style: moved stencil mask to its own shader
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5366c49b56
commit
06339c325c
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@ -111,6 +111,16 @@ struct fx_renderer {
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struct rounded_quad_shader rounded_bl_quad;
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struct rounded_quad_shader rounded_bl_quad;
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struct rounded_quad_shader rounded_br_quad;
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struct rounded_quad_shader rounded_br_quad;
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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GLint pos_attrib;
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GLint half_size;
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GLint position;
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GLint radius;
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} stencil_mask;
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struct blur_shader blur1;
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struct blur_shader blur1;
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struct blur_shader blur2;
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struct blur_shader blur2;
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@ -25,6 +25,7 @@
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#include "corner_frag_src.h"
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#include "corner_frag_src.h"
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#include "quad_frag_src.h"
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#include "quad_frag_src.h"
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#include "quad_round_frag_src.h"
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#include "quad_round_frag_src.h"
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#include "stencil_mask_frag_src.h"
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#include "tex_frag_src.h"
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#include "tex_frag_src.h"
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static const GLfloat verts[] = {
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static const GLfloat verts[] = {
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@ -298,6 +299,19 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
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renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
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renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
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renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
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// stencil mask shader
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prog = link_program(stencil_mask_frag_src);
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renderer->shaders.stencil_mask.program = prog;
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if (!renderer->shaders.stencil_mask.program) {
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goto error;
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}
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renderer->shaders.stencil_mask.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.stencil_mask.color = glGetUniformLocation(prog, "color");
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renderer->shaders.stencil_mask.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.stencil_mask.position = glGetUniformLocation(prog, "position");
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renderer->shaders.stencil_mask.radius = glGetUniformLocation(prog, "radius");
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renderer->shaders.stencil_mask.half_size = glGetUniformLocation(prog, "half_size");
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// Blur 1
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// Blur 1
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prog = link_program(blur1_frag_src);
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prog = link_program(blur1_frag_src);
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renderer->shaders.blur1.program = prog;
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renderer->shaders.blur1.program = prog;
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@ -356,6 +370,7 @@ error:
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glDeleteProgram(renderer->shaders.rounded_bl_quad.program);
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glDeleteProgram(renderer->shaders.rounded_bl_quad.program);
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glDeleteProgram(renderer->shaders.rounded_br_quad.program);
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glDeleteProgram(renderer->shaders.rounded_br_quad.program);
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glDeleteProgram(renderer->shaders.corner.program);
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glDeleteProgram(renderer->shaders.corner.program);
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glDeleteProgram(renderer->shaders.stencil_mask.program);
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glDeleteProgram(renderer->shaders.box_shadow.program);
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glDeleteProgram(renderer->shaders.box_shadow.program);
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glDeleteProgram(renderer->shaders.blur1.program);
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glDeleteProgram(renderer->shaders.blur1.program);
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glDeleteProgram(renderer->shaders.blur2.program);
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glDeleteProgram(renderer->shaders.blur2.program);
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@ -684,6 +699,43 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
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glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
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}
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}
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void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *box,
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const float matrix[static 9], int corner_radius) {
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if (box->width == 0 || box->height == 0) {
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return;
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}
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assert(box->width > 0 && box->height > 0);
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// TODO: just pass gl_matrix?
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// TODO: investigate why matrix is flipped prior to this cmd
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// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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glEnable(GL_BLEND);
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glUseProgram(renderer->shaders.stencil_mask.program);
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glUniformMatrix3fv(renderer->shaders.stencil_mask.proj, 1, GL_FALSE, gl_matrix);
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glUniform2f(renderer->shaders.stencil_mask.half_size, box->width * 0.5, box->height * 0.5);
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glUniform2f(renderer->shaders.stencil_mask.position, box->x, box->y);
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glUniform1f(renderer->shaders.stencil_mask.radius, corner_radius);
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glVertexAttribPointer(renderer->shaders.stencil_mask.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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0, verts);
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glEnableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
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}
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// TODO: alpha input arg?
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// TODO: alpha input arg?
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void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
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void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
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const float color[static 4], const float matrix [static 9], int corner_radius,
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const float color[static 4], const float matrix [static 9], int corner_radius,
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@ -702,8 +754,6 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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// Init stencil work
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// Init stencil work
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// NOTE: Alpha needs to be set to 1.0 to be able to discard any "empty" pixels
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const float col[4] = {0.0, 0.0, 0.0, 1.0};
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struct wlr_box inner_box;
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struct wlr_box inner_box;
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memcpy(&inner_box, box, sizeof(struct wlr_box));
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memcpy(&inner_box, box, sizeof(struct wlr_box));
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inner_box.x += blur_sigma;
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inner_box.x += blur_sigma;
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@ -720,7 +770,7 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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// Disable writing to color buffer
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// Disable writing to color buffer
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Draw the rounded rect as a mask
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// Draw the rounded rect as a mask
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fx_render_rounded_rect(renderer, &inner_box, col, matrix, corner_radius, ALL);
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fx_render_stencil_mask(renderer, &inner_box, matrix, corner_radius);
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// Close the mask
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// Close the mask
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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@ -8,6 +8,7 @@ shaders = [
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'corner.frag',
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'corner.frag',
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'quad.frag',
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'quad.frag',
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'quad_round.frag',
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'quad_round.frag',
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'stencil_mask.frag',
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'tex.frag',
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'tex.frag',
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]
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]
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@ -36,8 +36,4 @@ void main() {
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float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
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float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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if (gl_FragColor.a == 0.0) {
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discard;
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}
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}
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}
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17
sway/desktop/fx_renderer/shaders/stencil_mask.frag
Normal file
17
sway/desktop/fx_renderer/shaders/stencil_mask.frag
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@ -0,0 +1,17 @@
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precision mediump float;
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varying vec2 v_texcoord;
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uniform vec2 half_size;
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uniform vec2 position;
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uniform float radius;
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void main() {
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vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
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float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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gl_FragColor = mix(vec4(0.0), vec4(1.0), smoothedAlpha);
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if (gl_FragColor.a == 0.0) {
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discard;
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}
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}
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