[gtk+/wip/baedert/gl: 44/95] gl renderer: Implement unblurred outset shadows
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk+/wip/baedert/gl: 44/95] gl renderer: Implement unblurred outset shadows
- Date: Tue, 19 Dec 2017 14:46:08 +0000 (UTC)
commit 665656b47c87b91fb14b2276dae261935ab3bd79
Author: Timm Bäder <mail baedert org>
Date: Fri Dec 1 08:30:11 2017 +0100
gl renderer: Implement unblurred outset shadows
gsk/gl/gskglrenderer.c | 48 ++++++++++++++++++++++++++++-
gsk/gl/gskglrenderopsprivate.h | 24 +++++++++++++--
gsk/meson.build | 1 +
gsk/resources/glsl/outset_shadow.fs.glsl | 27 +++++++++++++++++
4 files changed, 95 insertions(+), 5 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index 948e4eb..325ee83 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -170,6 +170,7 @@ struct _GskGLRenderer
Program linear_gradient_program;
Program blur_program;
Program inset_shadow_program;
+ Program outset_shadow_program;
};
};
@@ -272,6 +273,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
{ "linear gradient", "blit.vs.glsl", "linear_gradient.fs.glsl" },
{ "blur", "blit.vs.glsl", "blur.fs.glsl" },
{ "inset shadow", "blit.vs.glsl", "inset_shadow.fs.glsl" },
+ { "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
};
builder = gsk_shader_builder_new ();
@@ -374,6 +376,14 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
INIT_PROGRAM_UNIFORM_LOCATION2 (inset_shadow, corner_widths);
INIT_PROGRAM_UNIFORM_LOCATION2 (inset_shadow, corner_heights);
+ /* outset shadow */
+ INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, color);
+ INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, spread);
+ INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, offset);
+ INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, outline);
+ INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, corner_widths);
+ INIT_PROGRAM_UNIFORM_LOCATION2 (outset_shadow, corner_heights);
+
g_object_unref (builder);
return TRUE;
}
@@ -1012,12 +1022,36 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
}
break;
+ case GSK_OUTSET_SHADOW_NODE:
+ {
+ RenderOp op;
+
+ /* TODO: Implement blurred outset shadows as well */
+ if (gsk_outset_shadow_node_get_blur_radius (node) > 0)
+ goto do_default;
+
+ op.op = OP_CHANGE_OUTSET_SHADOW;
+ rgba_to_float (gsk_outset_shadow_node_peek_color (node), op.outset_shadow.color);
+ rounded_rect_to_floats (gsk_outset_shadow_node_peek_outline (node),
+ op.outset_shadow.outline,
+ op.outset_shadow.corner_widths,
+ op.outset_shadow.corner_heights);
+ op.outset_shadow.radius = gsk_outset_shadow_node_get_blur_radius (node);
+ op.outset_shadow.spread = gsk_outset_shadow_node_get_spread (node);
+ op.outset_shadow.offset[0] = gsk_outset_shadow_node_get_dx (node);
+ op.outset_shadow.offset[1] = -gsk_outset_shadow_node_get_dy (node);
+
+ ops_set_program (builder, &self->outset_shadow_program);
+ ops_add (builder, &op);
+ ops_draw (builder, vertex_data);
+ }
+ break;
+
do_default:
case GSK_REPEATING_LINEAR_GRADIENT_NODE:
- case GSK_BORDER_NODE:
- case GSK_OUTSET_SHADOW_NODE:
case GSK_SHADOW_NODE:
+ case GSK_BORDER_NODE:
case GSK_CROSS_FADE_NODE:
case GSK_BLEND_NODE:
case GSK_REPEAT_NODE:
@@ -1323,6 +1357,16 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
glUniform4fv (program->inset_shadow.corner_heights_location, 1, op->inset_shadow.corner_heights);
break;
+ case OP_CHANGE_OUTSET_SHADOW:
+ g_assert (program == &self->outset_shadow_program);
+ glUniform4fv (program->outset_shadow.color_location, 1, op->outset_shadow.color);
+ glUniform2fv (program->outset_shadow.offset_location, 1, op->outset_shadow.offset);
+ glUniform1f (program->outset_shadow.spread_location, op->outset_shadow.spread);
+ glUniform4fv (program->outset_shadow.outline_location, 1, op->outset_shadow.outline);
+ glUniform4fv (program->outset_shadow.corner_widths_location, 1, op->outset_shadow.corner_widths);
+ glUniform4fv (program->outset_shadow.corner_heights_location, 1, op->outset_shadow.corner_heights);
+ break;
+
case OP_DRAW:
OP_PRINT (" -> draw %ld, size %ld and program %s\n",
op->draw.vao_offset, op->draw.vao_size, program->name);
diff --git a/gsk/gl/gskglrenderopsprivate.h b/gsk/gl/gskglrenderopsprivate.h
index 44c3e21..ec9bc94 100644
--- a/gsk/gl/gskglrenderopsprivate.h
+++ b/gsk/gl/gskglrenderopsprivate.h
@@ -10,7 +10,7 @@
#include "gskglrendererprivate.h"
#define GL_N_VERTICES 6
-#define GL_N_PROGRAMS 8
+#define GL_N_PROGRAMS 9
enum {
OP_NONE,
@@ -28,8 +28,9 @@ enum {
OP_CHANGE_COLOR_MATRIX = 12,
OP_CHANGE_BLUR = 13,
OP_CHANGE_INSET_SHADOW = 14,
- OP_CLEAR = 15,
- OP_DRAW = 16,
+ OP_CHANGE_OUTSET_SHADOW = 15,
+ OP_CLEAR = 16,
+ OP_DRAW = 17,
};
typedef struct
@@ -81,6 +82,14 @@ typedef struct
int corner_widths_location;
int corner_heights_location;
} inset_shadow;
+ struct {
+ int color_location;
+ int spread_location;
+ int offset_location;
+ int outline_location;
+ int corner_widths_location;
+ int corner_heights_location;
+ } outset_shadow;
};
} Program;
@@ -128,6 +137,15 @@ typedef struct
float offset[2];
float color[4];
} inset_shadow;
+ struct {
+ float outline[4];
+ float corner_widths[4];
+ float corner_heights[4];
+ float radius;
+ float spread;
+ float offset[2];
+ float color[4];
+ } outset_shadow;
};
} RenderOp;
diff --git a/gsk/meson.build b/gsk/meson.build
index 01bbd32..f05cb34 100644
--- a/gsk/meson.build
+++ b/gsk/meson.build
@@ -10,6 +10,7 @@ gsk_private_source_shaders = [
'resources/glsl/blur.vs.glsl',
'resources/glsl/blur.fs.glsl',
'resources/glsl/inset_shadow.fs.glsl',
+ 'resources/glsl/outset_shadow.fs.glsl',
'resources/glsl/es2_common.fs.glsl',
'resources/glsl/es2_common.vs.glsl',
'resources/glsl/gl3_common.fs.glsl',
diff --git a/gsk/resources/glsl/outset_shadow.fs.glsl b/gsk/resources/glsl/outset_shadow.fs.glsl
new file mode 100644
index 0000000..c927172
--- /dev/null
+++ b/gsk/resources/glsl/outset_shadow.fs.glsl
@@ -0,0 +1,27 @@
+uniform float u_spread;
+uniform float u_blur_radius;
+uniform vec4 u_color;
+uniform vec2 u_offset;
+uniform vec4 u_outline;
+uniform vec4 u_corner_widths;
+uniform vec4 u_corner_heights;
+
+
+void main() {
+ vec4 f = gl_FragCoord;
+
+ f.x += u_viewport.x;
+ f.y = (u_viewport.y + u_viewport.w) - f.y;
+
+ RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
+ u_corner_widths, u_corner_heights);
+ RoundedRect outside = rounded_rect_shrink(outline, vec4(- u_spread));
+
+
+ vec2 offset = vec2(u_offset.x, - u_offset.y);
+ vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
+ color = color * clamp (rounded_rect_coverage (outside, f.xy - offset) -
+ rounded_rect_coverage (outline, f.xy),
+ 0.0, 1.0);
+ setOutputColor(color);
+}
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