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https://github.com/hyprwm/Hyprland
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optimize data feeding to gradient renderer
This commit is contained in:
parent
0948b078e1
commit
684c59e5bc
3 changed files with 8 additions and 13 deletions
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@ -382,7 +382,7 @@ void CConfigManager::configSetValueSafe(const std::string& COMMAND, const std::s
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}
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}
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try {
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try {
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data->m_vColors.push_back(configStringToInt(var));
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data->m_vColors.push_back(CColor(configStringToInt(var)) * (1.f / 255.f));
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} catch (std::exception& e) {
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} catch (std::exception& e) {
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Debug::log(WARN, "Error reading value of %s", COMMAND.c_str());
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Debug::log(WARN, "Error reading value of %s", COMMAND.c_str());
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parseError = "Error setting value <" + VALUE + "> for field <" + COMMAND + ">. " + e.what();
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parseError = "Error setting value <" + VALUE + "> for field <" + COMMAND + ">. " + e.what();
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@ -242,6 +242,7 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
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m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
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m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength");
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m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength");
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m_RenderData.pCurrentMonData->m_shBORDER1.angle = glGetUniformLocation(prog, "angle");
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m_RenderData.pCurrentMonData->m_shBORDER1.angle = glGetUniformLocation(prog, "angle");
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m_RenderData.pCurrentMonData->m_shBORDER1.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_bShadersInitialized = true;
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m_RenderData.pCurrentMonData->m_bShadersInitialized = true;
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@ -846,19 +847,13 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
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wlr_matrix_transpose(glMatrix, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
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#endif
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#endif
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// TODO: make gradients already in 0 ... 1 and just pass vec.data(), alpha in shader
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float* gradientValues = (float*)malloc(sizeof(float) * grad.m_vColors.size() * 4);
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for (size_t i = 0; i < grad.m_vColors.size(); ++i) {
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gradientValues[i * 4] = grad.m_vColors[i].r / 255.f;
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gradientValues[i * 4 + 1] = grad.m_vColors[i].g / 255.f;
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gradientValues[i * 4 + 2] = grad.m_vColors[i].b / 255.f;
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gradientValues[i * 4 + 3] = grad.m_vColors[i].a / 255.f * a;
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}
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glUniform4fv(m_RenderData.pCurrentMonData->m_shBORDER1.gradient, grad.m_vColors.size(), gradientValues);
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static_assert(sizeof(CColor) == 4 * sizeof(float)); // otherwise the line below this will fail
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glUniform4fv(m_RenderData.pCurrentMonData->m_shBORDER1.gradient, grad.m_vColors.size(), (float*)grad.m_vColors.data());
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glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength, grad.m_vColors.size());
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glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength, grad.m_vColors.size());
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.angle, grad.m_fAngle);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.angle, grad.m_fAngle);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.alpha, a);
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wlr_box transformedBox;
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wlr_box transformedBox;
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wlr_box_transform(&transformedBox, box, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
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wlr_box_transform(&transformedBox, box, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
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@ -907,8 +902,6 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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free(gradientValues);
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// fix back box
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// fix back box
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box->x += scaledBorderSize;
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box->x += scaledBorderSize;
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box->y += scaledBorderSize;
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box->y += scaledBorderSize;
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@ -17,6 +17,7 @@ uniform int primitiveMultisample;
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uniform vec4 gradient[10];
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uniform vec4 gradient[10];
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uniform int gradientLength;
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uniform int gradientLength;
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uniform float angle;
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uniform float angle;
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uniform float alpha;
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vec4 getColorForCoord(vec2 normalizedCoord) {
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vec4 getColorForCoord(vec2 normalizedCoord) {
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if (gradientLength < 2)
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if (gradientLength < 2)
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@ -36,6 +37,7 @@ void main() {
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vec2 originalPixCoord = fullSize * v_texcoord;
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vec2 originalPixCoord = fullSize * v_texcoord;
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vec4 pixColor = getColorForCoord(v_texcoord);
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vec4 pixColor = getColorForCoord(v_texcoord);
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pixColor[3] *= alpha;
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bool done = false;
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bool done = false;
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