swayfx/sway/desktop/fx_renderer/fx_renderer.c
2024-01-05 02:47:43 -05:00

962 lines
29 KiB
C

/*
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);
}