diff options
author | Will McKinnon <[email protected]> | 2023-04-06 18:49:51 -0400 |
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committer | Will McKinnon <[email protected]> | 2023-04-06 20:30:42 -0400 |
commit | 420364dd191fa3c22370bbaa34f178b07bcb8318 (patch) | |
tree | bf7e3bcb7a0835e0c16901a3b800c7f218607d53 /sway/desktop/fx_renderer.c | |
parent | c24fccd45c4bc69c968a09ae5b953672a29bac12 (diff) |
structure: moved fx_renderer and related fuctions to a folder
Diffstat (limited to 'sway/desktop/fx_renderer.c')
-rw-r--r-- | sway/desktop/fx_renderer.c | 734 |
1 files changed, 0 insertions, 734 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c deleted file mode 100644 index a5ad0dab..00000000 --- a/sway/desktop/fx_renderer.c +++ /dev/null @@ -1,734 +0,0 @@ -/* - The original wlr_renderer was heavily referenced in making this project - https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 -*/ - -#include <assert.h> -#include <GLES2/gl2.h> -#include <stdlib.h> -#include <wlr/backend.h> -#include <wlr/render/egl.h> -#include <wlr/render/gles2.h> -#include <wlr/types/wlr_matrix.h> -#include <wlr/util/box.h> -#include "log.h" -#include "sway/desktop/fx_renderer.h" -#include "sway/output.h" -#include "sway/server.h" - -// shaders -#include "box_shadow_frag_src.h" -#include "common_vert_src.h" -#include "corner_frag_src.h" -#include "quad_frag_src.h" -#include "quad_round_frag_src.h" -#include "tex_frag_src.h" - -static const GLfloat verts[] = { - 1, 0, // top right - 0, 0, // top left - 1, 1, // bottom right - 0, 1, // bottom left -}; - -static const float transforms[][9] = { - [WL_OUTPUT_TRANSFORM_NORMAL] = { - 1.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_90] = { - 0.0f, 1.0f, 0.0f, - -1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_180] = { - -1.0f, 0.0f, 0.0f, - 0.0f, -1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_270] = { - 0.0f, -1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED] = { - -1.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED_90] = { - 0.0f, 1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED_180] = { - 1.0f, 0.0f, 0.0f, - 0.0f, -1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED_270] = { - 0.0f, -1.0f, 0.0f, - -1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, -}; - -static void matrix_projection(float mat[static 9], int width, int height, - enum wl_output_transform transform) { - memset(mat, 0, sizeof(*mat) * 9); - - const float *t = transforms[transform]; - float x = 2.0f / width; - float y = 2.0f / height; - - // Rotation + reflection - mat[0] = x * t[0]; - mat[1] = x * t[1]; - mat[3] = y * -t[3]; - mat[4] = y * -t[4]; - - // Translation - mat[2] = -copysign(1.0f, mat[0] + mat[1]); - mat[5] = -copysign(1.0f, mat[3] + mat[4]); - - // Identity - mat[8] = 1.0f; -} - -static GLuint compile_shader(GLuint type, const GLchar *src) { - GLuint shader = glCreateShader(type); - glShaderSource(shader, 1, &src, NULL); - glCompileShader(shader); - - GLint ok; - glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); - if (ok == GL_FALSE) { - sway_log(SWAY_ERROR, "Failed to compile shader"); - glDeleteShader(shader); - shader = 0; - } - - return shader; -} - -static GLuint link_program(const GLchar *frag_src) { - const GLchar *vert_src = common_vert_src; - GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); - if (!vert) { - goto error; - } - - GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); - if (!frag) { - glDeleteShader(vert); - goto error; - } - - GLuint prog = glCreateProgram(); - glAttachShader(prog, vert); - glAttachShader(prog, frag); - glLinkProgram(prog); - - glDetachShader(prog, vert); - glDetachShader(prog, frag); - glDeleteShader(vert); - glDeleteShader(frag); - - GLint ok; - glGetProgramiv(prog, GL_LINK_STATUS, &ok); - if (ok == GL_FALSE) { - sway_log(SWAY_ERROR, "Failed to link shader"); - glDeleteProgram(prog); - goto error; - } - - return prog; - -error: - return 0; -} - -static bool link_tex_program(struct fx_renderer *renderer, - struct gles2_tex_shader *shader, enum fx_tex_shader_source source) { - GLchar frag_src[2048]; - snprintf(frag_src, sizeof(frag_src), - "#define SOURCE %d\n%s", source, tex_frag_src); - - GLuint prog; - shader->program = prog = link_program(frag_src); - if (!shader->program) { - return false; - } - - shader->proj = glGetUniformLocation(prog, "proj"); - shader->tex = glGetUniformLocation(prog, "tex"); - shader->alpha = glGetUniformLocation(prog, "alpha"); - shader->dim = glGetUniformLocation(prog, "dim"); - shader->dim_color = glGetUniformLocation(prog, "dim_color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); - shader->size = glGetUniformLocation(prog, "size"); - shader->position = glGetUniformLocation(prog, "position"); - shader->radius = glGetUniformLocation(prog, "radius"); - shader->saturation = glGetUniformLocation(prog, "saturation"); - shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar"); - - return true; -} - -static bool link_rounded_quad_program(struct fx_renderer *renderer, - struct rounded_quad_shader *shader, enum fx_rounded_quad_shader_source source) { - GLchar quad_src[2048]; - snprintf(quad_src, sizeof(quad_src), - "#define SOURCE %d\n%s", source, quad_round_frag_src); - - GLuint prog; - shader->program = prog = link_program(quad_src); - if (!shader->program) { - return false; - } - - shader->proj = glGetUniformLocation(prog, "proj"); - shader->color = glGetUniformLocation(prog, "color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->size = glGetUniformLocation(prog, "size"); - shader->position = glGetUniformLocation(prog, "position"); - shader->radius = glGetUniformLocation(prog, "radius"); - - return true; -} - -static bool check_gl_ext(const char *exts, const char *ext) { - size_t extlen = strlen(ext); - const char *end = exts + strlen(exts); - - while (exts < end) { - if (exts[0] == ' ') { - exts++; - continue; - } - size_t n = strcspn(exts, " "); - if (n == extlen && strncmp(ext, exts, n) == 0) { - return true; - } - exts += n; - } - return false; -} - -static void load_gl_proc(void *proc_ptr, const char *name) { - void *proc = (void *)eglGetProcAddress(name); - if (proc == NULL) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name); - abort(); - } - *(void **)proc_ptr = proc; -} - -struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { - struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer)); - if (renderer == NULL) { - return NULL; - } - - // TODO: wlr_egl_make_current or eglMakeCurrent? - // TODO: assert instead of conditional statement? - if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE, - wlr_egl_get_context(egl))) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); - return NULL; - } - // TODO: needed? - renderer->egl = egl; - - // get extensions - const char *exts_str = (const char *)glGetString(GL_EXTENSIONS); - if (exts_str == NULL) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS"); - return NULL; - } - - sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer"); - sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION)); - sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR)); - sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER)); - sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str); - - // TODO: the rest of the gl checks - if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) { - renderer->exts.OES_egl_image_external = true; - load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES, - "glEGLImageTargetTexture2DOES"); - } - - // init shaders - GLuint prog; - - // quad fragment shader - prog = link_program(quad_frag_src); - renderer->shaders.quad.program = prog; - if (!renderer->shaders.quad.program) { - goto error; - } - renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); - renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); - - // rounded quad fragment shaders - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad, - SHADER_SOURCE_QUAD_ROUND)) { - goto error; - } - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad, - SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) { - goto error; - } - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad, - SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) { - goto error; - } - - // Border corner shader - prog = link_program(corner_frag_src); - renderer->shaders.corner.program = prog; - if (!renderer->shaders.corner.program) { - goto error; - } - renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.corner.color = glGetUniformLocation(prog, "color"); - renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left"); - renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right"); - renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); - renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); - renderer->shaders.corner.position = glGetUniformLocation(prog, "position"); - renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius"); - renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size"); - renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness"); - - // box shadow shader - prog = link_program(box_shadow_frag_src); - renderer->shaders.box_shadow.program = prog; - if (!renderer->shaders.box_shadow.program) { - goto error; - } - renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color"); - renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position"); - renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size"); - renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma"); - renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius"); - - // fragment shaders - if (!link_tex_program(renderer, &renderer->shaders.tex_rgba, - SHADER_SOURCE_TEXTURE_RGBA)) { - goto error; - } - if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx, - SHADER_SOURCE_TEXTURE_RGBX)) { - goto error; - } - if (!link_tex_program(renderer, &renderer->shaders.tex_ext, - SHADER_SOURCE_TEXTURE_EXTERNAL)) { - goto error; - } - - - if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl), - EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); - goto error; - } - - sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); - return renderer; - -error: - glDeleteProgram(renderer->shaders.quad.program); - glDeleteProgram(renderer->shaders.rounded_quad.program); - glDeleteProgram(renderer->shaders.rounded_tl_quad.program); - glDeleteProgram(renderer->shaders.rounded_tr_quad.program); - glDeleteProgram(renderer->shaders.corner.program); - glDeleteProgram(renderer->shaders.box_shadow.program); - glDeleteProgram(renderer->shaders.tex_rgba.program); - glDeleteProgram(renderer->shaders.tex_rgbx.program); - glDeleteProgram(renderer->shaders.tex_ext.program); - - if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl), - EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); - } - - // TODO: more freeing? - free(renderer); - - sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); - return NULL; -} - -void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) { - // Create and render the stencil buffer - if (renderer->stencil_buffer_id == 0) { - glGenRenderbuffers(1, &renderer->stencil_buffer_id); - } - glBindRenderbuffer(GL_RENDERBUFFER, renderer->stencil_buffer_id); - glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, renderer->stencil_buffer_id); - - glViewport(0, 0, width, height); - - // refresh projection matrix - matrix_projection(renderer->projection, width, height, - WL_OUTPUT_TRANSFORM_FLIPPED_180); - - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); -} - -void fx_renderer_end() { - // TODO -} - -void fx_renderer_clear(const float color[static 4]) { - glClearColor(color[0], color[1], color[2], color[3]); - glClearStencil(0); - glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); -} - -void fx_renderer_scissor(struct wlr_box *box) { - if (box) { - glScissor(box->x, box->y, box->width, box->height); - glEnable(GL_SCISSOR_TEST); - } else { - glDisable(GL_SCISSOR_TEST); - } -} - -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], - struct decoration_data deco_data) { - assert(wlr_texture_is_gles2(wlr_texture)); - struct wlr_gles2_texture_attribs texture_attrs; - wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs); - - struct gles2_tex_shader *shader = NULL; - - switch (texture_attrs.target) { - case GL_TEXTURE_2D: - if (texture_attrs.has_alpha) { - shader = &renderer->shaders.tex_rgba; - } else { - shader = &renderer->shaders.tex_rgbx; - } - break; - case GL_TEXTURE_EXTERNAL_OES: - shader = &renderer->shaders.tex_ext; - - if (!renderer->exts.OES_egl_image_external) { - sway_log(SWAY_ERROR, "Failed to render texture: " - "GL_TEXTURE_EXTERNAL_OES not supported"); - return false; - } - break; - default: - sway_log(SWAY_ERROR, "Aborting render"); - abort(); - } - - float gl_matrix[9]; - wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); - - // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set - // to GL_FALSE - wlr_matrix_transpose(gl_matrix, gl_matrix); - - // if there's no opacity or rounded corners we don't need to blend - if (!texture_attrs.has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) { - glDisable(GL_BLEND); - } else { - glEnable(GL_BLEND); - } - - glActiveTexture(GL_TEXTURE0); - glBindTexture(texture_attrs.target, texture_attrs.tex); - - glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - glUseProgram(shader->program); - - float* dim_color = deco_data.dim_color; - - glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); - glUniform1i(shader->tex, 0); - glUniform2f(shader->size, dst_box->width, dst_box->height); - glUniform2f(shader->position, dst_box->x, dst_box->y); - glUniform1f(shader->alpha, deco_data.alpha); - glUniform1f(shader->dim, deco_data.dim); - glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]); - glUniform1f(shader->has_titlebar, deco_data.has_titlebar); - glUniform1f(shader->saturation, deco_data.saturation); - glUniform1f(shader->radius, deco_data.corner_radius); - - const GLfloat x1 = src_box->x / wlr_texture->width; - const GLfloat y1 = src_box->y / wlr_texture->height; - const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width; - const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height; - const GLfloat texcoord[] = { - x2, y1, // top right - x1, y1, // top left - x2, y2, // bottom right - x1, y2, // bottom left - }; - - glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord); - - glEnableVertexAttribArray(shader->pos_attrib); - glEnableVertexAttribArray(shader->tex_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(shader->pos_attrib); - glDisableVertexAttribArray(shader->tex_attrib); - - glBindTexture(texture_attrs.target, 0); - - return true; -} - -bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture, - const struct wlr_box *dst_box, const float matrix[static 9], - struct decoration_data deco_data) { - struct wlr_fbox src_box = { - .x = 0, - .y = 0, - .width = wlr_texture->width, - .height = wlr_texture->height, - }; - return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, - dst_box, matrix, deco_data); -} - -void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float projection[static 9]) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - float matrix[9]; - wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); - - float gl_matrix[9]; - wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); - - // TODO: investigate why matrix is flipped prior to this cmd - // wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); - - wlr_matrix_transpose(gl_matrix, gl_matrix); - - if (color[3] == 1.0) { - glDisable(GL_BLEND); - } else { - glEnable(GL_BLEND); - } - - glUseProgram(renderer->shaders.quad.program); - - glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); - - glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, - 0, verts); - - glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib); -} - -void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float projection[static 9], - int radius, enum corner_location corner_location) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - struct rounded_quad_shader *shader = NULL; - - switch (corner_location) { - case ALL: - shader = &renderer->shaders.rounded_quad; - break; - case TOP_LEFT: - shader = &renderer->shaders.rounded_tl_quad; - break; - case TOP_RIGHT: - shader = &renderer->shaders.rounded_tr_quad; - break; - default: - sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render"); - abort(); - } - - float matrix[9]; - wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); - - float gl_matrix[9]; - wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); - - // TODO: investigate why matrix is flipped prior to this cmd - // wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); - - wlr_matrix_transpose(gl_matrix, gl_matrix); - - glEnable(GL_BLEND); - - glUseProgram(shader->program); - - glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader->color, color[0], color[1], color[2], color[3]); - - // rounded corners - glUniform2f(shader->size, box->width, box->height); - glUniform2f(shader->position, box->x, box->y); - glUniform1f(shader->radius, radius); - - glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, - 0, verts); - - glEnableVertexAttribArray(shader->pos_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(shader->pos_attrib); -} - -void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float projection[static 9], - enum corner_location corner_location, int radius, int border_thickness) { - if (border_thickness == 0 || box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - float matrix[9]; - wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); - - float gl_matrix[9]; - wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); - - // TODO: investigate why matrix is flipped prior to this cmd - // wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); - - wlr_matrix_transpose(gl_matrix, gl_matrix); - - if (color[3] == 1.0 && !radius) { - glDisable(GL_BLEND); - } else { - glEnable(GL_BLEND); - } - - glUseProgram(renderer->shaders.corner.program); - - glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]); - - glUniform1f(renderer->shaders.corner.is_top_left, corner_location == TOP_LEFT); - glUniform1f(renderer->shaders.corner.is_top_right, corner_location == TOP_RIGHT); - glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT); - glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT); - - glUniform2f(renderer->shaders.corner.position, box->x, box->y); - glUniform1f(renderer->shaders.corner.radius, radius); - glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0); - glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0); - - glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE, - 0, verts); - - glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib); -} - -// TODO: alpha input arg? -void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float projection[static 9], - int corner_radius, float blur_sigma) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - float matrix[9]; - wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); - - float gl_matrix[9]; - wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); - - // TODO: investigate why matrix is flipped prior to this cmd - // wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); - - wlr_matrix_transpose(gl_matrix, gl_matrix); - - // Init stencil work - // NOTE: Alpha needs to be set to 1.0 to be able to discard any "empty" pixels - const float col[4] = {0.0, 0.0, 0.0, 1.0}; - struct wlr_box inner_box; - memcpy(&inner_box, box, sizeof(struct wlr_box)); - inner_box.x += blur_sigma; - inner_box.y += blur_sigma; - inner_box.width -= blur_sigma * 2; - inner_box.height -= blur_sigma * 2; - - glEnable(GL_STENCIL_TEST); - glClearStencil(0); - glClear(GL_STENCIL_BUFFER_BIT); - - glStencilFunc(GL_ALWAYS, 1, 0xFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - // Disable writing to color buffer - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - // Draw the rounded rect as a mask - fx_render_rounded_rect(renderer, &inner_box, col, projection, corner_radius, ALL); - // Close the mask - glStencilFunc(GL_NOTEQUAL, 1, 0xFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); - // Reenable writing to color buffer - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - - // blending will practically always be needed (unless we have a madman - // who uses opaque shadows with zero sigma), so just enable it - glEnable(GL_BLEND); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glUseProgram(renderer->shaders.box_shadow.program); - - glUniformMatrix3fv(renderer->shaders.box_shadow.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(renderer->shaders.box_shadow.color, color[0], color[1], color[2], color[3]); - glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma); - glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius); - - glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height); - glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y); - - glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE, - 0, verts); - - glEnableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib); - - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - - glClearStencil(0); - glClear(GL_STENCIL_BUFFER_BIT); - glDisable(GL_STENCIL_TEST); -} |