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(>->renderer)) { glw_renderer_init(>->renderer, 16, 12, surfaces); for(i = 0; i < 16; i++) { glw_renderer_vtx_pos(>->renderer, i, pinvtx(i & 7)); if(i < 8) glw_renderer_vtx_col(>->renderer, i, 1,1,1,1); else glw_renderer_vtx_col(>->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(>->renderer, gr, &rc1, NULL, NULL, NULL, alpha, 0, NULL); } glw_blendmode(gr, GLW_BLEND_NORMAL); }
static void glw_rotator_render(glw_t *w, glw_rctx_t *rc) { glw_rotator_t *gr = (glw_rotator_t *)w; glw_t *c; glw_rctx_t rc0; if((c = TAILQ_FIRST(&w->glw_childs)) == NULL) return; rc0 = *rc; glw_Scalef(&rc0, 0.8, 0.8, 0.8); glw_scale_to_aspect(&rc0, 1.0f); glw_Rotatef(&rc0, gr->theta, 0.0, 0.0f, 1.0f); glw_render0(c, &rc0); }
static void glw_throbber_render(glw_t *w, const glw_rctx_t *rc) { glw_throbber_t *gt = (glw_throbber_t *)w; glw_rctx_t rc0, rc1; int i; glw_root_t *gr = w->glw_root; float a0 = w->glw_alpha * rc->rc_alpha; int spokes = 16; if(a0 < 0.01) return; if(!glw_renderer_initialized(>->renderer)) { glw_renderer_init_quad(>->renderer); glw_renderer_vtx_pos(>->renderer, 0, -0.05, 0.4, 0); glw_renderer_vtx_pos(>->renderer, 1, 0.05, 0.4, 0); glw_renderer_vtx_pos(>->renderer, 2, 0.05, 1, 0); glw_renderer_vtx_pos(>->renderer, 3, -0.05, 1, 0); } rc0 = *rc; glw_scale_to_aspect(&rc0, 1.0); for(i = 0; i < spokes; i++) { float a = i * 360.0 / 16; float alpha = 1 - (((i + (gt->o / 6)) % spokes) / 16.0); alpha = MAX(alpha, 0.1); rc1 = rc0; glw_Rotatef(&rc1, -gt->angle - a, 0, 0, -1); glw_renderer_draw(>->renderer, gr, &rc1, NULL, >->color, NULL, a0 * alpha, 0, NULL); } }
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); } }