diff options
Diffstat (limited to 'sway/desktop/fx_renderer.c')
-rw-r--r-- | sway/desktop/fx_renderer.c | 183 |
1 files changed, 176 insertions, 7 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 5403f763..6dbccc23 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -4,6 +4,8 @@ - https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp */ +// TODO: add push / pop_gles2_debug(renderer)? + #define _POSIX_C_SOURCE 200809L #include <assert.h> #include <GLES2/gl2.h> @@ -64,8 +66,57 @@ const GLchar tex_fragment_src_rgba[] = "uniform sampler2D tex;\n" "uniform float alpha;\n" "\n" +"uniform vec2 topLeft;\n" +"uniform vec2 bottomRight;\n" +"uniform vec2 fullSize;\n" +"uniform float radius;\n" +"\n" +"uniform int discardOpaque;\n" +"\n" "void main() {\n" -" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" +" vec4 pixColor = texture2D(tex, v_texcoord);\n" +"\n" +" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n" +" discard;\n" +" return;\n" +" }\n" +"\n" +" vec2 pixCoord = fullSize * v_texcoord;\n" +"\n" +" if (pixCoord[0] < topLeft[0]) {\n" +" // we're close left\n" +" if (pixCoord[1] < topLeft[1]) {\n" + // top +" if (distance(topLeft, pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" } else if (pixCoord[1] > bottomRight[1]) {\n" + // bottom +" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" }\n" +" }\n" +" else if (pixCoord[0] > bottomRight[0]) {\n" + // we're close right +" if (pixCoord[1] < topLeft[1]) {\n" + // top +" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" } else if (pixCoord[1] > bottomRight[1]) {\n" + // bottom +" if (distance(bottomRight, pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" }\n" +" }\n" +"\n" +" gl_FragColor = pixColor * alpha;\n" "}\n"; const GLchar tex_fragment_src_rgbx[] = @@ -74,7 +125,55 @@ const GLchar tex_fragment_src_rgbx[] = "uniform sampler2D tex;\n" "uniform float alpha;\n" "\n" +"uniform vec2 topLeft;\n" +"uniform vec2 bottomRight;\n" +"uniform vec2 fullSize;\n" +"uniform float radius;\n" +"\n" +"uniform int discardOpaque;\n" +"\n" "void main() {\n" +"\n" +" if (discardOpaque == 1 && alpha == 1.0) {\n" +" discard;\n" +" return;\n" +" }\n" +"\n" +" vec2 pixCoord = fullSize * v_texcoord;\n" +"\n" +" if (pixCoord[0] < topLeft[0]) {\n" + // we're close left +" if (pixCoord[1] < topLeft[1]) {\n" + // top +" if (distance(topLeft, pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" } else if (pixCoord[1] > bottomRight[1]) {\n" + // bottom +" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" }\n" +" }\n" +" else if (pixCoord[0] > bottomRight[0]) {\n" + // we're close right +" if (pixCoord[1] < topLeft[1]) {\n" + // top +" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" } else if (pixCoord[1] > bottomRight[1]) {\n" + // bottom +" if (distance(bottomRight, pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" }\n" +" }\n" +"\n" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" "}\n"; @@ -85,8 +184,58 @@ const GLchar tex_fragment_src_external[] = "uniform samplerExternalOES texture0;\n" "uniform float alpha;\n" "\n" +"uniform vec2 topLeft;\n" +"uniform vec2 bottomRight;\n" +"uniform vec2 fullSize;\n" +"uniform float radius;\n" +"\n" +"uniform int discardOpaque;\n" +"\n" "void main() {\n" -" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" +"\n" +" vec4 pixColor = texture2D(texture0, v_texcoord);\n" +"\n" +" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n" +" discard;\n" +" return;\n" +" }\n" +"\n" +" vec2 pixCoord = fullSize * v_texcoord;\n" +"\n" +" if (pixCoord[0] < topLeft[0]) {\n" + // we're close left +" if (pixCoord[1] < topLeft[1]) {\n" + // top +" if (distance(topLeft, pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" } else if (pixCoord[1] > bottomRight[1]) {\n" + // bottom +" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" }\n" +" }\n" +" else if (pixCoord[0] > bottomRight[0]) {\n" + // we're close right +" if (pixCoord[1] < topLeft[1]) {\n" + // top +" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" } else if (pixCoord[1] > bottomRight[1]) {\n" + // bottom +" if (distance(bottomRight, pixCoord) > radius) {\n" +" discard;\n" +" return;\n" +" }\n" +" }\n" +" }\n" +"\n" +" gl_FragColor = pixColor * alpha;\n" "}\n"; /************************ @@ -207,6 +356,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord"); + renderer->shaders.tex_rgba.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); prog = link_program(tex_vertex_src, tex_fragment_src_rgbx); renderer->shaders.tex_rgbx.program = prog; @@ -218,6 +368,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord"); + renderer->shaders.tex_rgbx.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); prog = link_program(tex_vertex_src, tex_fragment_src_external); renderer->shaders.tex_ext.program = prog; @@ -229,8 +380,8 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos"); renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord"); + renderer->shaders.tex_ext.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); - // TODO: if remove renderer->egl, replace below with r->egl wlr_egl_unset_current(renderer->egl); sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); @@ -262,7 +413,7 @@ void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t he } void fx_renderer_end() { - + // TODO } void fx_renderer_clear(const float color[static 4]) { @@ -285,7 +436,7 @@ void fx_renderer_scissor(struct wlr_box *box) { bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture, const struct wlr_fbox *box, - const float matrix[static 9], float alpha) { + const float matrix[static 9], float alpha, int radius) { assert(wlr_texture_is_gles2(wlr_texture)); struct wlr_gles2_texture_attribs texture_attrs; @@ -341,6 +492,7 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); glUniform1i(shader->tex, 0); glUniform1f(shader->alpha, alpha); + glUniform1i(shader->discardOpaque, 0); // TODO const GLfloat x1 = box->x / wlr_texture->width; const GLfloat y1 = box->y / wlr_texture->height; @@ -353,6 +505,23 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, x1, y2, // bottom left }; + glUniform2f( + glGetUniformLocation(shader->program, "topLeft"), + radius, + radius + ); + glUniform2f( + glGetUniformLocation(shader->program, "bottomRight"), + wlr_texture->width - radius, + wlr_texture->height - radius + ); + glUniform2f( + glGetUniformLocation(shader->program, "fullSize"), + wlr_texture->width, + wlr_texture->height + ); + glUniform1f(glGetUniformLocation(shader->program, "radius"), radius); + glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord); @@ -370,14 +539,14 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, } bool fx_render_texture_with_matrix(struct fx_renderer *renderer, - struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha) { + struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha, int radius) { struct wlr_fbox box = { .x = 0, .y = 0, .width = wlr_texture->width, .height = wlr_texture->height, }; - return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha); + return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha, radius); } void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) { |