Back to rendering rounded box as stencil mask
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ae4f5fee9b
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2a5486184b
10 changed files with 37 additions and 86 deletions
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@ -113,12 +113,6 @@ void fx_renderer_clear(const float color[static 4]);
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void fx_renderer_scissor(struct wlr_box *box);
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void fx_renderer_start_stenciling(bool color_mask_write);
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void fx_renderer_close_stenciling(bool color_mask_write);
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void fx_renderer_end_stenciling();
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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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@ -395,34 +395,6 @@ void fx_renderer_scissor(struct wlr_box *box) {
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}
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}
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void fx_renderer_start_stenciling(bool color_mask_write) {
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glEnable(GL_STENCIL_TEST);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// Disable writing to color buffer
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if (!color_mask_write) {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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}
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}
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void fx_renderer_close_stenciling(bool color_mask_write) {
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// Reenable writing to color buffer
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if (!color_mask_write) {
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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}
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void fx_renderer_end_stenciling() {
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glDisable(GL_STENCIL_TEST);
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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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@ -692,6 +664,32 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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// Init stencil work
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// NOTE: Alpha needs to be set to 1.0 to be able to discard any "empty" pixels
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const float col[4] = {0.0, 0.0, 0.0, 1.0};
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struct wlr_box inner_box;
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memcpy(&inner_box, box, sizeof(struct wlr_box));
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inner_box.x += blur_sigma;
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inner_box.y += blur_sigma;
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inner_box.width -= blur_sigma * 2;
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inner_box.height -= blur_sigma * 2;
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glEnable(GL_STENCIL_TEST);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// Disable writing to color buffer
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Draw the rounded rect as a mask
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fx_render_rounded_rect(renderer, &inner_box, col, projection, corner_radius, ALL);
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// Close the mask
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glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// Reenable writing to color buffer
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// blending will practically always be needed (unless we have a madman
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// who uses opaque shadows with zero sigma), so just enable it
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glEnable(GL_BLEND);
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@ -718,4 +716,8 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glDisable(GL_STENCIL_TEST);
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}
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@ -1001,8 +1001,6 @@ static void render_containers_linear(struct sway_output *output,
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.has_titlebar = has_titlebar,
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};
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fx_renderer_start_stenciling(true);
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render_view(output, damage, child, colors, deco_data);
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if (has_titlebar) {
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render_titlebar(output, damage, child, floor(state->x), floor(state->y),
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@ -1012,21 +1010,16 @@ static void render_containers_linear(struct sway_output *output,
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render_top_border(output, damage, state, colors, deco_data.alpha, deco_data.corner_radius);
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}
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fx_renderer_close_stenciling(true);
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// render shadow
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if (child->shadow_enabled
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&& config->shadow_blur_sigma > 0
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&& config->shadow_color[3] > 0.0
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&& child->current.border != B_CSD) {
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&& config->shadow_color[3] > 0.0) {
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struct wlr_box box = { state->x, state->y, state->width, state->height };
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scale_box(&box, output->wlr_output->scale);
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render_box_shadow(output, damage, &box, config->shadow_color,
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config->shadow_blur_sigma, deco_data.corner_radius,
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state->border_thickness);
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}
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fx_renderer_end_stenciling();
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} else {
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render_container(output, damage, child,
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parent->focused || child->current.focused);
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@ -1054,8 +1047,6 @@ static void render_containers_tabbed(struct sway_output *output,
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struct border_colors *current_colors = &config->border_colors.unfocused;
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int tab_width = parent->box.width / parent->children->length;
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fx_renderer_start_stenciling(true);
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// Render tabs
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for (int i = 0; i < parent->children->length; ++i) {
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struct sway_container *child = parent->children->items[i];
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@ -1122,13 +1113,10 @@ static void render_containers_tabbed(struct sway_output *output,
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parent->focused || current->current.focused);
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}
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fx_renderer_close_stenciling(true);
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// render shadow
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if (current->shadow_enabled
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&& config->shadow_blur_sigma > 0
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&& config->shadow_color[3] > 0.0
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&& current->current.border != B_CSD) {
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&& config->shadow_color[3] > 0.0) {
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struct sway_container_state *state = ¤t->current;
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struct wlr_box box = { state->x, state->y, state->width, state->height };
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scale_box(&box, output->wlr_output->scale);
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@ -1136,8 +1124,6 @@ static void render_containers_tabbed(struct sway_output *output,
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config->shadow_blur_sigma, current->corner_radius,
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state->border_thickness);
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}
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fx_renderer_end_stenciling();
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}
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/**
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@ -1152,8 +1138,6 @@ static void render_containers_stacked(struct sway_output *output,
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struct border_colors *current_colors = &config->border_colors.unfocused;
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size_t titlebar_height = container_titlebar_height();
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fx_renderer_start_stenciling(true);
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// Render titles
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for (int i = 0; i < parent->children->length; ++i) {
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struct sway_container *child = parent->children->items[i];
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@ -1215,13 +1199,10 @@ static void render_containers_stacked(struct sway_output *output,
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parent->focused || current->current.focused);
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}
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fx_renderer_close_stenciling(true);
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// render shadow
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if (current->shadow_enabled
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&& config->shadow_blur_sigma > 0
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&& config->shadow_color[3] > 0.0
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&& current->current.border != B_CSD) {
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&& config->shadow_color[3] > 0.0) {
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struct sway_container_state *state = ¤t->current;
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struct wlr_box box = { state->x, state->y, state->width, state->height };
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scale_box(&box, output->wlr_output->scale);
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@ -1229,8 +1210,6 @@ static void render_containers_stacked(struct sway_output *output,
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config->shadow_blur_sigma, current->corner_radius,
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state->border_thickness);
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}
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fx_renderer_end_stenciling();
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}
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static void render_containers(struct sway_output *output,
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@ -1326,7 +1305,6 @@ static void render_floating_container(struct sway_output *soutput,
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.corner_radius = con->corner_radius,
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.has_titlebar = has_titlebar,
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};
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fx_renderer_start_stenciling(true);
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render_view(soutput, damage, con, colors, deco_data);
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if (has_titlebar) {
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render_titlebar(soutput, damage, con, floor(state->x), floor(state->y),
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@ -1336,8 +1314,6 @@ static void render_floating_container(struct sway_output *soutput,
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render_top_border(soutput, damage, state, colors, deco_data.alpha, deco_data.corner_radius);
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}
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fx_renderer_close_stenciling(true);
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// render shadow
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if (con->shadow_enabled
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&& config->shadow_blur_sigma > 0
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@ -1349,8 +1325,6 @@ static void render_floating_container(struct sway_output *soutput,
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config->shadow_blur_sigma, deco_data.corner_radius,
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con->current.border_thickness);
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}
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fx_renderer_end_stenciling();
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} else {
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render_container(soutput, damage, con, state->focused);
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}
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@ -24,8 +24,7 @@ void main() {
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float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, dist + half_thickness);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
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// Discards outside the curve and transparent pixels
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if (dist > half_thickness || gl_FragColor.a == 0.0) {
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if (gl_FragColor.a == 0.0) {
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discard;
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return;
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}
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@ -13,8 +13,7 @@ void main() {
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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// Discards outside the curve and transparent pixels
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if (dist > 0.0 || gl_FragColor.a == 0.0) {
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if (gl_FragColor.a == 0.0) {
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discard;
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}
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}
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@ -12,8 +12,7 @@ void main() {
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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// Discards outside the curve and transparent pixels
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if (dist > 0.0 || gl_FragColor.a == 0.0) {
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if (gl_FragColor.a == 0.0) {
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discard;
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}
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}
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@ -12,8 +12,7 @@ void main() {
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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// Discards outside the curve and transparent pixels
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if (dist > 0.0 || gl_FragColor.a == 0.0) {
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if (gl_FragColor.a == 0.0) {
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discard;
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}
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}
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@ -32,11 +32,6 @@ void main() {
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float dist = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, dist);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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// Discards pixels outside the curve
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if (dist < 0.0) {
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discard;
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return;
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}
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}
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}
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@ -30,11 +30,6 @@ void main() {
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float dist = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, dist);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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// Discards pixels outside the curve
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if (dist < 0.0) {
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discard;
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return;
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}
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}
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}
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@ -29,11 +29,6 @@ void main() {
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float dist = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, dist);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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// Discards pixels outside the curve
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if (dist < 0.0) {
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discard;
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return;
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}
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}
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}
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