backend: gl_common: handle corner radius property
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
@@ -401,6 +401,9 @@ static void _gl_compose(backend_t *base, struct backend_image *img, GLuint targe
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if (gd->win_shader.unifm_max_brightness >= 0) {
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glUniform1f(gd->win_shader.unifm_max_brightness, (float)img->max_brightness);
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}
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if (gd->win_shader.unifm_corner_radius >= 0) {
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glUniform1f(gd->win_shader.unifm_corner_radius, (float)img->corner_radius);
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}
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// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
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// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
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@@ -900,6 +903,8 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
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ret->unifm_brightness = glGetUniformLocationChecked(ret->prog, "brightness");
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ret->unifm_max_brightness =
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glGetUniformLocationChecked(ret->prog, "max_brightness");
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ret->unifm_corner_radius =
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glGetUniformLocationChecked(ret->prog, "corner_radius");
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gl_check_err();
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@@ -1534,11 +1539,18 @@ void gl_get_blur_size(void *blur_context, int *width, int *height) {
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const char *win_shader_glsl = GLSL(330,
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uniform float opacity;
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uniform float dim;
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uniform float corner_radius;
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uniform bool invert_color;
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in vec2 texcoord;
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uniform sampler2D tex;
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uniform sampler2D brightness;
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uniform float max_brightness;
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// Signed distance field for rectangle center at (0, 0), with size of
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// half_size * 2
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float rectangle_sdf(vec2 point, vec2 half_size) {
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vec2 d = abs(point) - half_size;
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return length(max(d, 0.0));
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}
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void main() {
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vec4 c = texelFetch(tex, ivec2(texcoord), 0);
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@@ -1555,6 +1567,12 @@ const char *win_shader_glsl = GLSL(330,
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if (brightness > max_brightness)
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c.rgb = c.rgb * (max_brightness / brightness);
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vec2 outer_size = vec2(textureSize(tex, 0));
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vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f;
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float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f,
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inner_size / 2.0f) - corner_radius;
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c *= 1.0f - clamp(rect_distance, 0.0f, 1.0f);
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gl_FragColor = c;
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}
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);
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@@ -22,6 +22,7 @@ typedef struct {
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GLint unifm_dim;
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GLint unifm_brightness;
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GLint unifm_max_brightness;
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GLint unifm_corner_radius;
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} gl_win_shader_t;
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// Program and uniforms for brightness shader
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