diff options
Diffstat (limited to 'sway/desktop/fx_renderer.c')
-rw-r--r-- | sway/desktop/fx_renderer.c | 109 |
1 files changed, 107 insertions, 2 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 782ceb88..03645b0f 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -24,6 +24,7 @@ #include "quad_round_tl_frag_src.h" #include "quad_round_tr_frag_src.h" #include "corner_frag_src.h" +#include "box_shadow_frag_src.h" #include "tex_rgba_frag_src.h" #include "tex_rgbx_frag_src.h" #include "tex_external_frag_src.h" @@ -108,6 +109,7 @@ static GLuint compile_shader(GLuint type, const GLchar *src) { GLint ok; glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (ok == GL_FALSE) { + sway_log(SWAY_ERROR, "Failed to compile shader"); glDeleteShader(shader); shader = 0; } @@ -140,6 +142,7 @@ static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) { GLint ok; glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (ok == GL_FALSE) { + sway_log(SWAY_ERROR, "Failed to link shader"); glDeleteProgram(prog); goto error; } @@ -294,6 +297,20 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size"); renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness"); + // box shadow shader + prog = link_program(common_vert_src, 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 prog = link_program(common_vert_src, tex_rgba_frag_src); if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) { @@ -323,6 +340,7 @@ error: 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); @@ -340,6 +358,15 @@ error: } 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 @@ -354,8 +381,9 @@ void fx_renderer_end() { } void fx_renderer_clear(const float color[static 4]) { - glClearColor(color[0], color[1], color[2], color[3]); - glClear(GL_COLOR_BUFFER_BIT); + 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) { @@ -616,3 +644,80 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box 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); +} |