Use a single program for drawing background images

This commit is contained in:
Kovid Goyal 2020-01-31 15:09:47 +05:30
parent 9034b50b3a
commit 5263babc9a
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GPG Key ID: 06BC317B515ACE7C
7 changed files with 54 additions and 51 deletions

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@ -1,25 +1,11 @@
#version GLSL_VERSION
#define LAYOUT_TYPE
uniform sampler2D image;
uniform float bgimage_opacity;
#ifdef TILED
uniform float bgimage_scale;
uniform float window_width;
uniform float window_height;
#endif
uniform float opacity;
in vec2 texcoord;
out vec4 color;
void main() {
#ifdef TILED
ivec2 image_size = textureSize(image, 0);
vec2 txsz = vec2(window_width / (float(image_size[0]) * bgimage_scale), window_height / (float(image_size[1]) * bgimage_scale));
color = texture(image, texcoord * txsz);
#endif
#ifdef SIMPLE
color = texture(image, texcoord);
#endif
color = vec4(color.rgb, color.a * bgimage_opacity);
color = vec4(color.rgb, color.a * opacity);
}

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@ -3,6 +3,13 @@
#define top 1.0f
#define right 1.0f
#define bottom -1.0f
#define tex_left 0
#define tex_top 0
#define tex_right 1
#define tex_bottom 1
uniform float tiled;
uniform vec4 sizes; // [ window_width, window_height, image_width, image_height ]
out vec2 texcoord;
@ -12,10 +19,24 @@ const vec2 pos_map[] = vec2[4](
vec2(right, bottom),
vec2(right, top)
);
const vec2 tex_map[] = vec2[4](
vec2(tex_left, tex_top),
vec2(tex_left, tex_bottom),
vec2(tex_right, tex_bottom),
vec2(tex_right, tex_top)
);
float scale_factor(float window, float image) {
return max(1, window / image);
}
float tiling_factor(int i) {
return tiled * scale_factor(sizes[i], sizes[i + 2]) + (1 - tiled);
}
void main() {
vec2 vertex = pos_map[gl_VertexID];
texcoord = clamp(vec2(vertex[0], vertex[1]*-1), 0, 1);
gl_Position = vec4(vertex, 0, 1);
vec2 tex_coords = tex_map[gl_VertexID];
texcoord = vec2(tex_coords[0] * tiling_factor(0), tex_coords[1] * tiling_factor(1));
gl_Position = vec4(pos_map[gl_VertexID], 0, 1);
}

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@ -867,9 +867,6 @@ Whether to tile or scale the background image.'''))
o('background_image_linear', False, long_text=_('''
When background image is scaled, whether linear interpolation should be used.'''))
o('background_image_scale', 1.0, option_type=positive_float, long_text=_('''
Only has an effect if :opt:`background_image_layout` is tiling, should be positive.'''))
o('dynamic_background_opacity', False, long_text=_('''
Allow changing of the :opt:`background_opacity` dynamically, using either keyboard
shortcuts (:sc:`increase_background_opacity` and :sc:`decrease_background_opacity`)

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@ -9,7 +9,7 @@
#include "gl.h"
#include <stddef.h>
enum { CELL_PROGRAM, CELL_BG_PROGRAM, CELL_SPECIAL_PROGRAM, CELL_FG_PROGRAM, BORDERS_PROGRAM, GRAPHICS_PROGRAM, GRAPHICS_PREMULT_PROGRAM, GRAPHICS_ALPHA_MASK_PROGRAM, BLIT_PROGRAM, BGIMAGE_PROGRAM, BGIMAGE_TILED_PROGRAM, NUM_PROGRAMS };
enum { CELL_PROGRAM, CELL_BG_PROGRAM, CELL_SPECIAL_PROGRAM, CELL_FG_PROGRAM, BORDERS_PROGRAM, GRAPHICS_PROGRAM, GRAPHICS_PREMULT_PROGRAM, GRAPHICS_ALPHA_MASK_PROGRAM, BLIT_PROGRAM, BGIMAGE_PROGRAM, NUM_PROGRAMS };
enum { SPRITE_MAP_UNIT, GRAPHICS_UNIT, BLIT_UNIT, BGIMAGE_UNIT };
// Sprites {{{
@ -164,6 +164,10 @@ typedef struct {
static CellProgramLayout cell_program_layouts[NUM_PROGRAMS];
static ssize_t blit_vertex_array;
typedef struct {
GLint image_location, tiled_location, sizes_location, opacity_location;
} BGImageProgramLayout;
static BGImageProgramLayout bgimage_program_layout = {0};
static void
init_cell_program(void) {
@ -182,6 +186,10 @@ init_cell_program(void) {
}
#undef C
blit_vertex_array = create_vao();
bgimage_program_layout.image_location = get_uniform_location(BGIMAGE_PROGRAM, "image");
bgimage_program_layout.opacity_location = get_uniform_location(BGIMAGE_PROGRAM, "opacity");
bgimage_program_layout.sizes_location = get_uniform_location(BGIMAGE_PROGRAM, "sizes");
bgimage_program_layout.tiled_location = get_uniform_location(BGIMAGE_PROGRAM, "tiled");
}
#define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer };
@ -334,25 +342,24 @@ cell_prepare_to_render(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, GLfloa
}
static void
draw_bg(int program, OSWindow *w) {
draw_bg(OSWindow *w) {
blank_canvas(w->is_semi_transparent ? OPT(background_opacity) : 1.0f, OPT(background));
bind_program(program);
bind_program(BGIMAGE_PROGRAM);
bind_vertex_array(blit_vertex_array);
static bool bgimage_constants_set = false;
if (!bgimage_constants_set) {
glUniform1i(glGetUniformLocation(program_id(program), "image"), BGIMAGE_UNIT);
glUniform1f(glGetUniformLocation(program_id(program), "bgimage_scale"), OPT(background_image_scale));
glUniform1f(glGetUniformLocation(program_id(program), "bgimage_opacity"), OPT(background_opacity));
glUniform1i(bgimage_program_layout.image_location, BGIMAGE_UNIT);
glUniform1f(bgimage_program_layout.opacity_location, OPT(background_opacity));
GLfloat tiled = (OPT(background_image_layout) == TILING || OPT(background_image_layout) == MIRRORED) ? 1 : 0;
glUniform1f(bgimage_program_layout.tiled_location, tiled);
bgimage_constants_set = true;
}
glUniform1f(glGetUniformLocation(program_id(program), "height"), (float)(w->window_height));
glUniform1f(glGetUniformLocation(program_id(program), "width"), (float)(w->window_width));
glUniform4f(bgimage_program_layout.sizes_location,
(GLfloat)w->window_width, (GLfloat)w->window_height, (GLfloat)w->bgimage.width, (GLfloat)w->bgimage.height);
glActiveTexture(GL_TEXTURE0 + BGIMAGE_UNIT);
glBindTexture(GL_TEXTURE_2D, w->bgimage.texture_id);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
unbind_vertex_array();
unbind_program();
}
@ -647,7 +654,7 @@ draw_borders(ssize_t vao_idx, unsigned int num_border_rects, BorderRect *rect_bu
if (w->bgimage.texture_id) {
glEnable(GL_BLEND);
BLEND_ONTO_OPAQUE;
draw_bg((OPT(background_image_layout) == TILING || OPT(background_image_layout) == MIRRORED) ? BGIMAGE_TILED_PROGRAM : BGIMAGE_PROGRAM, w);
draw_bg(w);
}
if (num_border_rects) {
@ -769,7 +776,7 @@ static PyMethodDef module_methods[] = {
bool
init_shaders(PyObject *module) {
#define C(x) if (PyModule_AddIntConstant(module, #x, x) != 0) { PyErr_NoMemory(); return false; }
C(CELL_PROGRAM); C(CELL_BG_PROGRAM); C(CELL_SPECIAL_PROGRAM); C(CELL_FG_PROGRAM); C(BORDERS_PROGRAM); C(GRAPHICS_PROGRAM); C(GRAPHICS_PREMULT_PROGRAM); C(GRAPHICS_ALPHA_MASK_PROGRAM); C(BLIT_PROGRAM); C(BGIMAGE_PROGRAM); C(BGIMAGE_TILED_PROGRAM);
C(CELL_PROGRAM); C(CELL_BG_PROGRAM); C(CELL_SPECIAL_PROGRAM); C(CELL_FG_PROGRAM); C(BORDERS_PROGRAM); C(GRAPHICS_PROGRAM); C(GRAPHICS_PREMULT_PROGRAM); C(GRAPHICS_ALPHA_MASK_PROGRAM); C(BLIT_PROGRAM); C(BGIMAGE_PROGRAM);
C(GLSL_VERSION);
C(GL_VERSION);
C(GL_VENDOR);

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@ -540,7 +540,6 @@ PYWRAP1(set_options) {
S(cursor_blink_interval, parse_s_double_to_monotonic_t);
S(cursor_stop_blinking_after, parse_s_double_to_monotonic_t);
S(background_opacity, PyFloat_AsFloat);
S(background_image_scale, PyFloat_AsFloat);
S(background_image_layout, bglayout);
S(background_image_linear, PyObject_IsTrue);
S(dim_opacity, PyFloat_AsFloat);

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@ -41,7 +41,6 @@ typedef struct {
char* background_image;
BackgroundImageLayout background_image_layout;
float background_image_scale;
bool background_image_linear;
bool dynamic_background_opacity;

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@ -15,14 +15,14 @@ from .constants import (
ScreenGeometry, WindowGeometry, appname, get_boss, wakeup
)
from .fast_data_types import (
BLIT_PROGRAM, BGIMAGE_PROGRAM, BGIMAGE_TILED_PROGRAM, CELL_BG_PROGRAM,
CELL_FG_PROGRAM, CELL_PROGRAM, CELL_SPECIAL_PROGRAM, CSI, DCS, DECORATION,
DIM, GRAPHICS_ALPHA_MASK_PROGRAM, GRAPHICS_PREMULT_PROGRAM,
GRAPHICS_PROGRAM, MARK, MARK_MASK, OSC, REVERSE, SCROLL_FULL, SCROLL_LINE,
SCROLL_PAGE, STRIKETHROUGH, Screen, add_window, cell_size_for_window,
compile_program, get_clipboard_string, init_cell_program,
set_clipboard_string, set_titlebar_color, set_window_render_data,
update_window_title, update_window_visibility, viewport_for_window
BGIMAGE_PROGRAM, BLIT_PROGRAM, CELL_BG_PROGRAM, CELL_FG_PROGRAM,
CELL_PROGRAM, CELL_SPECIAL_PROGRAM, CSI, DCS, DECORATION, DIM,
GRAPHICS_ALPHA_MASK_PROGRAM, GRAPHICS_PREMULT_PROGRAM, GRAPHICS_PROGRAM,
MARK, MARK_MASK, OSC, REVERSE, SCROLL_FULL, SCROLL_LINE, SCROLL_PAGE,
STRIKETHROUGH, Screen, add_window, cell_size_for_window, compile_program,
get_clipboard_string, init_cell_program, set_clipboard_string,
set_titlebar_color, set_window_render_data, update_window_title,
update_window_visibility, viewport_for_window
)
from .keys import defines, extended_key_event, keyboard_mode_name
from .rgb import to_color
@ -94,13 +94,7 @@ def load_shader_programs(semi_transparent=False):
compile_program(p, v, ff)
v, f = load_shaders('bgimage')
for which, p in {
'SIMPLE': BGIMAGE_PROGRAM,
'TILED': BGIMAGE_TILED_PROGRAM,
}.items():
ff = f.replace('LAYOUT_TYPE', which)
compile_program(p, v, ff)
compile_program(BGIMAGE_PROGRAM, v, f)
init_cell_program()