Learning_GTK4_tree/gsk/vulkan/gskvulkaninsetshadowop.c

102 lines
3.1 KiB
C

#include "config.h"
#include "gskvulkaninsetshadowopprivate.h"
#include "gskvulkanprivate.h"
#include "gskvulkanshaderopprivate.h"
#include "gsk/gskroundedrectprivate.h"
#include "vulkan/resources/inset-shadow.vert.h"
typedef struct _GskVulkanInsetShadowOp GskVulkanInsetShadowOp;
struct _GskVulkanInsetShadowOp
{
GskVulkanShaderOp op;
GskRoundedRect outline;
GdkRGBA color;
graphene_point_t offset;
float spread;
float blur_radius;
};
static void
gsk_vulkan_inset_shadow_op_finish (GskVulkanOp *op)
{
}
static void
gsk_vulkan_inset_shadow_op_print (GskVulkanOp *op,
GString *string,
guint indent)
{
GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op;
print_indent (string, indent);
print_rounded_rect (string, &self->outline);
g_string_append (string, "inset-shadow ");
if (self->blur_radius > 0)
g_string_append_printf (string, "blur %gpx ", self->blur_radius);
print_newline (string);
}
static void
gsk_vulkan_inset_shadow_op_collect_vertex_data (GskVulkanOp *op,
guchar *data)
{
GskVulkanInsetShadowOp *self = (GskVulkanInsetShadowOp *) op;
GskVulkanInsetShadowInstance *instance = (GskVulkanInsetShadowInstance *) (data + ((GskVulkanShaderOp *) op)->vertex_offset);
gsk_rounded_rect_to_float (&self->outline, graphene_point_zero (), instance->outline);
gsk_vulkan_rgba_to_float (&self->color, instance->color);
gsk_vulkan_point_to_float (&self->offset, instance->offset);
instance->spread = self->spread;
instance->blur_radius = self->blur_radius;
}
static void
gsk_vulkan_inset_shadow_op_reserve_descriptor_sets (GskVulkanOp *op,
GskVulkanRender *render)
{
}
static const GskVulkanShaderOpClass GSK_VULKAN_INSET_SHADOW_OP_CLASS = {
{
GSK_VULKAN_OP_SIZE (GskVulkanInsetShadowOp),
GSK_VULKAN_STAGE_SHADER,
gsk_vulkan_inset_shadow_op_finish,
gsk_vulkan_inset_shadow_op_print,
gsk_vulkan_shader_op_count_vertex_data,
gsk_vulkan_inset_shadow_op_collect_vertex_data,
gsk_vulkan_inset_shadow_op_reserve_descriptor_sets,
gsk_vulkan_shader_op_command
},
"inset-shadow",
0,
&gsk_vulkan_inset_shadow_info,
};
void
gsk_vulkan_inset_shadow_op (GskVulkanRender *render,
GskVulkanShaderClip clip,
const GskRoundedRect *outline,
const graphene_point_t *offset,
const GdkRGBA *color,
const graphene_point_t *shadow_offset,
float spread,
float blur_radius)
{
GskVulkanInsetShadowOp *self;
self = (GskVulkanInsetShadowOp *) gsk_vulkan_shader_op_alloc (render, &GSK_VULKAN_INSET_SHADOW_OP_CLASS, clip, NULL);
self->outline = *outline;
gsk_rounded_rect_offset (&self->outline, offset->x, offset->y);
self->color = *color;
self->offset = *shadow_offset;
self->spread = spread;
self->blur_radius = blur_radius;
}