[gtk/wip/baedert/for-master: 23/23] gl renderer: Implement blurred inset shadow nodes
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk/wip/baedert/for-master: 23/23] gl renderer: Implement blurred inset shadow nodes
- Date: Sat, 30 Nov 2019 11:48:36 +0000 (UTC)
commit 9842daf80edc1d7f448cbbd8143b1f2e297dc7a5
Author: Timm Bäder <mail baedert org>
Date: Sat Nov 30 12:44:30 2019 +0100
gl renderer: Implement blurred inset shadow nodes
gsk/gl/gskglrenderer.c | 190 +++++++++++++++++++++++++++++++++++++++++++++----
1 file changed, 175 insertions(+), 15 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index a7aa437c57..39789daa7e 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -1527,23 +1527,21 @@ render_blur_node (GskGLRenderer *self,
}
static inline void
-render_inset_shadow_node (GskGLRenderer *self,
- GskRenderNode *node,
- RenderOpBuilder *builder)
+render_unblurred_inset_shadow_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder)
{
GskQuadVertex vertex_data[GL_N_VERTICES];
const float scale = ops_get_scale (builder);
+ const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
+ const float dx = gsk_inset_shadow_node_get_dx (node);
+ const float dy = gsk_inset_shadow_node_get_dy (node);
+ const float spread = gsk_inset_shadow_node_get_spread (node);
OpShadow *op;
- /* TODO: Implement blurred inset shadows as well */
- if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
- {
- render_fallback_node (self, node, builder);
- return;
- }
+ g_assert (blur_radius == 0);
ops_set_program (builder, &self->inset_shadow_program);
-
op = ops_begin (builder, OP_CHANGE_INSET_SHADOW);
rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color);
rounded_rect_to_floats (self, builder,
@@ -1551,16 +1549,175 @@ render_inset_shadow_node (GskGLRenderer *self,
op->outline,
op->corner_widths,
op->corner_heights);
- op->radius = gsk_inset_shadow_node_get_blur_radius (node) * scale;
- op->spread = gsk_inset_shadow_node_get_spread (node) * scale;
- op->offset[0] = gsk_inset_shadow_node_get_dx (node) * scale;
- op->offset[1] = -gsk_inset_shadow_node_get_dy (node) * scale;
+ op->spread = spread * scale;
+ op->offset[0] = dx * scale;
+ op->offset[1] = -dy * scale;
load_vertex_data (vertex_data, node, builder);
ops_draw (builder, vertex_data);
}
+static inline void
+render_inset_shadow_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder)
+{
+ const float scale = ops_get_scale (builder);
+ const float blur_radius = gsk_inset_shadow_node_get_blur_radius (node);
+ const float blur_extra = blur_radius * 3;
+ const float dx = gsk_inset_shadow_node_get_dx (node);
+ const float dy = gsk_inset_shadow_node_get_dy (node);
+ const GskRoundedRect *node_outline = gsk_inset_shadow_node_peek_outline (node);
+ float texture_width;
+ float texture_height;
+ OpShadow *op;
+ int blurred_texture_id;
+
+ g_assert (blur_radius > 0);
+
+ texture_width = ceilf ((node_outline->bounds.size.width + blur_extra) * scale);
+ texture_height = ceilf ((node_outline->bounds.size.height + blur_extra) * scale);
+
+ blurred_texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
+ if (blurred_texture_id == 0)
+ {
+ const float spread = gsk_inset_shadow_node_get_spread (node) + (blur_extra / 2.0);
+ GskRoundedRect outline_to_blur;
+ int render_target, texture_id;
+ int prev_render_target;
+ graphene_matrix_t prev_projection;
+ graphene_rect_t prev_viewport;
+ graphene_matrix_t item_proj;
+ int i;
+
+ /* TODO: In the following code, we have to be careful about where we apply the scale.
+ * We're manually scaling stuff (e.g. the outline) so we can later use texture_width
+ * and texture_height (which are already scaled) as the geometry and keep the modelview
+ * at a scale of 1. That's kinda complicated though... */
+
+ /* Outline of what we actually want to blur later.
+ * Spread grows inside, so we don't need to account for that. But the blur will need
+ * to read outside of the inset shadow, so we need to draw some color in there. */
+ outline_to_blur = *node_outline;
+ gsk_rounded_rect_shrink (&outline_to_blur,
+ - blur_extra / 2.0, - blur_extra / 2.0,
+ - blur_extra / 2.0, - blur_extra / 2.0);
+
+ /* Fit to our texture */
+ outline_to_blur.bounds.origin.x = 0;
+ outline_to_blur.bounds.origin.y = 0;
+ outline_to_blur.bounds.size.width *= scale;
+ outline_to_blur.bounds.size.height *= scale;
+
+ for (i = 0; i < 4; i ++)
+ {
+ outline_to_blur.corner[i].width *= scale;
+ outline_to_blur.corner[i].height *= scale;
+ }
+
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ texture_width, texture_height,
+ &texture_id, &render_target);
+
+ graphene_matrix_init_ortho (&item_proj,
+ 0, texture_width, 0, texture_height,
+ ORTHO_NEAR_PLANE, ORTHO_FAR_PLANE);
+ graphene_matrix_scale (&item_proj, 1, -1, 1);
+
+ prev_projection = ops_set_projection (builder, &item_proj);
+ ops_set_modelview (builder, NULL);
+ prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height));
+ ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT (0, 0, texture_width, texture_height));
+
+ prev_render_target = ops_set_render_target (builder, render_target);
+ ops_begin (builder, OP_CLEAR);
+
+ /* Actual inset shadow outline drawing */
+ ops_set_program (builder, &self->inset_shadow_program);
+ op = ops_begin (builder, OP_CHANGE_INSET_SHADOW);
+ rgba_to_float (gsk_inset_shadow_node_peek_color (node), op->color);
+ rounded_rect_to_floats (self, builder,
+ &outline_to_blur,
+ op->outline,
+ op->corner_widths,
+ op->corner_heights);
+ op->spread = spread * scale;
+ op->offset[0] = dx * scale;
+ op->offset[1] = -dy * scale;
+
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { 0, 0 }, { 0, 1 }, },
+ { { 0, texture_height }, { 0, 0 }, },
+ { { texture_width, 0 }, { 1, 1 }, },
+
+ { { texture_width, texture_height }, { 1, 0 }, },
+ { { 0, texture_height }, { 0, 0 }, },
+ { { texture_width, 0 }, { 1, 1 }, },
+ });
+
+ ops_set_render_target (builder, prev_render_target);
+ ops_set_viewport (builder, &prev_viewport);
+ ops_set_projection (builder, &prev_projection);
+ ops_pop_modelview (builder);
+ ops_pop_clip (builder);
+
+ blurred_texture_id = blur_texture (self, builder,
+ &(TextureRegion) { texture_id, 0, 0, 1, 1 },
+ texture_width,
+ texture_height,
+ blur_radius * scale);
+ }
+
+ g_assert (blurred_texture_id != 0);
+
+ /* Blur the rendered unblurred inset shadow */
+ /* Use a clip to cut away the unwanted parts outside of the original outline */
+ {
+ const gboolean needs_clip = !gsk_rounded_rect_is_rectilinear (node_outline);
+ const float min_x = builder->dx + node->bounds.origin.x;
+ const float min_y = builder->dy + node->bounds.origin.y;
+ const float max_x = min_x + node->bounds.size.width;
+ const float max_y = min_y + node->bounds.size.height;
+ float tx1 = blur_extra / 2.0 * scale / texture_width;
+ float tx2 = 1.0 - tx1;
+ float ty1 = blur_extra / 2.0 * scale / texture_height;
+ float ty2 = 1.0 - ty1;
+ GskRoundedRect node_clip;
+ int i;
+
+ gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
+
+ if (needs_clip)
+ {
+ ops_transform_bounds_modelview (builder, &node_outline->bounds, &node_clip.bounds);
+
+ for (i = 0; i < 4; i ++)
+ {
+ node_clip.corner[i].width = node_outline->corner[i].width * scale;
+ node_clip.corner[i].height = node_outline->corner[i].height * scale;
+ }
+ ops_push_clip (builder, &node_clip);
+ }
+
+ ops_set_program (builder, &self->blit_program);
+ ops_set_texture (builder, blurred_texture_id);
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { min_x, min_y }, { tx1, ty2 }, },
+ { { min_x, max_y }, { tx1, ty1 }, },
+ { { max_x, min_y }, { tx2, ty2 }, },
+
+ { { max_x, max_y }, { tx2, ty1 }, },
+ { { min_x, max_y }, { tx1, ty1 }, },
+ { { max_x, min_y }, { tx2, ty2 }, },
+ });
+
+ if (needs_clip)
+ ops_pop_clip (builder);
+ }
+
+}
+
static inline void
render_unblurred_outset_shadow_node (GskGLRenderer *self,
GskRenderNode *node,
@@ -3035,7 +3192,10 @@ gsk_gl_renderer_add_render_ops (GskGLRenderer *self,
break;
case GSK_INSET_SHADOW_NODE:
- render_inset_shadow_node (self, node, builder);
+ if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
+ render_inset_shadow_node (self, node, builder);
+ else
+ render_unblurred_inset_shadow_node (self, node, builder);
break;
case GSK_OUTSET_SHADOW_NODE:
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