style: created struct for each shader type
This commit is contained in:
parent
06339c325c
commit
ace9a222b8
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@ -35,7 +35,70 @@ struct decoration_data {
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bool blur;
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};
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struct gles2_tex_shader {
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struct blur_shader {
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GLuint program;
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GLint proj;
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GLint tex;
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GLint pos_attrib;
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GLint tex_attrib;
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GLint radius;
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GLint halfpixel;
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};
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struct box_shadow_shader {
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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 position;
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GLint size;
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GLint blur_sigma;
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GLint corner_radius;
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};
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struct corner_shader {
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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 is_top_left;
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GLint is_top_right;
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GLint is_bottom_left;
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GLint is_bottom_right;
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GLint position;
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GLint radius;
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GLint half_size;
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GLint half_thickness;
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};
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struct quad_shader {
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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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};
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struct rounded_quad_shader {
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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 size;
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GLint position;
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GLint radius;
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};
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struct stencil_mask_shader {
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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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};
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struct tex_shader {
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GLuint program;
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GLint proj;
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GLint tex;
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@ -51,26 +114,6 @@ struct gles2_tex_shader {
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GLint has_titlebar;
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};
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struct rounded_quad_shader {
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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 size;
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GLint position;
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GLint radius;
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};
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struct blur_shader {
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GLuint program;
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GLint proj;
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GLint tex;
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GLint pos_attrib;
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GLint tex_attrib;
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GLint radius;
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GLint halfpixel;
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};
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struct fx_renderer {
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float projection[9];
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@ -95,64 +138,21 @@ struct fx_renderer {
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PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES;
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} procs;
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// Shaders
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struct {
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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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} quad;
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struct box_shadow_shader box_shadow;
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struct blur_shader blur1;
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struct blur_shader blur2;
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struct corner_shader corner;
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struct quad_shader quad;
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struct rounded_quad_shader rounded_quad;
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struct rounded_quad_shader rounded_tl_quad;
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struct rounded_quad_shader rounded_tr_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 {
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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 blur2;
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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 is_top_left;
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GLint is_top_right;
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GLint is_bottom_left;
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GLint is_bottom_right;
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GLint position;
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GLint radius;
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GLint half_size;
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GLint half_thickness;
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} corner;
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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 position;
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GLint size;
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GLint blur_sigma;
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GLint corner_radius;
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} box_shadow;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgbx;
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struct gles2_tex_shader tex_ext;
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struct stencil_mask_shader stencil_mask;
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struct tex_shader tex_rgba;
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struct tex_shader tex_rgbx;
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struct tex_shader tex_ext;
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} shaders;
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};
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@ -112,8 +112,115 @@ error:
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return 0;
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}
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static bool link_tex_program(struct fx_renderer *renderer,
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struct gles2_tex_shader *shader, enum fx_tex_shader_source source) {
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static bool link_blur_program(struct blur_shader *shader, const char *shader_program) {
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GLuint prog;
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shader->program = prog = link_program(shader_program);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->tex = glGetUniformLocation(prog, "tex");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
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shader->radius = glGetUniformLocation(prog, "radius");
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shader->halfpixel = glGetUniformLocation(prog, "halfpixel");
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return true;
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}
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static bool link_box_shadow_program(struct box_shadow_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(box_shadow_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->position = glGetUniformLocation(prog, "position");
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shader->size = glGetUniformLocation(prog, "size");
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shader->blur_sigma = glGetUniformLocation(prog, "blur_sigma");
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shader->corner_radius = glGetUniformLocation(prog, "corner_radius");
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return true;
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}
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static bool link_corner_program(struct corner_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(corner_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->position = glGetUniformLocation(prog, "position");
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shader->half_size = glGetUniformLocation(prog, "half_size");
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shader->half_thickness = glGetUniformLocation(prog, "half_thickness");
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shader->radius = glGetUniformLocation(prog, "radius");
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shader->is_top_left = glGetUniformLocation(prog, "is_top_left");
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shader->is_top_right = glGetUniformLocation(prog, "is_top_right");
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shader->is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
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shader->is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
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return true;
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}
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static bool link_quad_program(struct quad_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(quad_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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return true;
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}
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static bool link_rounded_quad_program(struct rounded_quad_shader *shader,
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enum fx_rounded_quad_shader_source source) {
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GLchar quad_src[2048];
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snprintf(quad_src, sizeof(quad_src),
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"#define SOURCE %d\n%s", source, quad_round_frag_src);
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GLuint prog;
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shader->program = prog = link_program(quad_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->size = glGetUniformLocation(prog, "size");
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shader->position = glGetUniformLocation(prog, "position");
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shader->radius = glGetUniformLocation(prog, "radius");
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return true;
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}
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static bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(stencil_mask_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->position = glGetUniformLocation(prog, "position");
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shader->half_size = glGetUniformLocation(prog, "half_size");
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shader->radius = glGetUniformLocation(prog, "radius");
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return true;
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}
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static bool link_tex_program(struct tex_shader *shader,
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enum fx_tex_shader_source source) {
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GLchar frag_src[2048];
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snprintf(frag_src, sizeof(frag_src),
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"#define SOURCE %d\n%s", source, tex_frag_src);
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@ -140,28 +247,6 @@ static bool link_tex_program(struct fx_renderer *renderer,
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return true;
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}
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static bool link_rounded_quad_program(struct fx_renderer *renderer,
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struct rounded_quad_shader *shader, enum fx_rounded_quad_shader_source source) {
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GLchar quad_src[2048];
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snprintf(quad_src, sizeof(quad_src),
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"#define SOURCE %d\n%s", source, quad_round_frag_src);
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GLuint prog;
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shader->program = prog = link_program(quad_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->size = glGetUniformLocation(prog, "size");
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shader->position = glGetUniformLocation(prog, "position");
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shader->radius = glGetUniformLocation(prog, "radius");
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return true;
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}
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static bool check_gl_ext(const char *exts, const char *ext) {
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size_t extlen = strlen(ext);
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const char *end = exts + strlen(exts);
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@ -232,127 +317,61 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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"glEGLImageTargetTexture2DOES");
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}
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// init shaders
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GLuint prog;
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// quad fragment shader
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prog = link_program(quad_frag_src);
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renderer->shaders.quad.program = prog;
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if (!renderer->shaders.quad.program) {
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// blur shaders
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if (!link_blur_program(&renderer->shaders.blur1, blur1_frag_src)) {
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goto error;
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}
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if (!link_blur_program(&renderer->shaders.blur2, blur2_frag_src)) {
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goto error;
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}
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// box shadow shader
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if (!link_box_shadow_program(&renderer->shaders.box_shadow)) {
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goto error;
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}
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// corner border shader
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if (!link_corner_program(&renderer->shaders.corner)) {
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goto error;
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}
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// quad fragment shader
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if (!link_quad_program(&renderer->shaders.quad)) {
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goto error;
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}
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renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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// rounded quad fragment shaders
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if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad,
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if (!link_rounded_quad_program(&renderer->shaders.rounded_quad,
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SHADER_SOURCE_QUAD_ROUND)) {
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goto error;
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}
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if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad,
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if (!link_rounded_quad_program(&renderer->shaders.rounded_tl_quad,
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SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) {
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goto error;
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}
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if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad,
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if (!link_rounded_quad_program(&renderer->shaders.rounded_tr_quad,
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SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) {
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goto error;
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}
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if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_bl_quad,
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if (!link_rounded_quad_program(&renderer->shaders.rounded_bl_quad,
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SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT)) {
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goto error;
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}
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if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_br_quad,
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if (!link_rounded_quad_program(&renderer->shaders.rounded_br_quad,
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SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT)) {
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goto error;
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}
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// Border corner shader
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prog = link_program(corner_frag_src);
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renderer->shaders.corner.program = prog;
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if (!renderer->shaders.corner.program) {
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goto error;
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}
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renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
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renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
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renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
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renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
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renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
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renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
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renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
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renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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// box shadow shader
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prog = link_program(box_shadow_frag_src);
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renderer->shaders.box_shadow.program = prog;
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if (!renderer->shaders.box_shadow.program) {
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goto error;
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}
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renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color");
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renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
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renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
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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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// 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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if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) {
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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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prog = link_program(blur1_frag_src);
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renderer->shaders.blur1.program = prog;
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if (!renderer->shaders.blur1.program) {
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goto error;
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}
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renderer->shaders.blur1.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.blur1.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.blur1.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.blur1.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.blur1.radius = glGetUniformLocation(prog, "radius");
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renderer->shaders.blur1.halfpixel = glGetUniformLocation(prog, "halfpixel");
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// Blur 2
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prog = link_program(blur2_frag_src);
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renderer->shaders.blur2.program = prog;
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if (!renderer->shaders.blur2.program) {
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goto error;
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}
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renderer->shaders.blur2.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.blur2.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.blur2.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.blur2.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.blur2.radius = glGetUniformLocation(prog, "radius");
|
||||
renderer->shaders.blur2.halfpixel = glGetUniformLocation(prog, "halfpixel");
|
||||
|
||||
// fragment shaders
|
||||
if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
|
||||
SHADER_SOURCE_TEXTURE_RGBA)) {
|
||||
if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) {
|
||||
goto error;
|
||||
}
|
||||
if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
|
||||
SHADER_SOURCE_TEXTURE_RGBX)) {
|
||||
if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) {
|
||||
goto error;
|
||||
}
|
||||
if (!link_tex_program(renderer, &renderer->shaders.tex_ext,
|
||||
SHADER_SOURCE_TEXTURE_EXTERNAL)) {
|
||||
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");
|
||||
|
@ -363,17 +382,17 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
|
|||
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.rounded_bl_quad.program);
|
||||
glDeleteProgram(renderer->shaders.rounded_br_quad.program);
|
||||
glDeleteProgram(renderer->shaders.corner.program);
|
||||
glDeleteProgram(renderer->shaders.stencil_mask.program);
|
||||
glDeleteProgram(renderer->shaders.box_shadow.program);
|
||||
glDeleteProgram(renderer->shaders.blur1.program);
|
||||
glDeleteProgram(renderer->shaders.blur2.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);
|
||||
|
@ -453,7 +472,7 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_te
|
|||
const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
|
||||
struct decoration_data deco_data) {
|
||||
|
||||
struct gles2_tex_shader *shader = NULL;
|
||||
struct tex_shader *shader = NULL;
|
||||
|
||||
switch (fx_texture->target) {
|
||||
case GL_TEXTURE_2D:
|
||||
|
@ -576,19 +595,20 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
|
|||
glEnable(GL_BLEND);
|
||||
}
|
||||
|
||||
glUseProgram(renderer->shaders.quad.program);
|
||||
struct quad_shader shader = renderer->shaders.quad;
|
||||
glUseProgram(shader.program);
|
||||
|
||||
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
|
||||
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
|
||||
glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix);
|
||||
glUniform4f(shader.color, color[0], color[1], color[2], color[3]);
|
||||
|
||||
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
||||
glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
||||
0, verts);
|
||||
|
||||
glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
|
||||
glEnableVertexAttribArray(shader.pos_attrib);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
|
||||
glDisableVertexAttribArray(shader.pos_attrib);
|
||||
}
|
||||
|
||||
void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box,
|
||||
|
@ -674,29 +694,31 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
|
|||
glEnable(GL_BLEND);
|
||||
}
|
||||
|
||||
glUseProgram(renderer->shaders.corner.program);
|
||||
struct corner_shader shader = renderer->shaders.corner;
|
||||
|
||||
glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
|
||||
glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
|
||||
glUseProgram(shader.program);
|
||||
|
||||
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);
|
||||
glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix);
|
||||
glUniform4f(shader.color, color[0], color[1], color[2], color[3]);
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
||||
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(renderer->shaders.corner.pos_attrib);
|
||||
glEnableVertexAttribArray(shader.pos_attrib);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
|
||||
glDisableVertexAttribArray(shader.pos_attrib);
|
||||
}
|
||||
|
||||
void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *box,
|
||||
|
@ -717,28 +739,30 @@ void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *
|
|||
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glUseProgram(renderer->shaders.stencil_mask.program);
|
||||
struct stencil_mask_shader shader = renderer->shaders.stencil_mask;
|
||||
|
||||
glUniformMatrix3fv(renderer->shaders.stencil_mask.proj, 1, GL_FALSE, gl_matrix);
|
||||
glUseProgram(shader.program);
|
||||
|
||||
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);
|
||||
glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix);
|
||||
|
||||
glVertexAttribPointer(renderer->shaders.stencil_mask.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
||||
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(renderer->shaders.stencil_mask.pos_attrib);
|
||||
glEnableVertexAttribArray(shader.pos_attrib);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glDisableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
|
||||
glDisableVertexAttribArray(shader.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 matrix [static 9], int corner_radius,
|
||||
const float color[static 4], const float matrix[static 9], int corner_radius,
|
||||
float blur_sigma) {
|
||||
if (box->width == 0 || box->height == 0) {
|
||||
return;
|
||||
|
@ -783,24 +807,26 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
|
|||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glUseProgram(renderer->shaders.box_shadow.program);
|
||||
struct box_shadow_shader shader = renderer->shaders.box_shadow;
|
||||
|
||||
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);
|
||||
glUseProgram(shader.program);
|
||||
|
||||
glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
|
||||
glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);
|
||||
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);
|
||||
|
||||
glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
||||
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(renderer->shaders.box_shadow.pos_attrib);
|
||||
glEnableVertexAttribArray(shader.pos_attrib);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
|
||||
glDisableVertexAttribArray(shader.pos_attrib);
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
|
Loading…
Reference in a new issue