shaders: support changing the outer radius of borders independently

This commit is contained in:
Vaxry 2023-10-19 14:04:50 +01:00
parent d70cc88dab
commit 6e15590e98
4 changed files with 21 additions and 8 deletions

View file

@ -349,6 +349,7 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed");
m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter = glGetUniformLocation(prog, "radiusOuter");
m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength");
m_RenderData.pCurrentMonData->m_shBORDER1.angle = glGetUniformLocation(prog, "angle");
@ -1293,7 +1294,7 @@ void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
counter++;
}
void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad, int round, int borderSize, float a) {
void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad, int round, int borderSize, float a, int outerRound) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
@ -1359,6 +1360,7 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box->width, (float)box->height);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter, outerRound == -1 ? round : outerRound);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);

View file

@ -109,7 +109,7 @@ class CHyprOpenGLImpl {
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
void saveMatrix();
void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);

View file

@ -23,6 +23,7 @@ class CShader {
GLint fullSize = -1;
GLint fullSizeUntransformed = -1;
GLint radius = -1;
GLint radiusOuter = -1;
GLint thick = -1;

View file

@ -12,6 +12,7 @@ uniform vec2 topLeft;
uniform vec2 fullSize;
uniform vec2 fullSizeUntransformed;
uniform float radius;
uniform float radiusOuter;
uniform float thick;
uniform vec4 gradient[10];
@ -51,6 +52,7 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
void main() {
highp vec2 pixCoord = vec2(gl_FragCoord);
highp vec2 pixCoordOuter = pixCoord;
highp vec2 originalPixCoord = v_texcoord;
originalPixCoord *= fullSizeUntransformed;
float additionalAlpha = 1.0;
@ -61,25 +63,33 @@ void main() {
pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoordOuter = pixCoord;
pixCoord -= fullSize * 0.5 - radius;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
pixCoordOuter -= fullSize * 0.5 - radiusOuter;
// center the pixes dont make it top-left
pixCoord += vec2(1.0, 1.0) / fullSize;
pixCoordOuter += vec2(1.0, 1.0) / fullSize;
if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
float dist = length(pixCoord);
float distOuter = length(pixCoordOuter);
float h = (thick / 2.0);
if (dist < radius - h) {
// lower
float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
additionalAlpha *= normalized;
} else {
// higher
float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
additionalAlpha *= normalized;
}
done = true;
} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
// higher
float normalized = 1.0 - smoothstep(0.0, 1.0, distOuter - radiusOuter + 0.5);
additionalAlpha *= normalized;
done = true;
} else if (distOuter < radiusOuter - h) {
additionalAlpha = 1.0;
done = true;
}
}
// now check for other shit