style: moved stencil mask to its own shader

This commit is contained in:
Will McKinnon 2023-04-30 12:53:26 -04:00
parent 5366c49b56
commit 06339c325c
5 changed files with 81 additions and 7 deletions

View file

@ -111,6 +111,16 @@ struct fx_renderer {
struct rounded_quad_shader rounded_bl_quad; struct rounded_quad_shader rounded_bl_quad;
struct rounded_quad_shader rounded_br_quad; struct rounded_quad_shader rounded_br_quad;
struct {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint half_size;
GLint position;
GLint radius;
} stencil_mask;
struct blur_shader blur1; struct blur_shader blur1;
struct blur_shader blur2; struct blur_shader blur2;

View file

@ -25,6 +25,7 @@
#include "corner_frag_src.h" #include "corner_frag_src.h"
#include "quad_frag_src.h" #include "quad_frag_src.h"
#include "quad_round_frag_src.h" #include "quad_round_frag_src.h"
#include "stencil_mask_frag_src.h"
#include "tex_frag_src.h" #include "tex_frag_src.h"
static const GLfloat verts[] = { static const GLfloat verts[] = {
@ -298,6 +299,19 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma"); renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius"); renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
// stencil mask shader
prog = link_program(stencil_mask_frag_src);
renderer->shaders.stencil_mask.program = prog;
if (!renderer->shaders.stencil_mask.program) {
goto error;
}
renderer->shaders.stencil_mask.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.stencil_mask.color = glGetUniformLocation(prog, "color");
renderer->shaders.stencil_mask.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.stencil_mask.position = glGetUniformLocation(prog, "position");
renderer->shaders.stencil_mask.radius = glGetUniformLocation(prog, "radius");
renderer->shaders.stencil_mask.half_size = glGetUniformLocation(prog, "half_size");
// Blur 1 // Blur 1
prog = link_program(blur1_frag_src); prog = link_program(blur1_frag_src);
renderer->shaders.blur1.program = prog; renderer->shaders.blur1.program = prog;
@ -356,6 +370,7 @@ error:
glDeleteProgram(renderer->shaders.rounded_bl_quad.program); glDeleteProgram(renderer->shaders.rounded_bl_quad.program);
glDeleteProgram(renderer->shaders.rounded_br_quad.program); glDeleteProgram(renderer->shaders.rounded_br_quad.program);
glDeleteProgram(renderer->shaders.corner.program); glDeleteProgram(renderer->shaders.corner.program);
glDeleteProgram(renderer->shaders.stencil_mask.program);
glDeleteProgram(renderer->shaders.box_shadow.program); glDeleteProgram(renderer->shaders.box_shadow.program);
glDeleteProgram(renderer->shaders.blur1.program); glDeleteProgram(renderer->shaders.blur1.program);
glDeleteProgram(renderer->shaders.blur2.program); glDeleteProgram(renderer->shaders.blur2.program);
@ -684,6 +699,43 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib); glDisableVertexAttribArray(renderer->shaders.corner.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);
// 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);
glUseProgram(renderer->shaders.stencil_mask.program);
glUniformMatrix3fv(renderer->shaders.stencil_mask.proj, 1, GL_FALSE, gl_matrix);
glUniform2f(renderer->shaders.stencil_mask.half_size, box->width * 0.5, box->height * 0.5);
glUniform2f(renderer->shaders.stencil_mask.position, box->x, box->y);
glUniform1f(renderer->shaders.stencil_mask.radius, corner_radius);
glVertexAttribPointer(renderer->shaders.stencil_mask.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
}
// TODO: alpha input arg? // TODO: alpha input arg?
void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float matrix [static 9], int corner_radius, const float color[static 4], const float matrix [static 9], int corner_radius,
@ -702,8 +754,6 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
wlr_matrix_transpose(gl_matrix, gl_matrix); wlr_matrix_transpose(gl_matrix, gl_matrix);
// Init stencil work // 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; struct wlr_box inner_box;
memcpy(&inner_box, box, sizeof(struct wlr_box)); memcpy(&inner_box, box, sizeof(struct wlr_box));
inner_box.x += blur_sigma; inner_box.x += blur_sigma;
@ -720,7 +770,7 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
// Disable writing to color buffer // Disable writing to color buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// Draw the rounded rect as a mask // Draw the rounded rect as a mask
fx_render_rounded_rect(renderer, &inner_box, col, matrix, corner_radius, ALL); fx_render_stencil_mask(renderer, &inner_box, matrix, corner_radius);
// Close the mask // Close the mask
glStencilFunc(GL_NOTEQUAL, 1, 0xFF); glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

View file

@ -8,6 +8,7 @@ shaders = [
'corner.frag', 'corner.frag',
'quad.frag', 'quad.frag',
'quad_round.frag', 'quad_round.frag',
'stencil_mask.frag',
'tex.frag', 'tex.frag',
] ]

View file

@ -36,8 +36,4 @@ void main() {
float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
if (gl_FragColor.a == 0.0) {
discard;
}
} }

View file

@ -0,0 +1,17 @@
precision mediump float;
varying vec2 v_texcoord;
uniform vec2 half_size;
uniform vec2 position;
uniform float radius;
void main() {
vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
gl_FragColor = mix(vec4(0.0), vec4(1.0), smoothedAlpha);
if (gl_FragColor.a == 0.0) {
discard;
}
}