Migrate the borders program

This commit is contained in:
Kovid Goyal
2017-09-11 15:39:29 +05:30
parent 5905216f96
commit 2a24199c90
6 changed files with 155 additions and 115 deletions

View File

@@ -2,84 +2,49 @@
# vim:fileencoding=utf-8
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
from ctypes import addressof
from functools import partial
from itertools import chain
from .constants import GLfloat, GLuint, viewport_size
from .constants import viewport_size
from .fast_data_types import (
GL_STATIC_DRAW, GL_TRIANGLE_FAN, glDrawArraysInstanced, glUniform3fv,
BORDERS_PROGRAM, GL_UNSIGNED_INT, glUniform2ui
BORDERS_PROGRAM, add_borders_rect, compile_program, draw_borders,
init_borders_program, send_borders_rects
)
from .shaders import ShaderProgram, load_shaders
from .utils import pt_to_px
from .shaders import load_shaders
from .utils import color_as_int, pt_to_px
def as_color(c):
return c[0] / 255, c[1] / 255, c[2] / 255
def vertical_edge(color, width, top, bottom, left):
add_borders_rect(left, top, left + width, bottom, color)
def to_opengl(val, sz):
return -1 + 2 * val / sz
def horizontal_edge(color, height, left, right, top):
add_borders_rect(left, top, right, top + height, color)
def as_rect(left, top, right, bottom, color=0):
yield left
yield top
yield right
yield bottom
def edge(func, color, sz, a, b):
return partial(func, color, sz, a, b)
class BordersProgram(ShaderProgram):
def __init__(self):
ShaderProgram.__init__(self, BORDERS_PROGRAM, *load_shaders('border'))
with self.array_object_creator() as add_attribute:
self.vao_id = add_attribute.vao_id
add_attribute('rect', size=4, dtype=GL_UNSIGNED_INT, divisor=1)
def send_data(self, data):
self.send_vertex_data(self.vao_id, data, usage=GL_STATIC_DRAW)
def set_colors(self, color_buf):
glUniform3fv(self.uniform_location('colors'), 3, addressof(color_buf))
glUniform2ui(self.uniform_location('viewport'), viewport_size.width, viewport_size.height)
def border_maker(rects):
' Create a function that will add all the rectangles for drawing a border to rects '
def r(l, t, b, r, color):
rects.extend(as_rect(l, t, b, r, color))
def vertical_edge(color, width, top, bottom, left):
r(left, top, left + width, bottom, color)
def horizontal_edge(color, height, left, right, top):
r(left, top, right, top + height, color)
def edge(func, color, sz, a, b):
return partial(func, color, sz, a, b)
def border(color, sz, left, top, right, bottom):
horz = edge(horizontal_edge, color, sz, left, right)
horz(top), horz(bottom - sz) # top, bottom edges
vert = edge(vertical_edge, color, sz, top, bottom)
vert(left), vert(right - sz) # left, right edges
return border
def border(color, sz, left, top, right, bottom):
horz = edge(horizontal_edge, color, sz, left, right)
horz(top), horz(bottom - sz) # top, bottom edges
vert = edge(vertical_edge, color, sz, top, bottom)
vert(left), vert(right - sz) # left, right edges
class Borders:
def __init__(self, opts):
self.is_dirty = False
self.can_render = False
self.border_width = pt_to_px(opts.window_border_width)
self.padding_width = pt_to_px(opts.window_padding_width)
self.color_buf = (GLfloat * 9)(
*as_color(opts.background), *as_color(opts.active_border_color),
*as_color(opts.inactive_border_color))
compile_program(BORDERS_PROGRAM, *load_shaders('border'))
init_borders_program()
self.background = color_as_int(opts.background)
self.active_border = color_as_int(opts.active_border_color)
self.inactive_border = color_as_int(opts.inactive_border_color)
self.dirty = False
def __call__(
self,
@@ -89,44 +54,30 @@ class Borders:
extra_blank_rects,
draw_window_borders=True
):
rects = []
add_borders_rect(0, 0, 0, 0, 0)
for br in chain(current_layout.blank_rects, extra_blank_rects):
rects.extend(as_rect(*br))
add_borders_rect(*br, self.background)
bw, pw = self.border_width, self.padding_width
fw = bw + pw
border = border_maker(rects)
if fw > 0:
for w in windows:
g = w.geometry
if bw > 0 and draw_window_borders:
# Draw the border rectangles
color = 1 if w is active_window else 2
color = self.active_border if w is active_window else self.inactive_border
border(
color, bw, g.left - fw, g.top - fw, g.right + fw,
g.bottom + fw)
g.bottom + fw
)
if pw > 0:
# Draw the background rectangles over the padding region
color = 0
color = self.background
border(
color, pw, g.left - pw, g.top - pw, g.right + pw,
g.bottom + pw)
g.bottom + pw
)
send_borders_rects(viewport_size.width, viewport_size.height)
self.num_of_rects = len(rects) // 4
self.rects = (GLuint * len(rects))()
for i, x in enumerate(rects):
self.rects[i] = x
self.is_dirty = True
self.can_render = True
def render(self, program):
if not self.can_render:
return
with program:
if self.is_dirty:
program.send_data(self.rects)
program.set_colors(self.color_buf)
self.is_dirty = False
with program.bound_vertex_array(program.vao_id):
glDrawArraysInstanced(
GL_TRIANGLE_FAN, 0, 4, self.num_of_rects)
def render(self):
draw_borders()