forked from AuroraMiddleware/gtk
gl renderer: Implement simple shadow nodes
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c524ac7bb5
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@ -171,6 +171,7 @@ struct _GskGLRenderer
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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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Program shadow_program;
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};
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};
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@ -321,6 +322,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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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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{ "shadow", "blit.vs.glsl", "shadow.fs.glsl" },
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};
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builder = gsk_shader_builder_new ();
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@ -431,6 +433,9 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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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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/* shadow */
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INIT_PROGRAM_UNIFORM_LOCATION2 (shadow, color);
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g_object_unref (builder);
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return TRUE;
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}
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@ -664,7 +669,7 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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float max_y = min_y + node->bounds.size.height;
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/* Default vertex data */
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GskQuadVertex vertex_data[GL_N_VERTICES] = {
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const GskQuadVertex vertex_data[GL_N_VERTICES] = {
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{ { min_x, min_y }, { 0, 0 }, },
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{ { min_x, max_y }, { 0, 1 }, },
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{ { max_x, min_y }, { 1, 0 }, },
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@ -967,6 +972,7 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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}
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break;
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case GSK_COLOR_MATRIX_NODE:
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{
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int texture_id;
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@ -1100,10 +1106,70 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
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}
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break;
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do_default:
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case GSK_SHADOW_NODE:
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{
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GskRenderNode *child = gsk_shadow_node_get_child (node);
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gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
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guint i;
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/* TODO: shadow nodes are most commonly used for text and icon shadows.
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* In both cases, we can avoit the RTT case!
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* if the child is neither a text node nor a texture node though, we need
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* to fall back to rendering it to a texture and then applying the shadow on that one.*/
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for (i = 0; i < n_shadows; i ++)
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{
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const GskShadow *shadow = gsk_shadow_node_peek_shadow (node, i);
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int texture_id;
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gboolean is_offscreen;
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graphene_matrix_t offset_matrix;
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graphene_matrix_t prev_modelview;
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/* TODO: Implement blurred shadow nodes */;
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if (shadow->radius > 0)
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{
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/* TODO: This draws the entire node, not just one shadow. */
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render_fallback_node (self, node, builder, vertex_data);
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continue;
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}
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add_offscreen_ops (self, builder, min_x, max_x, min_y, max_y, child, &texture_id, &is_offscreen);
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ops_set_program (builder, &self->shadow_program);
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ops_set_color (builder, &shadow->color);
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ops_set_texture (builder, texture_id);
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offset_matrix = builder->current_modelview;
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graphene_matrix_translate (&offset_matrix, &GRAPHENE_POINT3D_INIT (shadow->dx, shadow->dy, 0));
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prev_modelview = ops_set_modelview (builder, &offset_matrix);
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if (is_offscreen)
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{
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GskQuadVertex vertex_data[GL_N_VERTICES] = {
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{ { min_x, min_y }, { 0, 1 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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{ { max_x, max_y }, { 1, 0 }, },
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{ { min_x, max_y }, { 0, 0 }, },
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{ { max_x, min_y }, { 1, 1 }, },
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};
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ops_draw (builder, vertex_data);
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}
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else
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{
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ops_draw (builder, vertex_data);
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}
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ops_set_modelview (builder, &prev_modelview);
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}
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/* Now draw the child normally */
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gsk_gl_renderer_add_render_ops (self, child, builder);
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}
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break;
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case GSK_REPEATING_LINEAR_GRADIENT_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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@ -1307,7 +1373,10 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
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case OP_CHANGE_COLOR:
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OP_PRINT (" -> Color: (%f, %f, %f, %f)", op->color.red, op->color.green, op->color.blue, op->color.alpha);
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g_assert (program == &self->color_program || program == &self->coloring_program);
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g_assert (program == &self->color_program || program == &self->coloring_program ||
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program == &self->shadow_program);
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/* TODO: We use color.color_location here and this is right for all three of the programs above,
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* but that's just a coincidence. */
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glUniform4f (program->color.color_location,
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op->color.red, op->color.green, op->color.blue, op->color.alpha);
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break;
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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 9
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#define GL_N_PROGRAMS 10
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enum {
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OP_NONE,
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@ -59,6 +59,9 @@ typedef struct
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struct {
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int color_location;
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} coloring;
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struct {
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int color_location;
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} shadow;
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struct {
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int color_matrix_location;
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int color_offset_location;
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@ -146,6 +149,9 @@ typedef struct
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float offset[2];
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float color[4];
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} outset_shadow;
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struct {
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float color[4];
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} shadow;
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};
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} RenderOp;
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@ -11,6 +11,7 @@ gsk_private_source_shaders = [
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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/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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13
gsk/resources/glsl/shadow.fs.glsl
Normal file
13
gsk/resources/glsl/shadow.fs.glsl
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@ -0,0 +1,13 @@
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uniform vec4 u_color;
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void main() {
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vec4 diffuse = Texture(u_source, vUv);
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vec4 color = u_color;
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// pre-multiply
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color.rgb *= color.a;
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color = vec4(u_color.rgb * diffuse.a, diffuse.a);
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setOutputColor(color);
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}
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