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Diffstat (limited to 'sway/desktop/fx_renderer.c')
-rw-r--r--sway/desktop/fx_renderer.c68
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);
}
-