diff options
Diffstat (limited to 'sway/desktop/fx_renderer/fx_renderer.c')
-rw-r--r-- | sway/desktop/fx_renderer/fx_renderer.c | 671 |
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); +} |