resizing size text should be drawn with the current foreground color

This commit is contained in:
Kovid Goyal 2021-11-01 07:19:17 +05:30
parent fffee1049f
commit ddfa653197
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GPG Key ID: 06BC317B515ACE7C
2 changed files with 9 additions and 22 deletions

View File

@ -3,7 +3,7 @@
uniform sampler2D image; uniform sampler2D image;
#ifdef ALPHA_MASK #ifdef ALPHA_MASK
uniform uint fg; uniform vec3 amask_fg;
uniform float alpha_mask_premult; uniform float alpha_mask_premult;
#else #else
uniform float inactive_text_alpha; uniform float inactive_text_alpha;
@ -12,23 +12,10 @@ uniform float inactive_text_alpha;
in vec2 texcoord; in vec2 texcoord;
out vec4 color; out vec4 color;
#ifdef ALPHA_MASK
const uint BYTE_MASK = uint(0xFF);
vec3 color_to_vec(uint c) {
uint r, g, b;
r = (c >> 16) & BYTE_MASK;
g = (c >> 8) & BYTE_MASK;
b = c & BYTE_MASK;
return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
}
#endif
void main() { void main() {
color = texture(image, texcoord); color = texture(image, texcoord);
#ifdef ALPHA_MASK #ifdef ALPHA_MASK
color = vec4(color_to_vec(fg), color.r); color = vec4(amask_fg, color.r);
color = mix(color, vec4(color.rgb * color.a, color.a), alpha_mask_premult); color = mix(color, vec4(color.rgb * color.a, color.a), alpha_mask_premult);
#else #else
color.a *= inactive_text_alpha; color.a *= inactive_text_alpha;

View File

@ -244,8 +244,7 @@ create_graphics_vao() {
struct CellUniformData { struct CellUniformData {
bool constants_set; bool constants_set;
bool alpha_mask_fg_set; GLint gploc, gpploc, cploc, cfploc, fg_loc, amask_premult_loc, amask_fg_loc, amask_image_loc;
GLint gploc, gpploc, cploc, cfploc, fg_loc, amask_premult_loc;
GLfloat prev_inactive_text_alpha; GLfloat prev_inactive_text_alpha;
}; };
@ -468,11 +467,10 @@ draw_centered_alpha_mask(OSWindow *os_window, size_t screen_width, size_t screen
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, canvas); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, canvas);
bind_program(GRAPHICS_ALPHA_MASK_PROGRAM); bind_program(GRAPHICS_ALPHA_MASK_PROGRAM);
if (!cell_uniform_data.alpha_mask_fg_set) { glUniform1i(cell_uniform_data.amask_image_loc, GRAPHICS_UNIT);
cell_uniform_data.alpha_mask_fg_set = true; #define CV3(x) (((float)((x >> 16) & 0xff))/255.f), (((float)((x >> 8) & 0xff))/255.f), (((float)(x & 0xff))/255.f)
glUniform1i(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "image"), GRAPHICS_UNIT); glUniform3f(cell_uniform_data.amask_fg_loc, CV3(OPT(foreground)));
glUniform1ui(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "fg"), OPT(foreground)); #undef CV3
}
glUniform1f(cell_uniform_data.amask_premult_loc, os_window->is_semi_transparent ? 1.f : 0.f); glUniform1f(cell_uniform_data.amask_premult_loc, os_window->is_semi_transparent ? 1.f : 0.f);
send_graphics_data_to_gpu(1, os_window->gvao_idx, &data); send_graphics_data_to_gpu(1, os_window->gvao_idx, &data);
glEnable(GL_BLEND); glEnable(GL_BLEND);
@ -524,6 +522,8 @@ set_cell_uniforms(float current_inactive_text_alpha, bool force) {
cell_uniform_data.cploc = glGetUniformLocation(program_id(CELL_PROGRAM), "inactive_text_alpha"); cell_uniform_data.cploc = glGetUniformLocation(program_id(CELL_PROGRAM), "inactive_text_alpha");
cell_uniform_data.cfploc = glGetUniformLocation(program_id(CELL_FG_PROGRAM), "inactive_text_alpha"); cell_uniform_data.cfploc = glGetUniformLocation(program_id(CELL_FG_PROGRAM), "inactive_text_alpha");
cell_uniform_data.amask_premult_loc = glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "alpha_mask_premult"); cell_uniform_data.amask_premult_loc = glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "alpha_mask_premult");
cell_uniform_data.amask_fg_loc = glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "amask_fg");
cell_uniform_data.amask_image_loc = glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "image");
#define S(prog, name, val, type) { bind_program(prog); glUniform##type(glGetUniformLocation(program_id(prog), #name), val); } #define S(prog, name, val, type) { bind_program(prog); glUniform##type(glGetUniformLocation(program_id(prog), #name), val); }
S(GRAPHICS_PROGRAM, image, GRAPHICS_UNIT, 1i); S(GRAPHICS_PROGRAM, image, GRAPHICS_UNIT, 1i);
S(GRAPHICS_PREMULT_PROGRAM, image, GRAPHICS_UNIT, 1i); S(GRAPHICS_PREMULT_PROGRAM, image, GRAPHICS_UNIT, 1i);