return has_color;
}
+static inline void
+rounded_rect_to_floats (const GskRoundedRect *rect,
+ float *outline,
+ float *corner_widths,
+ float *corner_heights)
+{
+ int i;
+
+ outline[0] = rect->bounds.origin.x;
+ outline[1] = rect->bounds.origin.y;
+ outline[2] = rect->bounds.size.width;
+ outline[3] = rect->bounds.size.height;
+
+ for (i = 0; i < 4; i ++)
+ {
+ corner_widths[i] = MAX (rect->corner[i].width, 1);
+ corner_heights[i] = MAX (rect->corner[i].height, 1);
+ }
+}
+
+static inline void
+rgba_to_float (const GdkRGBA *c,
+ float *f)
+{
+ f[0] = c->red;
+ f[1] = c->green;
+ f[2] = c->blue;
+ f[3] = c->alpha;
+}
+
static void gsk_gl_renderer_setup_render_mode (GskGLRenderer *self);
static void add_offscreen_ops (GskGLRenderer *self,
RenderOpBuilder *builder,
Program color_matrix_program;
Program linear_gradient_program;
Program blur_program;
+ Program inset_shadow_program;
};
};
INIT_PROGRAM_UNIFORM_LOCATION (blur_program, blur_radius_location, "uBlurRadius");
INIT_PROGRAM_UNIFORM_LOCATION (blur_program, blur_size_location, "uSize");
+ self->inset_shadow_program.id = gsk_shader_builder_create_program (builder,
+ "blit.vs.glsl", "inset_shadow.fs.glsl",
+ &shader_error);
+ if (shader_error != NULL)
+ {
+ g_propagate_prefixed_error (error,
+ shader_error,
+ "Unable to create 'inset shadow' program: ");
+ goto out;
+ }
+ self->blur_program.index = 7;
+ self->blur_program.name = "inset shadow";
+ init_common_locations (self, builder, &self->inset_shadow_program);
+ INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_color_location, "uColor");
+ INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_spread_location, "uSpread");
+ INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_outline_location, "uOutline");
+ INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_outline_corner_widths_location, "uOutlineCornerWidths");
+ INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow_program, inset_shadow_outline_corner_heights_location, "uOutlineCornerHeights");
+
res = TRUE;
out:
}
break;
+ case GSK_INSET_SHADOW_NODE:
+ {
+ RenderOp op;
+
+ /* TODO: Implement blurred inset shadows as well */
+ if (gsk_inset_shadow_node_get_blur_radius (node) > 0)
+ goto do_default;
+
+ op.op = OP_CHANGE_INSET_SHADOW;
+ rgba_to_float (gsk_inset_shadow_node_peek_color (node), op.inset_shadow.color);
+ rounded_rect_to_floats (gsk_inset_shadow_node_peek_outline (node),
+ op.inset_shadow.outline,
+ op.inset_shadow.corner_widths,
+ op.inset_shadow.corner_heights);
+ op.inset_shadow.radius = gsk_inset_shadow_node_get_blur_radius (node);
+ op.inset_shadow.spread = gsk_inset_shadow_node_get_spread (node);
+ op.inset_shadow.d[0] = gsk_inset_shadow_node_get_dx (node);
+ op.inset_shadow.d[1] = -gsk_inset_shadow_node_get_dy (node);
+
+ ops_set_program (builder, &self->inset_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_INSET_SHADOW_NODE:
case GSK_OUTSET_SHADOW_NODE:
case GSK_SHADOW_NODE:
case GSK_CROSS_FADE_NODE:
glUniform2f (program->blur_size_location, op->blur.size.width, op->blur.size.height);
break;
+ case OP_CHANGE_INSET_SHADOW:
+ g_assert (program == &self->inset_shadow_program);
+ glUniform4fv (program->inset_shadow_color_location, 1, op->inset_shadow.color);
+ glUniform2fv (program->inset_shadow_d_location, 1, op->inset_shadow.d);
+ glUniform1f (program->inset_shadow_spread_location, op->inset_shadow.spread);
+ glUniform4fv (program->inset_shadow_outline_location, 1, op->inset_shadow.outline);
+ glUniform4fv (program->inset_shadow_outline_corner_widths_location, 1, op->inset_shadow.corner_widths);
+ glUniform4fv (program->inset_shadow_outline_corner_heights_location, 1, op->inset_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);
--- /dev/null
+uniform float uSpread;
+uniform float uBlurRadius;
+uniform vec4 uColor;
+uniform vec2 uD;
+uniform vec4 uOutline;
+uniform vec4 uOutlineCornerWidths;
+uniform vec4 uOutlineCornerHeights;
+
+
+void main() {
+ vec4 f = gl_FragCoord;
+
+ f.x += uViewport.x;
+ f.y = (uViewport.y + uViewport.w) - f.y;
+
+ RoundedRect outline = RoundedRect(vec4(uOutline.xy, uOutline.xy + uOutline.zw),
+ uOutlineCornerWidths, uOutlineCornerHeights);
+ RoundedRect inside = rounded_rect_shrink(outline, vec4(uSpread));
+
+ vec4 color = vec4(uColor.rgb * uColor.a, uColor.a);
+ color = color * clamp (rounded_rect_coverage (outline, f.xy) -
+ rounded_rect_coverage (inside, f.xy - uD),
+ 0.0, 1.0);
+ setOutputColor(color);
+
+ /*setOutputColor(vec4(1, 0, 0, 1) * rounded_rect_coverage (outline, f.xy));*/
+ /*setOutputColor(vec4(0, 0, 1, 1) * rounded_rect_coverage (inside, f.xy));*/
+}