summaryrefslogtreecommitdiff
path: root/sway/desktop/fx_renderer/fx_renderer.c
diff options
context:
space:
mode:
Diffstat (limited to 'sway/desktop/fx_renderer/fx_renderer.c')
-rw-r--r--sway/desktop/fx_renderer/fx_renderer.c671
1 files changed, 671 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c
new file mode 100644
index 00000000..36c5bb61
--- /dev/null
+++ b/sway/desktop/fx_renderer/fx_renderer.c
@@ -0,0 +1,671 @@
+/*
+ The original wlr_renderer was heavily referenced in making this project
+ https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
+*/
+
+#include <assert.h>
+#include <GLES2/gl2.h>
+#include <stdlib.h>
+#include <wlr/backend.h>
+#include <wlr/render/egl.h>
+#include <wlr/render/gles2.h>
+#include <wlr/types/wlr_matrix.h>
+#include <wlr/util/box.h>
+
+#include "log.h"
+#include "sway/desktop/fx_renderer/fx_renderer.h"
+#include "sway/desktop/fx_renderer/matrix.h"
+#include "sway/output.h"
+#include "sway/server.h"
+
+// shaders
+#include "box_shadow_frag_src.h"
+#include "common_vert_src.h"
+#include "corner_frag_src.h"
+#include "quad_frag_src.h"
+#include "quad_round_frag_src.h"
+#include "tex_frag_src.h"
+
+static const GLfloat verts[] = {
+ 1, 0, // top right
+ 0, 0, // top left
+ 1, 1, // bottom right
+ 0, 1, // bottom left
+};
+
+static GLuint compile_shader(GLuint type, const GLchar *src) {
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &src, NULL);
+ glCompileShader(shader);
+
+ GLint ok;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
+ if (ok == GL_FALSE) {
+ sway_log(SWAY_ERROR, "Failed to compile shader");
+ glDeleteShader(shader);
+ shader = 0;
+ }
+
+ return shader;
+}
+
+static GLuint link_program(const GLchar *frag_src) {
+ const GLchar *vert_src = common_vert_src;
+ GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
+ if (!vert) {
+ goto error;
+ }
+
+ GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
+ if (!frag) {
+ glDeleteShader(vert);
+ goto error;
+ }
+
+ GLuint prog = glCreateProgram();
+ glAttachShader(prog, vert);
+ glAttachShader(prog, frag);
+ glLinkProgram(prog);
+
+ glDetachShader(prog, vert);
+ glDetachShader(prog, frag);
+ glDeleteShader(vert);
+ glDeleteShader(frag);
+
+ GLint ok;
+ glGetProgramiv(prog, GL_LINK_STATUS, &ok);
+ if (ok == GL_FALSE) {
+ sway_log(SWAY_ERROR, "Failed to link shader");
+ glDeleteProgram(prog);
+ goto error;
+ }
+
+ return prog;
+
+error:
+ return 0;
+}
+
+static bool link_tex_program(struct fx_renderer *renderer,
+ struct gles2_tex_shader *shader, enum fx_tex_shader_source source) {
+ GLchar frag_src[2048];
+ snprintf(frag_src, sizeof(frag_src),
+ "#define SOURCE %d\n%s", source, tex_frag_src);
+
+ GLuint prog;
+ shader->program = prog = link_program(frag_src);
+ if (!shader->program) {
+ return false;
+ }
+
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->tex = glGetUniformLocation(prog, "tex");
+ shader->alpha = glGetUniformLocation(prog, "alpha");
+ shader->dim = glGetUniformLocation(prog, "dim");
+ shader->dim_color = glGetUniformLocation(prog, "dim_color");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
+ shader->size = glGetUniformLocation(prog, "size");
+ shader->position = glGetUniformLocation(prog, "position");
+ shader->radius = glGetUniformLocation(prog, "radius");
+ shader->saturation = glGetUniformLocation(prog, "saturation");
+ shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar");
+
+ return true;
+}
+
+static bool link_rounded_quad_program(struct fx_renderer *renderer,
+ struct rounded_quad_shader *shader, enum fx_rounded_quad_shader_source source) {
+ GLchar quad_src[2048];
+ snprintf(quad_src, sizeof(quad_src),
+ "#define SOURCE %d\n%s", source, quad_round_frag_src);
+
+ GLuint prog;
+ shader->program = prog = link_program(quad_src);
+ if (!shader->program) {
+ return false;
+ }
+
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->color = glGetUniformLocation(prog, "color");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->size = glGetUniformLocation(prog, "size");
+ shader->position = glGetUniformLocation(prog, "position");
+ shader->radius = glGetUniformLocation(prog, "radius");
+
+ return true;
+}
+
+static bool check_gl_ext(const char *exts, const char *ext) {
+ size_t extlen = strlen(ext);
+ const char *end = exts + strlen(exts);
+
+ while (exts < end) {
+ if (exts[0] == ' ') {
+ exts++;
+ continue;
+ }
+ size_t n = strcspn(exts, " ");
+ if (n == extlen && strncmp(ext, exts, n) == 0) {
+ return true;
+ }
+ exts += n;
+ }
+ return false;
+}
+
+static void load_gl_proc(void *proc_ptr, const char *name) {
+ void *proc = (void *)eglGetProcAddress(name);
+ if (proc == NULL) {
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name);
+ abort();
+ }
+ *(void **)proc_ptr = proc;
+}
+
+struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
+ struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
+ if (renderer == NULL) {
+ return NULL;
+ }
+
+ // TODO: wlr_egl_make_current or eglMakeCurrent?
+ // TODO: assert instead of conditional statement?
+ if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE,
+ wlr_egl_get_context(egl))) {
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
+ return NULL;
+ }
+ // TODO: needed?
+ renderer->egl = egl;
+
+ // get extensions
+ const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
+ if (exts_str == NULL) {
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
+ return NULL;
+ }
+
+ sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer");
+ sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
+ sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
+ sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
+ sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
+
+ // TODO: the rest of the gl checks
+ if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) {
+ renderer->exts.OES_egl_image_external = true;
+ load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES,
+ "glEGLImageTargetTexture2DOES");
+ }
+
+ // init shaders
+ GLuint prog;
+
+ // quad fragment shader
+ prog = link_program(quad_frag_src);
+ renderer->shaders.quad.program = prog;
+ if (!renderer->shaders.quad.program) {
+ goto error;
+ }
+ renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
+
+ // rounded quad fragment shaders
+ if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad,
+ SHADER_SOURCE_QUAD_ROUND)) {
+ goto error;
+ }
+ if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad,
+ SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) {
+ goto error;
+ }
+ if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad,
+ SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) {
+ goto error;
+ }
+
+ // Border corner shader
+ prog = link_program(corner_frag_src);
+ renderer->shaders.corner.program = prog;
+ if (!renderer->shaders.corner.program) {
+ goto error;
+ }
+ renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
+ renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
+ renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
+ renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
+ renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
+ renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
+ renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
+ renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
+
+ // box shadow shader
+ prog = link_program(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
+ if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
+ SHADER_SOURCE_TEXTURE_RGBA)) {
+ goto error;
+ }
+ if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
+ SHADER_SOURCE_TEXTURE_RGBX)) {
+ goto error;
+ }
+ if (!link_tex_program(renderer, &renderer->shaders.tex_ext,
+ SHADER_SOURCE_TEXTURE_EXTERNAL)) {
+ goto error;
+ }
+
+
+ if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl),
+ EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
+ goto error;
+ }
+
+ sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
+ return renderer;
+
+error:
+ glDeleteProgram(renderer->shaders.quad.program);
+ glDeleteProgram(renderer->shaders.rounded_quad.program);
+ 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);
+
+ if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl),
+ EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
+ }
+
+ // TODO: more freeing?
+ free(renderer);
+
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
+ return NULL;
+}
+
+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
+ matrix_projection(renderer->projection, width, height,
+ WL_OUTPUT_TRANSFORM_FLIPPED_180);
+
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+}
+
+void fx_renderer_end() {
+ // TODO
+}
+
+void fx_renderer_clear(const float color[static 4]) {
+ 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) {
+ if (box) {
+ glScissor(box->x, box->y, box->width, box->height);
+ glEnable(GL_SCISSOR_TEST);
+ } else {
+ glDisable(GL_SCISSOR_TEST);
+ }
+}
+
+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],
+ struct decoration_data deco_data) {
+ assert(wlr_texture_is_gles2(wlr_texture));
+ struct wlr_gles2_texture_attribs texture_attrs;
+ wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
+
+ struct gles2_tex_shader *shader = NULL;
+
+ switch (texture_attrs.target) {
+ case GL_TEXTURE_2D:
+ if (texture_attrs.has_alpha) {
+ shader = &renderer->shaders.tex_rgba;
+ } else {
+ shader = &renderer->shaders.tex_rgbx;
+ }
+ break;
+ case GL_TEXTURE_EXTERNAL_OES:
+ shader = &renderer->shaders.tex_ext;
+
+ if (!renderer->exts.OES_egl_image_external) {
+ sway_log(SWAY_ERROR, "Failed to render texture: "
+ "GL_TEXTURE_EXTERNAL_OES not supported");
+ return false;
+ }
+ break;
+ default:
+ sway_log(SWAY_ERROR, "Aborting render");
+ abort();
+ }
+
+ float gl_matrix[9];
+ wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
+
+ // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
+ // to GL_FALSE
+ wlr_matrix_transpose(gl_matrix, gl_matrix);
+
+ // if there's no opacity or rounded corners we don't need to blend
+ if (!texture_attrs.has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture_attrs.target, texture_attrs.tex);
+
+ glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glUseProgram(shader->program);
+
+ float* dim_color = deco_data.dim_color;
+
+ glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
+ glUniform1i(shader->tex, 0);
+ glUniform2f(shader->size, dst_box->width, dst_box->height);
+ glUniform2f(shader->position, dst_box->x, dst_box->y);
+ glUniform1f(shader->alpha, deco_data.alpha);
+ glUniform1f(shader->dim, deco_data.dim);
+ glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]);
+ glUniform1f(shader->has_titlebar, deco_data.has_titlebar);
+ glUniform1f(shader->saturation, deco_data.saturation);
+ glUniform1f(shader->radius, deco_data.corner_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
+ x2, y2, // bottom right
+ x1, y2, // bottom left
+ };
+
+ glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
+
+ glEnableVertexAttribArray(shader->pos_attrib);
+ glEnableVertexAttribArray(shader->tex_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(shader->pos_attrib);
+ glDisableVertexAttribArray(shader->tex_attrib);
+
+ glBindTexture(texture_attrs.target, 0);
+
+ return true;
+}
+
+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],
+ struct decoration_data deco_data) {
+ 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, &src_box,
+ dst_box, matrix, deco_data);
+}
+
+void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
+ const float color[static 4], const float projection[static 9]) {
+ 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);
+
+ if (color[3] == 1.0) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ glUseProgram(renderer->shaders.quad.program);
+
+ glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
+ glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
+
+ glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
+}
+
+void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box,
+ const float color[static 4], const float projection[static 9],
+ int radius, enum corner_location corner_location) {
+ if (box->width == 0 || box->height == 0) {
+ return;
+ }
+ assert(box->width > 0 && box->height > 0);
+
+ struct rounded_quad_shader *shader = NULL;
+
+ switch (corner_location) {
+ case ALL:
+ shader = &renderer->shaders.rounded_quad;
+ break;
+ case TOP_LEFT:
+ shader = &renderer->shaders.rounded_tl_quad;
+ break;
+ case TOP_RIGHT:
+ shader = &renderer->shaders.rounded_tr_quad;
+ break;
+ default:
+ sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render");
+ abort();
+ }
+
+ 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);
+
+ glEnable(GL_BLEND);
+
+ glUseProgram(shader->program);
+
+ glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
+ glUniform4f(shader->color, color[0], color[1], color[2], color[3]);
+
+ // rounded corners
+ glUniform2f(shader->size, box->width, box->height);
+ glUniform2f(shader->position, box->x, box->y);
+ glUniform1f(shader->radius, radius);
+
+ glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(shader->pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(shader->pos_attrib);
+}
+
+void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box,
+ const float color[static 4], const float projection[static 9],
+ enum corner_location corner_location, int radius, int border_thickness) {
+ if (border_thickness == 0 || 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);
+
+ if (color[3] == 1.0 && !radius) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ glUseProgram(renderer->shaders.corner.program);
+
+ glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
+ glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
+
+ glUniform1f(renderer->shaders.corner.is_top_left, corner_location == TOP_LEFT);
+ glUniform1f(renderer->shaders.corner.is_top_right, corner_location == TOP_RIGHT);
+ glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
+ glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
+
+ glUniform2f(renderer->shaders.corner.position, box->x, box->y);
+ glUniform1f(renderer->shaders.corner.radius, radius);
+ glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
+ glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
+
+ glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ 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);
+}