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#ifndef _FX_OPENGL_H
#define _FX_OPENGL_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdbool.h>
#include <wlr/render/egl.h>
#include <wlr/render/wlr_texture.h>
#include <wlr/util/addon.h>
#include <wlr/util/box.h>
#include "render/fx_renderer/fx_stencilbuffer.h"
#include "types/fx/shadow_data.h"
enum fx_tex_shader_source {
SHADER_SOURCE_TEXTURE_RGBA = 1,
SHADER_SOURCE_TEXTURE_RGBX = 2,
SHADER_SOURCE_TEXTURE_EXTERNAL = 3,
};
struct quad_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
};
struct tex_shader {
GLuint program;
GLint proj;
GLint tex;
GLint alpha;
GLint pos_attrib;
GLint tex_attrib;
GLint size;
GLint position;
GLint radius;
};
struct stencil_mask_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint half_size;
GLint position;
GLint radius;
};
struct box_shadow_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint position;
GLint size;
GLint blur_sigma;
GLint corner_radius;
};
struct fx_renderer {
float projection[9];
struct fx_stencilbuffer stencil_buffer;
struct wlr_addon addon;
struct {
bool OES_egl_image_external;
} exts;
struct {
PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
} procs;
struct {
struct quad_shader quad;
struct tex_shader tex_rgba;
struct tex_shader tex_rgbx;
struct tex_shader tex_ext;
struct box_shadow_shader box_shadow;
struct stencil_mask_shader stencil_mask;
} shaders;
};
void fx_renderer_init_addon(struct wlr_egl *egl, struct wlr_addon_set *addons,
const void * owner);
struct fx_renderer *fx_renderer_addon_find(struct wlr_addon_set *addons,
const void * owner);
struct fx_renderer *fx_renderer_create(struct wlr_egl *egl);
void fx_renderer_fini(struct fx_renderer *renderer);
void fx_renderer_begin(struct fx_renderer *renderer, int width, int height);
void fx_renderer_clear(const float color[static 4]);
void fx_renderer_scissor(struct wlr_box *box);
// Initialize the stenciling work
void fx_renderer_stencil_mask_init(void);
// Close the mask
void fx_renderer_stencil_mask_close(bool draw_inside_mask);
// Finish stenciling and clear the buffer
void fx_renderer_stencil_mask_fini(void);
void fx_renderer_stencil_enable(void);
void fx_renderer_stencil_disable(void);
bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
struct wlr_texture *wlr_texture, const struct wlr_fbox *src_box,
const struct wlr_box *dst_box, const float matrix[static 9],
float opacity, int corner_radius);
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9]);
void fx_render_box_shadow(struct fx_renderer *renderer,
const struct wlr_box *box, const struct wlr_box *stencil_box,
const float matrix[static 9], int corner_radius,
struct shadow_data *shadow_data);
#endif
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