Example #1
0
static void 
glw_bloom_render(glw_t *w, const glw_rctx_t *rc)
{
  glw_bloom_t *b = (void *)w;
  float a = rc->rc_alpha * w->glw_alpha;
  glw_rctx_t rc0;
  glw_t *c;

  rc0 = *rc;
  rc0.rc_alpha = a;
  TAILQ_FOREACH(c, &w->glw_childs, glw_parent_link)
    glw_render0(c, &rc0);

  if(b->b_glow < 0.01)
    return;

  b->b_need_render = a > 0.01;

  if(!b->b_need_render)
    return;
  
  if(glw_is_focusable(w))
    glw_store_matrix(w, rc);
  
  rc0 = *rc;

  glw_Scalef(&rc0, 
	     1.0 + EDGE_SIZE / rc->rc_width, 
	     1.0 + EDGE_SIZE / rc->rc_height, 
	     1.0);
#if 0
  glw_render(&b->b_render, w->glw_root, &rc0, 
	     GLW_RENDER_MODE_QUADS, GLW_RENDER_ATTRIBS_TEX,
	     &glw_rtt_texture(&b->b_rtt[0]), 1, 1, 1, a);
#endif

  a *= b->b_glow;

  glw_blendmode(w->glw_root, GLW_BLEND_ADDITIVE);
  glw_renderer_draw(&b->b_render, w->glw_root, &rc0, 
		    &glw_rtt_texture(&b->b_rtt[0]), 
		    NULL, NULL, a * 0.50, 0, NULL);


  glw_renderer_draw(&b->b_render, w->glw_root, &rc0, 
		    &glw_rtt_texture(&b->b_rtt[1]),
		    NULL, NULL, a * 0.44, 0, NULL);


  glw_renderer_draw(&b->b_render, w->glw_root, &rc0, 
		    &glw_rtt_texture(&b->b_rtt[2]),
		    NULL, NULL, a * 0.33, 0, NULL);
 
  glw_blendmode(w->glw_root, GLW_BLEND_NORMAL);
}
Example #2
0
static void
glw_throbber3d_render(glw_t *w, const glw_rctx_t *rc)
{
  glw_throbber3d_t *gt = (glw_throbber3d_t *)w;
  glw_rctx_t rc0, rc1;
  int i;
  glw_root_t *gr = w->glw_root;
  float a0 = w->glw_alpha * rc->rc_alpha;
  if(a0 < 0.01)
    return;

  if(!glw_renderer_initialized(&gt->renderer)) {
    glw_renderer_init(&gt->renderer, 16, 12, surfaces);

    for(i = 0; i < 16; i++) {
      glw_renderer_vtx_pos(&gt->renderer, i, pinvtx(i & 7));
      if(i < 8)
	glw_renderer_vtx_col(&gt->renderer, i, 1,1,1,1);
      else
	glw_renderer_vtx_col(&gt->renderer, i, 0.25, 0.25, 0.25, 1);
    }
  }

  rc0 = *rc;
  glw_scale_to_aspect(&rc0, 1.0);

  glw_blendmode(gr, GLW_BLEND_ADDITIVE);

#define NUMPINS 15

  for(i = 1; i < NUMPINS; i++) {
    
    float alpha = (1 - ((float)i / NUMPINS)) * rc->rc_alpha * w->glw_alpha;

    rc1 = rc0;
    glw_Rotatef(&rc1, 0.1 * gt->angle - i * ((360 / NUMPINS) / 3), 0, 1, 0);
    glw_Rotatef(&rc1,       gt->angle - i *  (360 / NUMPINS),      0, 0, 1);

    glw_renderer_draw(&gt->renderer, gr, &rc1, 
		      NULL, NULL, NULL, alpha, 0, NULL);
  }
  glw_blendmode(gr, GLW_BLEND_NORMAL);
}
Example #3
0
static void
glw_fx_texrot_render_internal(glw_root_t *gr, glw_rctx_t *rc,
			      glw_fx_texrot_t *fx, glw_loadable_texture_t *glt)
{
  int i;
  glw_rctx_t rc0;

  glw_blendmode(gr, GLW_BLEND_ADDITIVE);

  glw_Scalef(rc, 2.0, 2.0, 1.0);

  for(i = 0; i < FX_NPLATES; i++) {

    rc0 = *rc;
    fx->fx_plates[i].angle += fx->fx_plates[i].inc;

    glw_Translatef(&rc0, fx->fx_plates[i].x, fx->fx_plates[i].y, 0.0);
    glw_Rotatef(&rc0, fx->fx_plates[i].angle, 0.0, 0.0, 1.0);

    glw_renderer_draw(&fx->fx_source_render, gr, &rc0,
		      &glt->glt_texture, NULL, NULL, 0.15);
  }
  glw_blendmode(gr, GLW_BLEND_NORMAL);
}
Example #4
0
static void 
glw_image_render(glw_t *w, const glw_rctx_t *rc)
{
  glw_image_t *gi = (void *)w;
  const glw_loadable_texture_t *glt = gi->gi_current;
  float alpha_self;
  float blur = 1 - (rc->rc_sharpness * w->glw_sharpness);
  glw_rctx_t rc0;
  
  alpha_self = rc->rc_alpha * w->glw_alpha * gi->gi_alpha_self * gi->gi_autofade;

  if(gi->gi_mode == GI_MODE_NORMAL || gi->gi_mode == GI_MODE_ALPHA_EDGES) {

    if(glt == NULL || !glw_is_tex_inited(&glt->glt_texture))
      return;

    rc0 = *rc;

    glw_align_1(&rc0, w->glw_alignment);
      
    if(gi->gi_bitmap_flags & GLW_IMAGE_FIXED_SIZE)
      glw_scale_to_pixels(&rc0, glt->glt_xs, glt->glt_ys);
    else if(w->glw_class == &glw_image || w->glw_class == &glw_icon)
      glw_scale_to_aspect(&rc0, glt->glt_aspect);

    if(gi->gi_angle != 0)
      glw_Rotatef(&rc0, -gi->gi_angle, 0, 0, 1);

    glw_align_2(&rc0, w->glw_alignment);

    if(glw_is_focusable(w))
      glw_store_matrix(w, &rc0);

    if(w->glw_class == &glw_frontdrop)
      render_child_simple(w, &rc0);

    if(alpha_self > 0.01f) {

      if(w->glw_flags2 & GLW2_SHADOW && !rc0.rc_inhibit_shadows) {
	float xd =  6.0f / rc0.rc_width;
	float yd = -6.0f / rc0.rc_height;

	glw_Translatef(&rc0, xd, yd, 0.0f);
	
	static const glw_rgb_t black = {0,0,0};

	glw_renderer_draw(&gi->gi_gr, w->glw_root, &rc0,
			  &glt->glt_texture,
			  &black, NULL, alpha_self * 0.75f, 1);
	glw_Translatef(&rc0, -xd, -yd, 0.0f);
      }

      if(gi->gi_bitmap_flags & GLW_IMAGE_ADDITIVE)
	glw_blendmode(w->glw_root, GLW_BLEND_ADDITIVE);

      glw_renderer_draw(&gi->gi_gr, w->glw_root, &rc0,
			&glt->glt_texture,
			&gi->gi_col_mul, &gi->gi_col_off, alpha_self, blur);

      if(gi->gi_bitmap_flags & GLW_IMAGE_ADDITIVE)
	glw_blendmode(w->glw_root, GLW_BLEND_NORMAL);
    }

    if(w->glw_class != &glw_frontdrop)
      render_child_simple(w, &rc0);

  } else {

    if(glw_is_focusable(w))
      glw_store_matrix(w, rc);

    if(w->glw_class == &glw_frontdrop)
      render_child_autocentered(gi, rc);

    if(glt && glw_is_tex_inited(&glt->glt_texture) && alpha_self > 0.01f) {

      if(gi->gi_bitmap_flags & GLW_IMAGE_ADDITIVE)
	glw_blendmode(w->glw_root, GLW_BLEND_ADDITIVE);

      glw_renderer_draw(&gi->gi_gr, w->glw_root, rc,
			&glt->glt_texture,
			&gi->gi_col_mul, &gi->gi_col_off, alpha_self, blur);

      if(gi->gi_bitmap_flags & GLW_IMAGE_ADDITIVE)
	glw_blendmode(w->glw_root, GLW_BLEND_NORMAL);
    }
    if(w->glw_class != &glw_frontdrop)
      render_child_autocentered(gi, rc);
  }
}