULL), builder,
x, y + corner_sizes[0][1],
edge_sizes[3], h - corner_sizes[0][1] - corner_sizes[3][1]);
}