gl renderer: Implement blurred shadow nodes

This commit is contained in:
Timm Bäder 2019-11-29 06:54:43 +01:00
parent 8d61d9f627
commit fb5dc73841

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@ -64,7 +64,9 @@ typedef enum
FORCE_OFFSCREEN = 1 << 0,
RESET_CLIP = 1 << 1,
RESET_OPACITY = 1 << 2,
DUMP_FRAMEBUFFER = 1 << 3
DUMP_FRAMEBUFFER = 1 << 3,
CENTER_CHILD = 1 << 4,
NO_CACHE_PLZ = 1 << 5,
} OffscreenFlags;
typedef struct
@ -1966,31 +1968,16 @@ render_outset_shadow_node (GskGLRenderer *self,
}
static inline void
render_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
render_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
float min_x;
float min_y;
float max_x;
float max_y;
const float scale = ops_get_scale (builder);
const gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
GskRenderNode *original_child = gsk_shadow_node_get_child (node);
GskRenderNode *shadow_child = original_child;
gsize n_shadows = gsk_shadow_node_get_n_shadows (node);
guint i;
/* TODO: Implement blurred shadow nodes */;
for (i = 0; i < n_shadows; i ++)
{
const GskShadow *shadow = gsk_shadow_node_peek_shadow (node, i);
if (shadow->radius > 0)
{
render_fallback_node (self, node, builder);
return;
}
}
/* Shadow nodes recolor every pixel of the source texture, but leave the alpha in tact.
* If the child is a color matrix node that doesn't touch the alpha, we can throw that away. */
if (gsk_render_node_get_node_type (shadow_child) == GSK_COLOR_MATRIX_NODE &&
@ -1999,11 +1986,6 @@ render_shadow_node (GskGLRenderer *self,
shadow_child = gsk_color_matrix_node_get_child (shadow_child);
}
min_x = builder->dx + shadow_child->bounds.origin.x;
min_y = builder->dy + shadow_child->bounds.origin.y;
max_x = min_x + shadow_child->bounds.size.width;
max_y = min_y + shadow_child->bounds.size.height;
for (i = 0; i < n_shadows; i ++)
{
const GskShadow *shadow = gsk_shadow_node_peek_shadow (node, i);
@ -2011,10 +1993,13 @@ render_shadow_node (GskGLRenderer *self,
const float dy = shadow->dy;
TextureRegion region;
gboolean is_offscreen;
float min_x;
float min_y;
float max_x;
float max_y;
g_assert (shadow->radius <= 0);
if (gsk_render_node_get_node_type (shadow_child) == GSK_TEXT_NODE)
if (shadow->radius == 0 &&
gsk_render_node_get_node_type (shadow_child) == GSK_TEXT_NODE)
{
ops_offset (builder, dx, dy);
render_text_node (self, shadow_child, builder, &shadow->color, TRUE);
@ -2028,12 +2013,57 @@ render_shadow_node (GskGLRenderer *self,
if (node_is_invisible (shadow_child))
continue;
/* Draw the child offscreen, without the offset. */
if (!add_offscreen_ops (self, builder,
&shadow_child->bounds,
shadow_child, &region, &is_offscreen,
RESET_CLIP | RESET_OPACITY))
g_assert_not_reached ();
if (shadow->radius > 0)
{
const float blur_extra = shadow->radius * 3.0 / 2.0;
/* TODO: - same problem as in render_blur_node: we're forcing the
* child node on a texture, even though it might already be a texture. */
if (!add_offscreen_ops (self, builder,
&GRAPHENE_RECT_INIT (
0, 0,
shadow_child->bounds.size.width + (blur_extra * 2),
shadow_child->bounds.size.height + (blur_extra * 2)
),
shadow_child, &region, &is_offscreen,
RESET_CLIP | RESET_OPACITY | CENTER_CHILD |
NO_CACHE_PLZ | FORCE_OFFSCREEN))
g_assert_not_reached ();
region.texture_id = blur_texture (self, builder,
&region,
(shadow_child->bounds.size.width + blur_extra * 2) * scale,
(shadow_child->bounds.size.height + blur_extra * 2) * scale,
shadow->radius * scale);
init_full_texture_region (&region, region.texture_id);
is_offscreen = TRUE;
min_x = builder->dx + shadow_child->bounds.origin.x - blur_extra;
min_y = builder->dy + shadow_child->bounds.origin.y - blur_extra;
max_x = min_x + shadow_child->bounds.size.width + blur_extra * 2;
max_y = min_y + shadow_child->bounds.size.height + blur_extra * 2;
}
else if (dx == 0 && dy == 0)
{
continue; /* Invisible anyway */
}
else
{
if (dx == 0 && dy == 0)
continue;
if (!add_offscreen_ops (self, builder,
&shadow_child->bounds,
shadow_child, &region, &is_offscreen,
RESET_CLIP | RESET_OPACITY | NO_CACHE_PLZ))
g_assert_not_reached ();
min_x = builder->dx + shadow_child->bounds.origin.x;
min_y = builder->dy + shadow_child->bounds.origin.y;
max_x = min_x + shadow_child->bounds.size.width;
max_y = min_y + shadow_child->bounds.size.height;
}
ops_set_program (builder, &self->coloring_program);
ops_set_color (builder, &shadow->color);
@ -3131,8 +3161,20 @@ add_offscreen_ops (GskGLRenderer *self,
bounds->origin.y * scale,
width, height));
builder->dx = 0;
builder->dy = 0;
if (flags & CENTER_CHILD)
{
ops_offset (builder,
(bounds->size.width - child_node->bounds.size.width) / 2.0 -
child_node->bounds.origin.x,
(bounds->size.height - child_node->bounds.size.height) / 2.0 -
child_node->bounds.origin.y);
}
else
{
builder->dx = 0;
builder->dy = 0;
}
if (flags & RESET_OPACITY)
prev_opacity = ops_set_opacity (builder, 1.0);
@ -3167,7 +3209,8 @@ add_offscreen_ops (GskGLRenderer *self,
*is_offscreen = TRUE;
init_full_texture_region (texture_region_out, texture_id);
gsk_gl_driver_set_texture_for_pointer (self->gl_driver, child_node, texture_id);
if ((flags & NO_CACHE_PLZ) == 0)
gsk_gl_driver_set_texture_for_pointer (self->gl_driver, child_node, texture_id);
return TRUE;
}