diff options
Diffstat (limited to 'sway/desktop/fx_renderer.c')
| -rw-r--r-- | sway/desktop/fx_renderer.c | 68 | 
1 files changed, 33 insertions, 35 deletions
| diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index ede1ff04..1bd68359 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -140,7 +140,10 @@ 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"); +	renderer->shaders.tex_rgba.width = glGetUniformLocation(prog, "width"); +	renderer->shaders.tex_rgba.height = glGetUniformLocation(prog, "height"); +	renderer->shaders.tex_rgba.position = glGetUniformLocation(prog, "position"); +	renderer->shaders.tex_rgba.radius = glGetUniformLocation(prog, "radius");  	prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);  	renderer->shaders.tex_rgbx.program = prog; @@ -152,7 +155,10 @@ 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"); +	renderer->shaders.tex_rgbx.width = glGetUniformLocation(prog, "width"); +	renderer->shaders.tex_rgbx.height = glGetUniformLocation(prog, "height"); +	renderer->shaders.tex_rgbx.position = glGetUniformLocation(prog, "position"); +	renderer->shaders.tex_rgbx.radius = glGetUniformLocation(prog, "radius");  	prog = link_program(tex_vertex_src, tex_fragment_src_external);  	renderer->shaders.tex_ext.program = prog; @@ -164,7 +170,11 @@ 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"); +	renderer->shaders.tex_ext.width = glGetUniformLocation(prog, "width"); +	renderer->shaders.tex_ext.height = glGetUniformLocation(prog, "height"); +	renderer->shaders.tex_ext.position = glGetUniformLocation(prog, "position"); +	renderer->shaders.tex_ext.radius = glGetUniformLocation(prog, "radius"); +	prog = link_program(tex_vertex_src, tex_fragment_src_rgba);  	wlr_egl_unset_current(renderer->egl); @@ -218,9 +228,9 @@ void fx_renderer_scissor(struct wlr_box *box) {    Rendering Functions  *************************/ -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, int radius) { +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 alpha, int radius) {  	assert(wlr_texture_is_gles2(wlr_texture));  	struct wlr_gles2_texture_attribs texture_attrs; @@ -260,7 +270,8 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,  	// to GL_FALSE  	wlr_matrix_transpose(gl_matrix, gl_matrix); -	if (!texture_attrs.has_alpha && alpha == 1.0) { +	// if there's no opacity or rounded corners we don't need to blend +	if (!texture_attrs.has_alpha && alpha == 1.0 && !radius) {  		glDisable(GL_BLEND);  	} else {  		glEnable(GL_BLEND); @@ -276,12 +287,17 @@ 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; -	const GLfloat x2 = (box->x + box->width) / wlr_texture->width; -	const GLfloat y2 = (box->y + box->height) / wlr_texture->height; +	// rounded corners +	glUniform1f(shader->width, dst_box->width); +	glUniform1f(shader->height, dst_box->height); +	glUniform2f(shader->position, dst_box->x, dst_box->y); +	glUniform1f(shader->radius, 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 @@ -289,23 +305,6 @@ 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); @@ -322,15 +321,15 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,  	return true;  } -bool fx_render_texture_with_matrix(struct fx_renderer *renderer, -		struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha, int radius) { -	struct wlr_fbox box = { +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], float alpha, int radius) { +	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, &box, matrix, alpha, radius); +	return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, dst_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]) { @@ -344,7 +343,7 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, con  	float gl_matrix[9];  	wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); -    // TODO: investigate why matrix is flipped prior to this cmd +	// 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); @@ -369,4 +368,3 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, con  	glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);  } - | 
