forked from AuroraMiddleware/gtk
gl renderer: Fix some off-by-one and rounding errors in the shadow code
Take 24 Fixes #2759
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@ -55,7 +55,7 @@ nine_slice_rounded_rect (const GskRoundedRect *rect,
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/* Top center */
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out_rects[1] = (cairo_rectangle_int_t) {
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origin->x + size->width / 2.0 - 1, origin->y,
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origin->x + size->width / 2.0 - 0.5, origin->y,
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1, top_height,
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};
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@ -73,15 +73,15 @@ nine_slice_rounded_rect (const GskRoundedRect *rect,
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/* center */
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out_rects[4] = (cairo_rectangle_int_t) {
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origin->x + size->width / 2.0,
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origin->y + size->height / 2.0,
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origin->x + size->width / 2.0 - 0.5,
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origin->y + size->height / 2.0 - 0.5,
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1, 1
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};
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/* Right center */
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out_rects[5] = (cairo_rectangle_int_t) {
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origin->x + size->width - right_width,
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origin->y + (size->height / 2.0),
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origin->y + (size->height / 2.0) - 0.5,
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right_width,
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1,
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};
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@ -94,7 +94,8 @@ nine_slice_rounded_rect (const GskRoundedRect *rect,
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/* Bottom center */
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out_rects[7] = (cairo_rectangle_int_t) {
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origin->x + (size->width / 2.0), origin->y + size->height - bottom_height,
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origin->x + (size->width / 2.0) - 0.5,
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origin->y + size->height - bottom_height,
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1, bottom_height,
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};
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@ -136,7 +137,6 @@ nine_slice_grow (cairo_rectangle_int_t *slices,
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else
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slices[1].height += amount;
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/* top right */
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slices[2].y -= amount;
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if (amount > slices[2].width)
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@ -1717,6 +1717,7 @@ render_outset_shadow_node (GskGLRenderer *self,
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const GdkRGBA *color = gsk_outset_shadow_node_peek_color (node);
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const float blur_radius = gsk_outset_shadow_node_get_blur_radius (node);
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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 int extra_blur_pixels = (int) ceilf(blur_extra / 2.0 * scale);
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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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@ -1734,7 +1735,7 @@ render_outset_shadow_node (GskGLRenderer *self,
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/* Increase by the spread */
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gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
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/* Grow bounds but don't grow corners */
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graphene_rect_inset (&scaled_outline.bounds, - blur_extra / 2.0 * scale, - blur_extra / 2.0 * scale);
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graphene_rect_inset (&scaled_outline.bounds, - extra_blur_pixels, - extra_blur_pixels);
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/* For the center part, we add a few pixels */
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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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@ -1742,11 +1743,10 @@ render_outset_shadow_node (GskGLRenderer *self,
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texture_width = (int)ceil ((scaled_outline.bounds.size.width + blur_extra) * scale);
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texture_height = (int)ceil ((scaled_outline.bounds.size.height + blur_extra) * scale);
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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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scaled_outline.bounds.origin.x = extra_blur_pixels;
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scaled_outline.bounds.origin.y = extra_blur_pixels;
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scaled_outline.bounds.size.width = texture_width - (extra_blur_pixels * 2);
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scaled_outline.bounds.size.height = texture_height - (extra_blur_pixels * 2);
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for (int i = 0; i < 4; i ++)
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{
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@ -1831,17 +1831,19 @@ render_outset_shadow_node (GskGLRenderer *self,
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shadow->outline = transform_rect (self, builder, outline);
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{
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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 min_x = floorf (builder->dx + outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx);
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const float min_y = floorf (builder->dy + outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy);
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const float max_x = ceilf (builder->dx + outline->bounds.origin.x + outline->bounds.size.width +
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(blur_extra / 2.0) + dx + spread);
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const float max_y = ceilf (builder->dy + outline->bounds.origin.y + outline->bounds.size.height +
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(blur_extra / 2.0) + dy + spread);
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float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
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cairo_rectangle_int_t slices[9];
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TextureRegion tregs[9];
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/* TODO: The slicing never changes and could just go into the cache */
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nine_slice_rounded_rect (&scaled_outline, slices);
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nine_slice_grow (slices, blur_extra / 2.0 * scale);
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nine_slice_grow (slices, extra_blur_pixels);
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nine_slice_to_texture_coords (slices, texture_width, texture_height, tregs);
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/* Our texture coordinates MUST be scaled, while the actual vertex coords
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