RenderOpBuilder *builder,
const graphene_rect_t *rect)
{
- GdkRGBA *color = gdk_rgba_copy (&GDK_RGBA ("F00")); /* Leaked */
+ GdkRGBA *color = gdk_rgba_copy (&GDK_RGBA ("000")); /* Leaked */
ops_set_program (builder, &self->color_program);
ops_set_color (builder, color);
}
}
+static inline int
+blur_texture (GskGLRenderer *self,
+ RenderOpBuilder *builder,
+ int texture_to_blur,
+ const int texture_to_blur_width,
+ const int texture_to_blur_height,
+ float blur_radius)
+{
+ int pass1_texture_id, pass1_render_target;
+ int pass2_texture_id, pass2_render_target;
+ int prev_render_target;
+ graphene_matrix_t prev_projection;
+ graphene_rect_t prev_viewport;
+ graphene_matrix_t item_proj;
+ OpBlur *op;
+
+ g_assert (blur_radius > 0);
+
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ texture_to_blur_width, texture_to_blur_height,
+ &pass1_texture_id, &pass1_render_target);
+
+ gsk_gl_driver_create_render_target (self->gl_driver,
+ texture_to_blur_width, texture_to_blur_height,
+ &pass2_texture_id, &pass2_render_target);
+
+ graphene_matrix_init_ortho (&item_proj,
+ 0, texture_to_blur_width, 0, texture_to_blur_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_to_blur_width, texture_to_blur_height));
+ ops_push_clip (builder, &GSK_ROUNDED_RECT_INIT (0, 0, texture_to_blur_width, texture_to_blur_height));
+
+ prev_render_target = ops_set_render_target (builder, pass1_render_target);
+ ops_begin (builder, OP_CLEAR);
+ ops_set_program (builder, &self->blur_program);
+
+ op = ops_begin (builder, OP_CHANGE_BLUR);
+ op->size.width = texture_to_blur_width;
+ op->size.height = texture_to_blur_height;
+ op->radius = blur_radius;
+ op->dir[0] = 1;
+ op->dir[1] = 0;
+ ops_set_texture (builder, texture_to_blur);
+
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { 0, }, { 0, 1 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+
+ { { texture_to_blur_width, texture_to_blur_height }, { 1, 0 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+ });
+
+ op = ops_begin (builder, OP_CHANGE_BLUR);
+ op->size.width = texture_to_blur_width;
+ op->size.height = texture_to_blur_height;
+ op->radius = blur_radius;
+ op->dir[0] = 0;
+ op->dir[1] = 1;
+ ops_set_texture (builder, pass1_texture_id);
+ ops_set_render_target (builder, pass2_render_target);
+ ops_begin (builder, OP_CLEAR);
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) { /* render pass 2 */
+ { { 0, }, { 0, 1 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 1, 1 }, },
+
+ { { texture_to_blur_width, texture_to_blur_height }, { 1, 0 }, },
+ { { 0, texture_to_blur_height }, { 0, 0 }, },
+ { { texture_to_blur_width, }, { 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);
+
+ return pass2_texture_id;
+}
+
static inline void
render_blur_node (GskGLRenderer *self,
GskRenderNode *node,
RenderOpBuilder *builder)
{
- const float blur_radius = gsk_blur_node_get_radius (node);
+ const float scale = ops_get_scale (builder);
+ const float blur_radius = gsk_blur_node_get_radius (node) * scale;
GskRenderNode *child = gsk_blur_node_get_child (node);
GskQuadVertex vertex_data[GL_N_VERTICES];
- TextureRegion region;
- gboolean is_offscreen;
- OpBlur *op;
+ int blurred_texture_id;
if (blur_radius <= 0)
{
return;
}
- if (node_is_invisible (child))
- return;
+ blurred_texture_id = gsk_gl_driver_get_texture_for_pointer (self->gl_driver, node);
+ if (blurred_texture_id == 0)
+ {
+ TextureRegion region;
+ gboolean is_offscreen;
- /* TODO(perf): We're forcing the child offscreen even if it's a texture
- * so the resulting offscreen texture is bigger by the gaussian blur factor
- * (see gsk_blur_node_new), but we didn't have to do that if the blur
- * shader could handle that situation. */
+ /* TODO(perf): We're forcing the child offscreen even if it's a texture
+ * so the resulting offscreen texture is bigger by the gaussian blur factor
+ * (see gsk_blur_node_new), but we didn't have to do that if the blur
+ * shader could handle that situation. */
+ if (!add_offscreen_ops (self, builder,
+ &node->bounds,
+ child,
+ ®ion, &is_offscreen,
+ RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
+ g_assert_not_reached ();
- if (!add_offscreen_ops (self, builder,
- &node->bounds,
- child,
- ®ion, &is_offscreen,
- RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY))
- g_assert_not_reached ();
+ g_assert (is_offscreen);
- ops_set_program (builder, &self->blur_program);
+ blurred_texture_id = blur_texture (self, builder,
+ region.texture_id,
+ node->bounds.size.width * scale,
+ node->bounds.size.height * scale,
+ blur_radius);
- op = ops_begin (builder, OP_CHANGE_BLUR);
- graphene_size_init_from_size (&op->size, &node->bounds.size);
- op->radius = blur_radius;
+ }
- ops_set_texture (builder, region.texture_id);
+ g_assert (blurred_texture_id != 0);
- if (is_offscreen)
- load_offscreen_vertex_data (vertex_data, node, builder);
- else
- load_vertex_data (vertex_data, node, builder);
+ /* Draw the result */
+ load_offscreen_vertex_data (vertex_data, node, builder);
+ ops_set_program (builder, &self->blit_program);
+ ops_set_texture (builder, blurred_texture_id);
+ ops_draw (builder, vertex_data); /* Render result to screen */
- ops_draw (builder, vertex_data);
+ /* Add to cache for the blur node */
+ gsk_gl_driver_set_texture_for_pointer (self->gl_driver, node, blurred_texture_id);
}
static inline void
}
static inline void
-render_outset_shadow_node (GskGLRenderer *self,
- GskRenderNode *node,
- RenderOpBuilder *builder)
+render_outset_shadow_node (GskGLRenderer *self,
+ GskRenderNode *node,
+ RenderOpBuilder *builder)
{
+ const float scale = ops_get_scale (builder);
const GskRoundedRect *outline = gsk_outset_shadow_node_peek_outline (node);
- GskRoundedRect offset_outline;
const float blur_radius = gsk_outset_shadow_node_get_blur_radius (node);
- const float blur_extra = gsk_cairo_blur_compute_pixels (blur_radius);
+ const float blur_extra = blur_radius * 3; /* 3 Because we use that in the shader as well */
const float spread = gsk_outset_shadow_node_get_spread (node);
const float dx = gsk_outset_shadow_node_get_dx (node);
const float dy = gsk_outset_shadow_node_get_dy (node);
- const float min_x = builder->dx + outline->bounds.origin.x - spread - blur_extra / 2.0;
- const float min_y = builder->dy + outline->bounds.origin.y - spread - blur_extra / 2.0;
- const float max_x = min_x + outline->bounds.size.width + (spread + blur_extra/2.0) * 2;
- const float max_y = min_y + outline->bounds.size.height + (spread + blur_extra/2.0) * 2;
+ GskRoundedRect scaled_outline;
+ GskRoundedRect unscaled_outline;
float texture_width, texture_height;
- OpBlur *op;
OpShadow *shadow;
- graphene_matrix_t prev_projection;
- graphene_rect_t prev_viewport;
- graphene_matrix_t item_proj;
int blurred_texture_id;
int cached_tid;
- /* offset_outline is the minimal outline we need to draw the given drop shadow,
+ /* scaled_outline is the minimal outline we need to draw the given drop shadow,
* enlarged by the spread and offset by the blur radius. */
- offset_outline = *outline;
+ scaled_outline = *outline;
/* Shrink our outline to the minimum size that can still hold all the border radii */
- gsk_rounded_rect_shrink_to_minimum (&offset_outline);
+ gsk_rounded_rect_shrink_to_minimum (&scaled_outline);
/* Increase by the spread */
- gsk_rounded_rect_shrink (&offset_outline, -spread, -spread, -spread, -spread);
- /* No we need to incorporate the blur radius; since we blur an edge an equal blur_extra/2.0
- * on both sides, the minimum side of both width and height needs to be blur_extra */
- offset_outline.bounds.size.width = MAX (offset_outline.bounds.size.width, blur_extra);
- offset_outline.bounds.size.height = MAX (offset_outline.bounds.size.height, blur_extra);
+ gsk_rounded_rect_shrink (&scaled_outline, -spread, -spread, -spread, -spread);
/* For the center part, we add a few pixels */
- offset_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
- offset_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
- offset_outline.bounds.origin.x = blur_extra / 2.0f;
- offset_outline.bounds.origin.y = blur_extra / 2.0f;
+ scaled_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
+ scaled_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
+
+ texture_width = ceil ((scaled_outline.bounds.size.width + (blur_extra)) * scale);
+ texture_height = ceil ((scaled_outline.bounds.size.height + (blur_extra)) * scale);
+
+ /* Preserve this for usage later */
+ unscaled_outline = scaled_outline;
- texture_width = offset_outline.bounds.size.width + blur_extra;
- texture_height = offset_outline.bounds.size.height + blur_extra;
+ scaled_outline.bounds.origin.x = blur_extra / 2.0 * scale;
+ scaled_outline.bounds.origin.y = blur_extra / 2.0 * scale;
+ scaled_outline.bounds.size.width = texture_width - (blur_extra * scale);
+ scaled_outline.bounds.size.height = texture_height - (blur_extra * scale);
+
+
+ for (int i = 0; i < 4; i ++)
+ {
+ scaled_outline.corner[i].width *= scale;
+ scaled_outline.corner[i].height *= scale;
+ }
cached_tid = gsk_gl_shadow_cache_get_texture_id (&self->shadow_cache,
self->gl_driver,
- &offset_outline,
+ &scaled_outline,
blur_radius);
+
if (cached_tid == 0)
{
int texture_id, render_target;
- int blurred_render_target;
int prev_render_target;
- GskRoundedRect blit_clip;
+ graphene_matrix_t prev_projection;
+ graphene_rect_t prev_viewport;
+ graphene_matrix_t item_proj;
gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
&texture_id, &render_target);
prev_render_target = ops_set_render_target (builder, render_target);
ops_begin (builder, OP_CLEAR);
prev_projection = ops_set_projection (builder, &item_proj);
- ops_set_modelview (builder, NULL); /* Modelview */
+ ops_set_modelview (builder, NULL);
prev_viewport = ops_set_viewport (builder, &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height));
/* Draw outline */
ops_set_program (builder, &self->color_program);
- ops_push_clip (builder, &offset_outline);
+ ops_push_clip (builder, &scaled_outline);
ops_set_color (builder, gsk_outset_shadow_node_peek_color (node));
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { 0, }, { 0, 1 }, },
{ { texture_width, }, { 1, 1 }, },
});
- gsk_gl_driver_create_render_target (self->gl_driver, texture_width, texture_height,
- &blurred_texture_id, &blurred_render_target);
- gdk_gl_context_label_object_printf (self->gl_context, GL_TEXTURE, blurred_texture_id,
- "Outset Shadow Cache %d", blurred_texture_id);
- gdk_gl_context_label_object_printf (self->gl_context, GL_FRAMEBUFFER, render_target,
- "Outset Shadow Cache FB %d", render_target);
-
- ops_set_render_target (builder, blurred_render_target);
- ops_pop_clip (builder);
- ops_begin (builder, OP_CLEAR);
-
- gsk_rounded_rect_init_from_rect (&blit_clip,
- &GRAPHENE_RECT_INIT (0, 0, texture_width, texture_height), 0.0f);
-
- ops_set_program (builder, &self->blur_program);
-
- op = ops_begin (builder, OP_CHANGE_BLUR);
- op->size.width = texture_width;
- op->size.height = texture_height;
- op->radius = blur_radius;
-
- ops_push_clip (builder, &blit_clip);
- ops_set_texture (builder, texture_id);
- 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_pop_clip (builder);
ops_set_viewport (builder, &prev_viewport);
ops_pop_modelview (builder);
ops_set_projection (builder, &prev_projection);
ops_set_render_target (builder, prev_render_target);
+ /* Now blur the outline */
+ blurred_texture_id = blur_texture (self, builder,
+ texture_id,
+ texture_width,
+ texture_height,
+ blur_radius);
+
gsk_gl_driver_mark_texture_permanent (self->gl_driver, blurred_texture_id);
gsk_gl_shadow_cache_commit (&self->shadow_cache,
- &offset_outline,
+ &scaled_outline,
blur_radius,
blurred_texture_id);
}
shadow->corner_widths,
shadow->corner_heights);
- /* We use the one outset shadow op from above to draw all 8 sides/corners. */
{
- const GskRoundedRect *o = &offset_outline;
- float top_height = MAX (o->corner[0].height, o->corner[1].height);
- float bottom_height = MAX (o->corner[2].height, o->corner[3].height);
- float left_width = MAX (o->corner[0].width, o->corner[3].width);
- float right_width = MAX (o->corner[1].width, o->corner[2].width);
+ const float min_x = builder->dx + outline->bounds.origin.x - spread - (blur_extra / 2.0) + dx;
+ const float min_y = builder->dy + outline->bounds.origin.y - spread - (blur_extra / 2.0) + dy;
+ const float max_x = min_x + outline->bounds.size.width + (spread + (blur_extra / 2.0)) * 2;
+ const float max_y = min_y + outline->bounds.size.height + (spread + (blur_extra / 2.0)) * 2;
+ const float left_width = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_LEFT].width,
+ unscaled_outline.corner[GSK_CORNER_BOTTOM_LEFT].width),
+ blur_extra / 2.0);
+ const float top_height = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_LEFT].height,
+ unscaled_outline.corner[GSK_CORNER_TOP_RIGHT].height),
+ blur_extra / 2.0);
+ const float right_width = MAX (MAX (unscaled_outline.corner[GSK_CORNER_TOP_RIGHT].width,
+ unscaled_outline.corner[GSK_CORNER_BOTTOM_RIGHT].width),
+ blur_extra / 2.0);
+ const float bottom_height = MAX (MAX (unscaled_outline.corner[GSK_CORNER_BOTTOM_LEFT].height,
+ unscaled_outline.corner[GSK_CORNER_BOTTOM_RIGHT].height),
+ blur_extra / 2.0);
+ const float center_width = (max_x - min_x) - left_width - right_width;
+ const float center_height = (max_y - min_y) - top_height - bottom_height;
float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
- top_height = MAX (top_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
- bottom_height = MAX (bottom_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
- left_width = MAX (left_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
- right_width = MAX (right_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
+ /* Our texture coordinates MUST be scaled, while the actual vertex coords
+ * MUST NOT be scaled. */
/* Top left */
if (top_height > 0 && left_width > 0)
{
- x1 = min_x + dx;
- x2 = min_x + dx + left_width;
- y1 = min_y + dy;
- y2 = min_y + dy + top_height;
+ x1 = min_x;
+ x2 = min_x + left_width;
+ y1 = min_y;
+ y2 = min_y + top_height;
+
tx1 = 0;
- tx2 = left_width / texture_width;
- ty1 = 1 - (top_height / texture_height);
+ tx2 = (left_width * scale) / texture_width;
+ ty1 = 1 - (top_height * scale / texture_height);
ty2 = 1;
+
+ g_assert_cmpfloat (x1, <=, x2);
+ g_assert_cmpfloat (y1, <=, y2);
+ g_assert_cmpfloat (tx1, <=, tx2);
+ g_assert_cmpfloat (ty1, <=, ty2);
+
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
});
}
- /* Top right */
- if (top_height > 0 && right_width > 0)
+ /* Top side */
+ if (top_height > 0 && center_width > 0)
{
- x1 = max_x + dx - right_width;
- x2 = max_x + dx;
- y1 = min_y + dy;
- y2 = min_y + dy + top_height;
- tx1 = 1 - (right_width / texture_width);
- tx2 = 1;
- ty1 = 1 - (top_height / texture_height);
+ x1 = min_x + left_width;
+ x2 = x1 + center_width;
+ y1 = min_y;
+ y2 = min_y + top_height;
+
+ tx1 = left_width * scale / texture_width;
+ tx2 = 1.0 - (right_width * scale / texture_width);
+ ty1 = 1 - (top_height * scale / texture_height);
ty2 = 1;
+
+ g_assert_cmpfloat (x1, <=, x2);
+ g_assert_cmpfloat (y1, <=, y2);
+ g_assert_cmpfloat (tx1, <=, tx2);
+ g_assert_cmpfloat (ty1, <=, ty2);
+
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
});
}
+ /* Top right */
+ if (top_height > 0 && right_width > 0)
+ {
+ x1 = max_x - right_width;
+ x2 = max_x;
+ y1 = min_y;
+ y2 = min_y + top_height;
+ tx1 = 1 - (right_width * scale / texture_width);
+ tx2 = 1;
+ ty1 = 1 - (top_height * scale / texture_height);
+ ty2 = 1;
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { x1, y1 }, { tx1, ty2 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
+
+ { { x2, y2 }, { tx2, ty1 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
+ });
+ }
+
/* Bottom right */
if (bottom_height > 0 && left_width > 0)
{
- x1 = max_x + dx - right_width;
- x2 = max_x + dx;
- y1 = max_y + dy - bottom_height;
- y2 = max_y + dy;
- tx1 = 1 - (right_width / texture_width);
+ x1 = max_x - right_width;
+ x2 = max_x;
+ y1 = max_y - bottom_height;
+ y2 = max_y;
+ tx1 = 1 - (right_width * scale / texture_width);
tx2 = 1;
ty1 = 0;
- ty2 = (bottom_height / texture_height);
+ ty2 = (bottom_height * scale / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
/* Bottom left */
if (bottom_height > 0 && left_width > 0)
{
- x1 = min_x + dx;
- x2 = min_x + dx + left_width;
- y1 = max_y + dy - bottom_height;
- y2 = max_y + dy;
+ x1 = min_x;
+ x2 = min_x + left_width;
+ y1 = max_y - bottom_height;
+ y2 = max_y;
tx1 = 0;
- tx2 = left_width / texture_width;
+ tx2 = left_width * scale / texture_width;
ty1 = 0;
- ty2 = bottom_height / texture_height;
+ ty2 = bottom_height * scale / texture_height;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
/* Left side */
if (left_width > 0)
{
- x1 = min_x + dx;
- x2 = min_x + dx + left_width;
- y1 = min_y + dy + top_height;
- y2 = max_y + dy - bottom_height;
+ x1 = min_x;
+ x2 = min_x + left_width;
+ y1 = min_y + top_height;
+ y2 = y1 + center_height;
tx1 = 0;
- tx2 = left_width / texture_width;
- ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
- ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
+ tx2 = left_width * scale / texture_width;
+ ty1 = top_height * scale / texture_height;
+ ty2 = 1.0 - (bottom_height * scale / texture_height);
+
+ g_assert_cmpfloat (x1, <=, x2);
+ g_assert_cmpfloat (y1, <=, y2);
+ g_assert_cmpfloat (tx1, <=, tx2);
+ g_assert_cmpfloat (ty1, <=, ty2);
+
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
/* Right side */
if (right_width > 0)
{
- x1 = max_x + dx - right_width;
- x2 = max_x + dx;
- y1 = min_y + dy + top_height;
- y2 = max_y + dy - bottom_height;
- tx1 = 1 - (right_width / texture_width);
+ x1 = max_x - right_width;
+ x2 = max_x;
+ y1 = min_y + top_height;
+ y2 = y1 + center_height;
+ tx1 = 1 - (right_width * scale / texture_width);
tx2 = 1;
- ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
- ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
+ ty1 = top_height * scale / texture_height;
+ ty2 = 1.0 - (bottom_height * scale / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
});
}
- /* Top side */
- if (top_height > 0)
+ /* Bottom side */
+ if (bottom_height > 0)
{
- x1 = min_x + dx + left_width;
- x2 = max_x + dx - right_width;
- y1 = min_y + dy;
- y2 = min_y + dy + top_height;
- tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
- tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
- ty1 = 1 - (top_height / texture_height);
- ty2 = 1;
+ x1 = min_x + left_width;
+ x2 = max_x - right_width;
+ y1 = max_y - bottom_height;
+ y2 = max_y;
+ tx1 = left_width * scale / texture_width;
+ tx2 = 1.0 - (right_width * scale / texture_width);
+ ty1 = 0;
+ ty2 = bottom_height * scale / texture_height;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
});
}
- /* Bottom side */
- if (bottom_height > 0)
+ /* Middle */
+ if (center_width > 0 && center_height > 0)
{
- x1 = min_x + dx + left_width;
- x2 = max_x + dx - right_width;
- y1 = max_y + dy - bottom_height;
- y2 = max_y + dy;
- tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
- tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
- ty1 = 0;
- ty2 = bottom_height / texture_height;
+ x1 = min_x + left_width;
+ x2 = max_x - right_width;
+ y1 = min_y + top_height;
+ y2 = max_y - bottom_height;
+ tx1 = left_width * scale / texture_width;
+ tx2 = 1.0 - (right_width * scale / texture_width);
+ ty1 = top_height * scale / texture_height;
+ ty2 = 1.0 - (bottom_height * scale / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
});
}
- if (dx != 0 || dy != 0)
- {
- /* Middle */
- x1 = min_x + dx + left_width;
- x2 = max_x + dx - right_width;
- y1 = min_y + dy + top_height;
- y2 = max_y + dy - bottom_height;
- if (x2 > x1 && y2 > y1)
- {
- tx1 = (texture_width - SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
- tx2 = (texture_width + SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
- ty1 = (texture_height - SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
- ty2 = (texture_height + SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
- ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
- { { x1, y1 }, { tx1, ty2 }, },
- { { x1, y2 }, { tx1, ty1 }, },
- { { x2, y1 }, { tx2, ty2 }, },
-
- { { x2, y2 }, { tx2, ty1 }, },
- { { x1, y2 }, { tx1, ty1 }, },
- { { x2, y1 }, { tx2, ty2 }, },
- });
- }
- }
-
}
}
OP_PRINT (" -> Blur");
glUniform1f (program->blur.blur_radius_location, op->radius);
glUniform2f (program->blur.blur_size_location, op->size.width, op->size.height);
- /*glUniform2f (program->blur.dir_location, op->dir[0], op->dir[1]);*/
+ glUniform2f (program->blur.blur_dir_location, op->dir[0], op->dir[1]);
}
static inline void
/* blur */
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_radius);
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_size);
- /*INIT_PROGRAM_UNIFORM_LOCATION (blur, dir);*/
+ INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_dir);
/* inset shadow */
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow, color);