diff options
Diffstat (limited to 'sway/desktop/fx_renderer/fx_renderer.c')
-rw-r--r-- | sway/desktop/fx_renderer/fx_renderer.c | 961 |
1 files changed, 0 insertions, 961 deletions
diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c deleted file mode 100644 index f06d93b5..00000000 --- a/sway/desktop/fx_renderer/fx_renderer.c +++ /dev/null @@ -1,961 +0,0 @@ -/* - 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_framebuffer.h" -#include "sway/desktop/fx_renderer/fx_renderer.h" -#include "sway/desktop/fx_renderer/fx_stencilbuffer.h" -#include "sway/desktop/fx_renderer/fx_texture.h" -#include "sway/desktop/fx_renderer/matrix.h" -#include "sway/server.h" - -// shaders -#include "blur1_frag_src.h" -#include "blur2_frag_src.h" -#include "blur_effects_frag_src.h" -#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 "stencil_mask_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_blur_program(struct blur_shader *shader, const char *shader_program) { - GLuint prog; - shader->program = prog = link_program(shader_program); - if (!shader->program) { - return false; - } - shader->proj = glGetUniformLocation(prog, "proj"); - shader->tex = glGetUniformLocation(prog, "tex"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); - shader->radius = glGetUniformLocation(prog, "radius"); - shader->halfpixel = glGetUniformLocation(prog, "halfpixel"); - - return true; -} - -static bool link_blur_effects_program(struct effects_shader *shader, const char *shader_program) { - GLuint prog; - shader->program = prog = link_program(shader_program); - if (!shader->program) { - return false; - } - shader->proj = glGetUniformLocation(prog, "proj"); - shader->tex = glGetUniformLocation(prog, "tex"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); - shader->noise = glGetUniformLocation(prog, "noise"); - shader->brightness = glGetUniformLocation(prog, "brightness"); - shader->contrast = glGetUniformLocation(prog, "contrast"); - shader->saturation = glGetUniformLocation(prog, "saturation"); - - return true; - -} - -static bool link_box_shadow_program(struct box_shadow_shader *shader) { - GLuint prog; - shader->program = prog = link_program(box_shadow_frag_src); - if (!shader->program) { - return false; - } - shader->proj = glGetUniformLocation(prog, "proj"); - shader->color = glGetUniformLocation(prog, "color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->position = glGetUniformLocation(prog, "position"); - shader->size = glGetUniformLocation(prog, "size"); - shader->blur_sigma = glGetUniformLocation(prog, "blur_sigma"); - shader->corner_radius = glGetUniformLocation(prog, "corner_radius"); - - return true; -} - -static bool link_corner_program(struct corner_shader *shader) { - GLuint prog; - shader->program = prog = link_program(corner_frag_src); - if (!shader->program) { - return false; - } - shader->proj = glGetUniformLocation(prog, "proj"); - shader->color = glGetUniformLocation(prog, "color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->position = glGetUniformLocation(prog, "position"); - shader->half_size = glGetUniformLocation(prog, "half_size"); - shader->half_thickness = glGetUniformLocation(prog, "half_thickness"); - shader->radius = glGetUniformLocation(prog, "radius"); - shader->is_top_left = glGetUniformLocation(prog, "is_top_left"); - shader->is_top_right = glGetUniformLocation(prog, "is_top_right"); - shader->is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); - shader->is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); - - return true; -} - -static bool link_quad_program(struct quad_shader *shader) { - GLuint prog; - shader->program = prog = link_program(quad_frag_src); - if (!shader->program) { - return false; - } - - shader->proj = glGetUniformLocation(prog, "proj"); - shader->color = glGetUniformLocation(prog, "color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - - return true; -} - -static bool link_rounded_quad_program(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 link_stencil_mask_program(struct stencil_mask_shader *shader) { - GLuint prog; - shader->program = prog = link_program(stencil_mask_frag_src); - if (!shader->program) { - return false; - } - - shader->proj = glGetUniformLocation(prog, "proj"); - shader->color = glGetUniformLocation(prog, "color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->position = glGetUniformLocation(prog, "position"); - shader->half_size = glGetUniformLocation(prog, "half_size"); - shader->radius = glGetUniformLocation(prog, "radius"); - - return true; -} - -static bool link_tex_program(struct 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"); - shader->discard_transparent = glGetUniformLocation(prog, "discard_transparent"); - - 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 wlr_output *wlr_output) { - struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer)); - if (renderer == NULL) { - return NULL; - } - - renderer->wlr_output = wlr_output; - - // 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; - } - - renderer->wlr_buffer = fx_framebuffer_create(); - renderer->blur_buffer = fx_framebuffer_create(); - renderer->blur_saved_pixels_buffer = fx_framebuffer_create(); - renderer->effects_buffer = fx_framebuffer_create(); - renderer->effects_buffer_swapped = fx_framebuffer_create(); - - renderer->blur_buffer_dirty = true; - - // 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"); - } - - // blur shaders - if (!link_blur_program(&renderer->shaders.blur1, blur1_frag_src)) { - goto error; - } - if (!link_blur_program(&renderer->shaders.blur2, blur2_frag_src)) { - goto error; - } - // effects shader - if (!link_blur_effects_program(&renderer->shaders.blur_effects, blur_effects_frag_src)) { - goto error; - } - // box shadow shader - if (!link_box_shadow_program(&renderer->shaders.box_shadow)) { - goto error; - } - // corner border shader - if (!link_corner_program(&renderer->shaders.corner)) { - goto error; - } - // quad fragment shader - if (!link_quad_program(&renderer->shaders.quad)) { - goto error; - } - // rounded quad fragment shaders - if (!link_rounded_quad_program(&renderer->shaders.rounded_quad, - SHADER_SOURCE_QUAD_ROUND)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_tl_quad, - SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_tr_quad, - SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_bl_quad, - SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_br_quad, - SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT)) { - goto error; - } - // stencil mask shader - if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) { - goto error; - } - // fragment shaders - if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) { - goto error; - } - if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) { - goto error; - } - if (!link_tex_program(&renderer->shaders.tex_ext, SHADER_SOURCE_TEXTURE_EXTERNAL)) { - goto error; - } - - if (!eglMakeCurrent(wlr_egl_get_display(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.blur1.program); - glDeleteProgram(renderer->shaders.blur2.program); - glDeleteProgram(renderer->shaders.blur_effects.program); - glDeleteProgram(renderer->shaders.box_shadow.program); - glDeleteProgram(renderer->shaders.corner.program); - glDeleteProgram(renderer->shaders.quad.program); - glDeleteProgram(renderer->shaders.rounded_quad.program); - glDeleteProgram(renderer->shaders.rounded_bl_quad.program); - glDeleteProgram(renderer->shaders.rounded_br_quad.program); - glDeleteProgram(renderer->shaders.rounded_tl_quad.program); - glDeleteProgram(renderer->shaders.rounded_tr_quad.program); - glDeleteProgram(renderer->shaders.stencil_mask.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(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_fini(struct fx_renderer *renderer) { - fx_framebuffer_release(&renderer->blur_buffer); - fx_framebuffer_release(&renderer->blur_saved_pixels_buffer); - fx_framebuffer_release(&renderer->effects_buffer); - fx_framebuffer_release(&renderer->effects_buffer_swapped); -} - -void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) { - glViewport(0, 0, width, height); - renderer->viewport_width = width; - renderer->viewport_height = height; - - // Store the wlr FBO - renderer->wlr_buffer.fb = - wlr_gles2_renderer_get_current_fbo(renderer->wlr_output->renderer); - // Get the fx_texture - struct wlr_texture *wlr_texture = wlr_texture_from_buffer( - renderer->wlr_output->renderer, renderer->wlr_output->back_buffer); - renderer->wlr_buffer.texture = fx_texture_from_wlr_texture(wlr_texture); - wlr_texture_destroy(wlr_texture); - // Add the stencil to the wlr fbo - fx_framebuffer_add_stencil_buffer(&renderer->wlr_buffer, width, height); - - // Create the framebuffers - fx_framebuffer_update(&renderer->blur_saved_pixels_buffer, width, height); - fx_framebuffer_update(&renderer->effects_buffer, width, height); - fx_framebuffer_update(&renderer->effects_buffer_swapped, width, height); - - // Add a stencil buffer to the main buffer & bind the main buffer - fx_framebuffer_bind(&renderer->wlr_buffer); - - pixman_region32_init(&renderer->blur_padding_region); - - // 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(struct fx_renderer *renderer) { - pixman_region32_fini(&renderer->blur_padding_region); -} - -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); - } -} - -void fx_renderer_stencil_mask_init() { - glClearStencil(0); - glClear(GL_STENCIL_BUFFER_BIT); - glEnable(GL_STENCIL_TEST); - - 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); -} - -void fx_renderer_stencil_mask_close(bool draw_inside_mask) { - // Reenable writing to color buffer - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - if (draw_inside_mask) { - glStencilFunc(GL_EQUAL, 1, 0xFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); - return; - } - glStencilFunc(GL_NOTEQUAL, 1, 0xFF); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); -} - -void fx_renderer_stencil_mask_fini() { - glClearStencil(0); - glClear(GL_STENCIL_BUFFER_BIT); - glDisable(GL_STENCIL_TEST); -} - -bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_texture *fx_texture, - const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], - struct decoration_data deco_data) { - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(dst_box->height, dst_box->width) * 0.5; - if (deco_data.corner_radius > min_size) { - deco_data.corner_radius = min_size; - } - - struct tex_shader *shader = NULL; - - switch (fx_texture->target) { - case GL_TEXTURE_2D: - if (fx_texture->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 (!fx_texture->has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) { - glDisable(GL_BLEND); - } else { - glEnable(GL_BLEND); - } - - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(fx_texture->target, fx_texture->id); - - glTexParameteri(fx_texture->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->discard_transparent, deco_data.discard_transparent); - glUniform1f(shader->saturation, deco_data.saturation); - glUniform1f(shader->radius, deco_data.corner_radius); - - const GLfloat x1 = src_box->x / fx_texture->width; - const GLfloat y1 = src_box->y / fx_texture->height; - const GLfloat x2 = (src_box->x + src_box->width) / fx_texture->width; - const GLfloat y2 = (src_box->y + src_box->height) / fx_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(fx_texture->target, 0); - - return true; -} - -bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct fx_texture *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 = texture->width, - .height = texture->height, - }; - return fx_render_subtexture_with_matrix(renderer, 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); - } - - struct quad_shader shader = renderer->shaders.quad; - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - - 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_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float matrix[static 9], int radius, - enum corner_location corner_location) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (radius > min_size) { - radius = min_size; - } - - 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; - case BOTTOM_LEFT: - shader = &renderer->shaders.rounded_bl_quad; - break; - case BOTTOM_RIGHT: - shader = &renderer->shaders.rounded_br_quad; - break; - default: - sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render"); - abort(); - } - - 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 matrix[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); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (radius > min_size) { - radius = min_size; - } - - 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); - } - - struct corner_shader shader = renderer->shaders.corner; - - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - - glUniform1f(shader.is_top_left, corner_location == TOP_LEFT); - glUniform1f(shader.is_top_right, corner_location == TOP_RIGHT); - glUniform1f(shader.is_bottom_left, corner_location == BOTTOM_LEFT); - glUniform1f(shader.is_bottom_right, corner_location == BOTTOM_RIGHT); - - glUniform2f(shader.position, box->x, box->y); - glUniform1f(shader.radius, radius); - glUniform2f(shader.half_size, box->width / 2.0, box->height / 2.0); - glUniform1f(shader.half_thickness, border_thickness / 2.0); - - 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_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *box, - const float matrix[static 9], int corner_radius) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (corner_radius > min_size) { - corner_radius = min_size; - } - - // TODO: just pass gl_matrix? - 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); - - struct stencil_mask_shader shader = renderer->shaders.stencil_mask; - - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - - glUniform2f(shader.half_size, box->width * 0.5, box->height * 0.5); - glUniform2f(shader.position, box->x, box->y); - glUniform1f(shader.radius, corner_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); -} - -// TODO: alpha input arg? -void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, - const struct wlr_box *inner_box, const float color[static 4], - const float matrix[static 9], int corner_radius, float blur_sigma) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (corner_radius > min_size) { - corner_radius = min_size; - } - - 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); - - fx_renderer_stencil_mask_init(); - // Draw the rounded rect as a mask - fx_render_stencil_mask(renderer, inner_box, matrix, corner_radius); - fx_renderer_stencil_mask_close(false); - - // 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); - - struct box_shadow_shader shader = renderer->shaders.box_shadow; - - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - glUniform1f(shader.blur_sigma, blur_sigma); - glUniform1f(shader.corner_radius, corner_radius); - - glUniform2f(shader.size, box->width, box->height); - glUniform2f(shader.position, box->x, box->y); - - 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); - - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - - fx_renderer_stencil_mask_fini(); -} - -void fx_render_blur(struct fx_renderer *renderer, const float matrix[static 9], - struct fx_framebuffer **buffer, struct blur_shader *shader, - const struct wlr_box *box, int blur_radius) { - glDisable(GL_BLEND); - glDisable(GL_STENCIL_TEST); - - glActiveTexture(GL_TEXTURE0); - - glBindTexture((*buffer)->texture.target, (*buffer)->texture.id); - - glTexParameteri((*buffer)->texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - glUseProgram(shader->program); - - // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set - // to GL_FALSE - float gl_matrix[9]; - wlr_matrix_transpose(gl_matrix, matrix); - glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); - - glUniform1i(shader->tex, 0); - glUniform1f(shader->radius, blur_radius); - - if (shader == &renderer->shaders.blur1) { - glUniform2f(shader->halfpixel, 0.5f / (renderer->viewport_width / 2.0f), 0.5f / (renderer->viewport_height / 2.0f)); - } else { - glUniform2f(shader->halfpixel, 0.5f / (renderer->viewport_width * 2.0f), 0.5f / (renderer->viewport_height * 2.0f)); - } - - glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - - glEnableVertexAttribArray(shader->pos_attrib); - glEnableVertexAttribArray(shader->tex_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(shader->pos_attrib); - glDisableVertexAttribArray(shader->tex_attrib); - -} - -void fx_render_blur_effects(struct fx_renderer *renderer, const float matrix[static 9], - struct fx_framebuffer **buffer, float blur_noise, float blur_brightness, - float blur_contrast, float blur_saturation) { - struct effects_shader shader = renderer->shaders.blur_effects; - - glActiveTexture(GL_TEXTURE0); - glBindTexture((*buffer)->texture.target, (*buffer)->texture.id); - glTexParameteri((*buffer)->texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - glUseProgram(shader.program); - - // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set - // to GL_FALSE - float gl_matrix[9]; - wlr_matrix_transpose(gl_matrix, matrix); - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - - glUniform1i(shader.tex, 0); - glUniform1f(shader.noise, blur_noise); - glUniform1f(shader.brightness, blur_brightness); - glUniform1f(shader.contrast, blur_contrast); - glUniform1f(shader.saturation, blur_saturation); - - glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glVertexAttribPointer(shader.tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - - glEnableVertexAttribArray(shader.pos_attrib); - glEnableVertexAttribArray(shader.tex_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(shader.pos_attrib); - glDisableVertexAttribArray(shader.tex_attrib); -} |