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LibAccelGfx+LibWeb: Add text shadow support in GPU painter
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commit
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6 changed files with 133 additions and 4 deletions
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@ -135,6 +135,39 @@ void main() {
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}
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)";
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char const* blur_fragment_shader_source = R"(
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#version 330 core
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uniform vec2 uResolution;
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uniform int uRadius;
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uniform int uHorizontal;
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uniform sampler2D uSampler;
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in vec2 vTextureCoord;
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out vec4 fragColor;
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#define pow2(x) (x * x)
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const float pi = atan(1.0) * 4.0;
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float gaussian(vec2 i, float sigma) {
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return 1.0 / (2.0 * pi * pow2(sigma)) * exp(-((pow2(i.x) + pow2(i.y)) / (2.0 * pow2(sigma))));
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}
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void main() {
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vec2 scale = vec2(1.0) / uResolution.xy;
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float sigma = float(uRadius);
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vec4 col = vec4(0.0);
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float accum = 0.0;
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float weight = 0.0;
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for (int i = -uRadius; i <= uRadius; i++) {
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vec2 offset = vec2(i * uHorizontal, i * (1 - uHorizontal));
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weight = gaussian(offset, sigma);
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col += texture(uSampler, vTextureCoord + scale * offset) * weight;
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accum += weight;
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}
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fragColor = col / accum;
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}
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)";
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HashMap<u32, GL::Texture> s_immutable_bitmap_texture_cache;
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NonnullOwnPtr<Painter> Painter::create()
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@ -149,6 +182,7 @@ Painter::Painter(Context& context)
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, m_rounded_rectangle_program(Program::create(Program::Name::RoundedRectangleProgram, vertex_shader_source, rect_with_rounded_corners_fragment_shader_source))
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, m_blit_program(Program::create(Program::Name::BlitProgram, blit_vertex_shader_source, blit_fragment_shader_source))
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, m_linear_gradient_program(Program::create(Program::Name::LinearGradientProgram, linear_gradient_vertex_shader_source, linear_gradient_fragment_shader_source))
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, m_blur_program(Program::create(Program::Name::BlurProgram, blit_vertex_shader_source, blur_fragment_shader_source))
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{
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m_state_stack.empend(State());
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}
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@ -352,7 +386,7 @@ void Painter::draw_scaled_bitmap(Gfx::FloatRect const& dst_rect, Gfx::Bitmap con
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GL::delete_texture(texture);
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}
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void Painter::draw_glyph_run(Vector<Gfx::DrawGlyphOrEmoji> const& glyph_run, Color const& color)
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void Painter::draw_glyph_run(Span<Gfx::DrawGlyphOrEmoji const> glyph_run, Color const& color)
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{
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bind_target_canvas();
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@ -667,6 +701,65 @@ void Painter::blit_scaled_texture(Gfx::FloatRect const& dst_rect, GL::Texture co
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GL::delete_vertex_array(vao);
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}
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void Painter::blit_blurred_texture(Gfx::FloatRect const& dst_rect, GL::Texture const& texture, Gfx::FloatRect const& src_rect, int radius, BlurDirection direction, ScalingMode scaling_mode)
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{
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bind_target_canvas();
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m_blur_program.use();
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auto dst_rect_in_clip_space = to_clip_space(transform().map(dst_rect));
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auto src_rect_in_texture_space = to_texture_space(src_rect, *texture.size);
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Vector<GLfloat> vertices;
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vertices.ensure_capacity(16);
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auto add_vertex = [&](auto const& p, auto const& s) {
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vertices.append(p.x());
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vertices.append(p.y());
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vertices.append(s.x());
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vertices.append(s.y());
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};
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add_vertex(dst_rect_in_clip_space.top_left(), src_rect_in_texture_space.top_left());
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add_vertex(dst_rect_in_clip_space.bottom_left(), src_rect_in_texture_space.bottom_left());
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add_vertex(dst_rect_in_clip_space.bottom_right(), src_rect_in_texture_space.bottom_right());
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add_vertex(dst_rect_in_clip_space.top_right(), src_rect_in_texture_space.top_right());
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auto vbo = GL::create_buffer();
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GL::upload_to_buffer(vbo, vertices);
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auto vao = GL::create_vertex_array();
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GL::bind_vertex_array(vao);
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GL::bind_buffer(vbo);
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auto vertex_position_attribute = m_blur_program.get_attribute_location("aVertexPosition");
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GL::set_vertex_attribute(vertex_position_attribute, 0, 4);
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auto resolution_uniform = m_blur_program.get_uniform_location("uResolution");
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GL::set_uniform(resolution_uniform, dst_rect.width(), dst_rect.height());
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auto radius_uniform = m_blur_program.get_uniform_location("uRadius");
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GL::set_uniform(radius_uniform, radius);
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auto direction_uniform = m_blur_program.get_uniform_location("uHorizontal");
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GL::set_uniform(direction_uniform, direction == BlurDirection::Horizontal ? 1 : 0);
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GL::bind_texture(texture);
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auto scaling_mode_gl = to_gl_scaling_mode(scaling_mode);
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GL::set_texture_scale_mode(scaling_mode_gl);
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GL::enable_blending(GL::BlendFactor::SrcAlpha, GL::BlendFactor::OneMinusSrcAlpha, GL::BlendFactor::One, GL::BlendFactor::One);
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GL::draw_arrays(GL::DrawPrimitive::TriangleFan, 4);
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GL::delete_buffer(vbo);
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GL::delete_vertex_array(vao);
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}
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void Painter::blit_blurred_canvas(Gfx::FloatRect const& dst_rect, Canvas const& canvas, int radius, BlurDirection direction, ScalingMode scaling_mode)
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{
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blit_blurred_texture(dst_rect, canvas.framebuffer().texture, { { 0, 0 }, canvas.size() }, radius, direction, scaling_mode);
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}
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void Painter::update_immutable_bitmap_texture_cache(HashMap<u32, Gfx::ImmutableBitmap const*>& immutable_bitmaps)
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{
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for (auto immutable_bitmap_id : s_immutable_bitmap_texture_cache.keys()) {
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