Calculate background image position on the GPU

This commit is contained in:
itepechi
2021-10-28 18:22:06 +09:00
parent 87d79c7415
commit dac1612cb0
2 changed files with 21 additions and 17 deletions

View File

@@ -8,8 +8,8 @@
#define tex_right 1
#define tex_bottom 1
uniform float unscaled;
uniform vec2 translate; // [ left, top ]
uniform float rescaled;
uniform vec2 transform; // [ pos_left_relative, pos_top_relative ]
uniform vec4 sizes; // [ window_width, window_height, image_width, image_height ]
out vec2 texcoord;
@@ -28,12 +28,16 @@ const vec2 tex_map[] = vec2[4](
);
float unscaling_factor(int i) {
return unscaled * (sizes[i] / sizes[i + 2]) + (1 - unscaled);
float scaling_factor(int i) {
return rescaled * (sizes[i] / sizes[i + 2]) + (1 - rescaled);
}
float position_divisor(int i) {
return (sizes[i] - sizes[i + 2]) * transform[i] / sizes[i + 2];
}
void main() {
vec2 tex_coords = tex_map[gl_VertexID];
texcoord = vec2(tex_coords[0] * unscaling_factor(0) - translate[0], tex_coords[1] * unscaling_factor(1) - translate[1]);
texcoord = vec2(tex_coords[0] * scaling_factor(0) - position_divisor(0), tex_coords[1] * scaling_factor(1) - position_divisor(1));
gl_Position = vec4(pos_map[gl_VertexID], 0, 1);
}

View File

@@ -166,7 +166,7 @@ typedef struct {
static CellProgramLayout cell_program_layouts[NUM_PROGRAMS];
static ssize_t blit_vertex_array;
typedef struct {
GLint image_location, unscaled_location, translate_location, sizes_location, opacity_location, premult_location;
GLint image_location, rescaled_location, transform_location, sizes_location, opacity_location, premult_location;
} BGImageProgramLayout;
static BGImageProgramLayout bgimage_program_layout = {0};
typedef struct {
@@ -198,8 +198,8 @@ init_cell_program(void) {
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.unscaled_location = get_uniform_location(BGIMAGE_PROGRAM, "unscaled");
bgimage_program_layout.translate_location = get_uniform_location(BGIMAGE_PROGRAM, "translate");
bgimage_program_layout.rescaled_location = get_uniform_location(BGIMAGE_PROGRAM, "rescaled");
bgimage_program_layout.transform_location = get_uniform_location(BGIMAGE_PROGRAM, "transform");
bgimage_program_layout.premult_location = get_uniform_location(BGIMAGE_PROGRAM, "premult");
tint_program_layout.tint_color_location = get_uniform_location(TINT_PROGRAM, "tint_color");
tint_program_layout.edges_location = get_uniform_location(TINT_PROGRAM, "edges");
@@ -408,28 +408,28 @@ draw_bg(OSWindow *w) {
bind_program(BGIMAGE_PROGRAM);
bind_vertex_array(blit_vertex_array);
const bool unscaled = OPT(background_image_layout) == TILING || OPT(background_image_layout) == MIRRORED || OPT(background_image_layout) == CLAMPED;
const bool rescaled = OPT(background_image_layout) == TILING || OPT(background_image_layout) == MIRRORED || OPT(background_image_layout) == CLAMPED;
static bool bgimage_constants_set = false;
if (!bgimage_constants_set) {
glUniform1i(bgimage_program_layout.image_location, BGIMAGE_UNIT);
glUniform1f(bgimage_program_layout.opacity_location, OPT(background_opacity));
glUniform1f(bgimage_program_layout.unscaled_location, (GLfloat)unscaled);
glUniform1f(bgimage_program_layout.rescaled_location, (GLfloat)rescaled);
bgimage_constants_set = true;
}
float translate_left = 0.0f, translate_top = 0.0f;
if (unscaled) {
float pos_left_relative = 0.0f, pos_top_relative = 0.0f;
if (rescaled) {
if (OPT(background_image_anchor) == TOP || OPT(background_image_anchor) == CENTER || OPT(background_image_anchor) == BOTTOM) {
translate_left = ((float)w->window_width / 2.0f - (float)w->bgimage->width / 2.0f) / (float)w->bgimage->width;
pos_left_relative = 0.5f;
} else if (OPT(background_image_anchor) == TOP_RIGHT || OPT(background_image_anchor) == RIGHT || OPT(background_image_anchor) == BOTTOM_RIGHT) {
translate_left = ((float)w->window_width - (float)w->bgimage->width) / (float)w->bgimage->width;
pos_left_relative = 1.0f;
}
if (OPT(background_image_anchor) == LEFT || OPT(background_image_anchor) == CENTER || OPT(background_image_anchor) == RIGHT) {
translate_top = ((float)w->window_height / 2.0f - (float)w->bgimage->height / 2.0f) / (float)w->bgimage->height;
pos_top_relative = 0.5f;
} else if (OPT(background_image_anchor) == BOTTOM_LEFT || OPT(background_image_anchor) == BOTTOM || OPT(background_image_anchor) == BOTTOM_RIGHT) {
translate_top = ((float)w->window_height - (float)w->bgimage->height) / (float)w->bgimage->height;
pos_top_relative = 1.0f;
}
}
glUniform2f(bgimage_program_layout.translate_location, (GLfloat)translate_left, (GLfloat)translate_top);
glUniform2f(bgimage_program_layout.transform_location, (GLfloat)pos_left_relative, (GLfloat)pos_top_relative);
glUniform4f(bgimage_program_layout.sizes_location,
(GLfloat)w->window_width, (GLfloat)w->window_height, (GLfloat)w->bgimage->width, (GLfloat)w->bgimage->height);
glUniform1f(bgimage_program_layout.premult_location, w->is_semi_transparent ? 1.f : 0.f);