672 lines
21 KiB
C
672 lines
21 KiB
C
/*
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The original wlr_renderer was heavily referenced in making this project
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https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
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*/
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <stdlib.h>
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#include <wlr/backend.h>
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#include <wlr/render/egl.h>
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#include <wlr/render/gles2.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/box.h>
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#include "log.h"
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#include "sway/desktop/fx_renderer/fx_renderer.h"
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#include "sway/desktop/fx_renderer/matrix.h"
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#include "sway/output.h"
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#include "sway/server.h"
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// shaders
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#include "box_shadow_frag_src.h"
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#include "common_vert_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_round_frag_src.h"
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#include "tex_frag_src.h"
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static const GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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static GLuint compile_shader(GLuint type, const GLchar *src) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (ok == GL_FALSE) {
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sway_log(SWAY_ERROR, "Failed to compile shader");
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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static GLuint link_program(const GLchar *frag_src) {
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const GLchar *vert_src = common_vert_src;
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GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
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if (!vert) {
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goto error;
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}
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GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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if (!frag) {
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glDeleteShader(vert);
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goto error;
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}
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glLinkProgram(prog);
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glDetachShader(prog, vert);
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glDetachShader(prog, frag);
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glDeleteShader(vert);
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glDeleteShader(frag);
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (ok == GL_FALSE) {
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sway_log(SWAY_ERROR, "Failed to link shader");
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glDeleteProgram(prog);
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goto error;
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}
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return prog;
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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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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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GLuint prog;
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shader->program = prog = link_program(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->tex = glGetUniformLocation(prog, "tex");
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shader->alpha = glGetUniformLocation(prog, "alpha");
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shader->dim = glGetUniformLocation(prog, "dim");
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shader->dim_color = glGetUniformLocation(prog, "dim_color");
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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->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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shader->saturation = glGetUniformLocation(prog, "saturation");
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shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar");
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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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while (exts < end) {
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if (exts[0] == ' ') {
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exts++;
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continue;
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}
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size_t n = strcspn(exts, " ");
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if (n == extlen && strncmp(ext, exts, n) == 0) {
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return true;
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}
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exts += n;
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}
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return false;
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}
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static void load_gl_proc(void *proc_ptr, const char *name) {
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void *proc = (void *)eglGetProcAddress(name);
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if (proc == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name);
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abort();
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}
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*(void **)proc_ptr = proc;
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}
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struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
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if (renderer == NULL) {
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return NULL;
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}
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// TODO: wlr_egl_make_current or eglMakeCurrent?
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// TODO: assert instead of conditional statement?
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if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE,
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wlr_egl_get_context(egl))) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
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return NULL;
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}
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// TODO: needed?
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renderer->egl = egl;
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// get extensions
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const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
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if (exts_str == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
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return NULL;
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}
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sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer");
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sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
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sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
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sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
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sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
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// TODO: the rest of the gl checks
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if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) {
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renderer->exts.OES_egl_image_external = true;
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load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES,
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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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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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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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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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SHADER_SOURCE_QUAD_ROUND_TOP_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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// fragment shaders
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if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
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SHADER_SOURCE_TEXTURE_RGBA)) {
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goto error;
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}
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if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
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SHADER_SOURCE_TEXTURE_RGBX)) {
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goto error;
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}
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if (!link_tex_program(renderer, &renderer->shaders.tex_ext,
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SHADER_SOURCE_TEXTURE_EXTERNAL)) {
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goto error;
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}
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if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl),
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EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
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goto error;
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}
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sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
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return renderer;
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error:
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.rounded_quad.program);
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glDeleteProgram(renderer->shaders.rounded_tl_quad.program);
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glDeleteProgram(renderer->shaders.rounded_tr_quad.program);
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glDeleteProgram(renderer->shaders.corner.program);
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glDeleteProgram(renderer->shaders.box_shadow.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl),
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EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
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}
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// TODO: more freeing?
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free(renderer);
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
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return NULL;
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}
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void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
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// Create and render the stencil buffer
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if (renderer->stencil_buffer_id == 0) {
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glGenRenderbuffers(1, &renderer->stencil_buffer_id);
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}
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glBindRenderbuffer(GL_RENDERBUFFER, renderer->stencil_buffer_id);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, renderer->stencil_buffer_id);
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glViewport(0, 0, width, height);
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// refresh projection matrix
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matrix_projection(renderer->projection, width, height,
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void fx_renderer_end() {
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// TODO
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}
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void fx_renderer_clear(const float color[static 4]) {
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glClearColor(color[0], color[1], color[2], color[3]);
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glClearStencil(0);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void fx_renderer_scissor(struct wlr_box *box) {
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if (box) {
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glScissor(box->x, box->y, box->width, box->height);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
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const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
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struct decoration_data deco_data) {
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assert(wlr_texture_is_gles2(wlr_texture));
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struct wlr_gles2_texture_attribs texture_attrs;
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wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
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struct gles2_tex_shader *shader = NULL;
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switch (texture_attrs.target) {
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case GL_TEXTURE_2D:
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if (texture_attrs.has_alpha) {
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shader = &renderer->shaders.tex_rgba;
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} else {
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shader = &renderer->shaders.tex_rgbx;
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}
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break;
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case GL_TEXTURE_EXTERNAL_OES:
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shader = &renderer->shaders.tex_ext;
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if (!renderer->exts.OES_egl_image_external) {
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sway_log(SWAY_ERROR, "Failed to render texture: "
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"GL_TEXTURE_EXTERNAL_OES not supported");
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return false;
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}
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break;
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default:
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sway_log(SWAY_ERROR, "Aborting render");
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abort();
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}
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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// if there's no opacity or rounded corners we don't need to blend
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if (!texture_attrs.has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture_attrs.target, texture_attrs.tex);
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glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(shader->program);
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float* dim_color = deco_data.dim_color;
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
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glUniform1i(shader->tex, 0);
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glUniform2f(shader->size, dst_box->width, dst_box->height);
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glUniform2f(shader->position, dst_box->x, dst_box->y);
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glUniform1f(shader->alpha, deco_data.alpha);
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glUniform1f(shader->dim, deco_data.dim);
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glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]);
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glUniform1f(shader->has_titlebar, deco_data.has_titlebar);
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glUniform1f(shader->saturation, deco_data.saturation);
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glUniform1f(shader->radius, deco_data.corner_radius);
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const GLfloat x1 = src_box->x / wlr_texture->width;
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const GLfloat y1 = src_box->y / wlr_texture->height;
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const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
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const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height;
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const GLfloat texcoord[] = {
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x2, y1, // top right
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x1, y1, // top left
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x2, y2, // bottom right
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x1, y2, // bottom left
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};
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glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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glEnableVertexAttribArray(shader->pos_attrib);
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glEnableVertexAttribArray(shader->tex_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(shader->pos_attrib);
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glDisableVertexAttribArray(shader->tex_attrib);
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glBindTexture(texture_attrs.target, 0);
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return true;
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}
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bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
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const struct wlr_box *dst_box, const float matrix[static 9],
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struct decoration_data deco_data) {
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struct wlr_fbox src_box = {
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.x = 0,
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.y = 0,
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.width = wlr_texture->width,
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.height = wlr_texture->height,
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};
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return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box,
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dst_box, matrix, deco_data);
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}
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void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
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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);
|
|
}
|
|
|
|
glUseProgram(renderer->shaders.quad.program);
|
|
|
|
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
|
|
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
|
|
|
|
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
|
0, verts);
|
|
|
|
glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
|
|
}
|
|
|
|
void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box,
|
|
const float color[static 4], const float projection[static 9],
|
|
int radius, enum corner_location corner_location) {
|
|
if (box->width == 0 || box->height == 0) {
|
|
return;
|
|
}
|
|
assert(box->width > 0 && box->height > 0);
|
|
|
|
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;
|
|
default:
|
|
sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render");
|
|
abort();
|
|
}
|
|
|
|
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);
|
|
|
|
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 projection[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);
|
|
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 && !radius) {
|
|
glDisable(GL_BLEND);
|
|
} else {
|
|
glEnable(GL_BLEND);
|
|
}
|
|
|
|
glUseProgram(renderer->shaders.corner.program);
|
|
|
|
glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
|
|
glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
|
0, verts);
|
|
|
|
glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glDisableVertexAttribArray(renderer->shaders.corner.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 projection[static 9],
|
|
int corner_radius, float blur_sigma) {
|
|
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);
|
|
|
|
// 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;
|
|
memcpy(&inner_box, box, sizeof(struct wlr_box));
|
|
inner_box.x += blur_sigma;
|
|
inner_box.y += blur_sigma;
|
|
inner_box.width -= blur_sigma * 2;
|
|
inner_box.height -= blur_sigma * 2;
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
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);
|
|
// Draw the rounded rect as a mask
|
|
fx_render_rounded_rect(renderer, &inner_box, col, projection, corner_radius, ALL);
|
|
// Close the mask
|
|
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
// Reenable writing to color buffer
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
// 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);
|
|
|
|
glUseProgram(renderer->shaders.box_shadow.program);
|
|
|
|
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);
|
|
|
|
glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
|
|
glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);
|
|
|
|
glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE,
|
|
0, verts);
|
|
|
|
glEnableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|