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); } - |