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https://github.com/hyprwm/Hyprland
synced 2024-12-27 03:09:48 +01:00
Merge branch 'fix_rounding_in_size_changing_windows' into rework_rounding_shader
This commit is contained in:
commit
71733f68ef
5 changed files with 29 additions and 40 deletions
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@ -133,8 +133,9 @@ void Events::listener_mapLayerSurface(void* owner, void* data) {
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g_pHyprRenderer->arrangeLayersForMonitor(PMONITOR->ID);
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wlr_surface_send_enter(layersurface->layerSurface->surface, layersurface->layerSurface->output);
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if (layersurface->layerSurface->current.keyboard_interactive && (!g_pCompositor->m_sSeat.mouse || !g_pCompositor->m_sSeat.mouse->currentConstraint)) { // don't focus if constrained
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wlr_surface_send_enter(layersurface->layerSurface->surface, layersurface->layerSurface->output);
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g_pCompositor->focusSurface(layersurface->layerSurface->surface);
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const auto LOCAL = g_pInputManager->getMouseCoordsInternal() - Vector2D(layersurface->geometry.x + PMONITOR->vecPosition.x, layersurface->geometry.y + PMONITOR->vecPosition.y);
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@ -182,16 +182,15 @@ void CHyprDwindleLayout::applyNodeDataToWindow(SDwindleNodeData* pNode, bool for
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PWINDOW->m_vPosition = pNode->position;
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static auto *const PNOGAPSWHENONLY = &g_pConfigManager->getConfigValuePtr("dwindle:no_gaps_when_only")->intValue;
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float scaledBorderSize = *PBORDERSIZE / PMONITOR->scale;
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auto calcPos = PWINDOW->m_vPosition + Vector2D(scaledBorderSize, scaledBorderSize);
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auto calcSize = PWINDOW->m_vSize - Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
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auto calcPos = PWINDOW->m_vPosition + Vector2D(*PBORDERSIZE, *PBORDERSIZE);
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auto calcSize = PWINDOW->m_vSize - Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
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const auto NODESONWORKSPACE = getNodesOnWorkspace(PWINDOW->m_iWorkspaceID);
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if (*PNOGAPSWHENONLY && PWINDOW->m_iWorkspaceID != SPECIAL_WORKSPACE_ID && (NODESONWORKSPACE == 1 || (pNode->isGroupMember() && pNode->getGroupMemberCount() == NODESONWORKSPACE))) {
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PWINDOW->m_vRealPosition = calcPos - Vector2D(scaledBorderSize, scaledBorderSize);
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PWINDOW->m_vRealSize = calcSize + Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
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PWINDOW->m_vRealPosition = calcPos - Vector2D(*PBORDERSIZE, *PBORDERSIZE);
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PWINDOW->m_vRealSize = calcSize + Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
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PWINDOW->updateWindowDecos();
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@ -241,14 +241,12 @@ void CHyprMasterLayout::applyNodeDataToWindow(SMasterNodeData* pNode) {
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PWINDOW->m_vSize = pNode->size;
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PWINDOW->m_vPosition = pNode->position;
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float scaledBorderSize = *PBORDERSIZE / PMONITOR->scale;
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auto calcPos = PWINDOW->m_vPosition + Vector2D(scaledBorderSize, scaledBorderSize);
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auto calcSize = PWINDOW->m_vSize - Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
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auto calcPos = PWINDOW->m_vPosition + Vector2D(*PBORDERSIZE, *PBORDERSIZE);
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auto calcSize = PWINDOW->m_vSize - Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
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if (*PNOGAPSWHENONLY && PWINDOW->m_iWorkspaceID != SPECIAL_WORKSPACE_ID && getNodesOnWorkspace(PWINDOW->m_iWorkspaceID) == 1) {
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PWINDOW->m_vRealPosition = calcPos - Vector2D(scaledBorderSize, scaledBorderSize);
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PWINDOW->m_vRealSize = calcSize + Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
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PWINDOW->m_vRealPosition = calcPos - Vector2D(*PBORDERSIZE, *PBORDERSIZE);
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PWINDOW->m_vRealSize = calcSize + Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
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PWINDOW->updateWindowDecos();
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@ -152,7 +152,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -166,7 +165,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -182,7 +180,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -198,7 +195,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -338,15 +334,13 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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const auto TOPLEFT = Vector2D(round, round);
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const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
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const auto TOPLEFT = Vector2D(box->x, box->y);
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const auto FULLSIZE = Vector2D(box->width, box->height);
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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// Rounded corners
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
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glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
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@ -442,9 +436,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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// Rounded corners
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glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform2f(shader->topLeft, pBox->x, pBox->y);
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glUniform2f(shader->fullSize, pBox->width, pBox->height);
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glUniform1f(shader->radius, round);
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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@ -781,27 +774,29 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
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if (*PBORDERSIZE < 1)
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return;
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int scaledBorderSize = *PBORDERSIZE * m_RenderData.pMonitor->scale;
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if (round < 1) {
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// zero rounding, just lines
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wlr_box borderbox = {box->x - *PBORDERSIZE, box->y - *PBORDERSIZE, *PBORDERSIZE, box->height + 2 * *PBORDERSIZE};
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wlr_box borderbox = {box->x - scaledBorderSize, box->y - scaledBorderSize, scaledBorderSize, box->height + 2 * scaledBorderSize};
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renderRect(&borderbox, col, 0); // left
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borderbox = {box->x, box->y - (int)*PBORDERSIZE, box->width + (int)*PBORDERSIZE, (int)*PBORDERSIZE};
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borderbox = {box->x, box->y - (int)scaledBorderSize, box->width + (int)scaledBorderSize, (int)scaledBorderSize};
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renderRect(&borderbox, col, 0); // top
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borderbox = {box->x + box->width, box->y, (int)*PBORDERSIZE, box->height + (int)*PBORDERSIZE};
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borderbox = {box->x + box->width, box->y, (int)scaledBorderSize, box->height + (int)scaledBorderSize};
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renderRect(&borderbox, col, 0); // right
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borderbox = {box->x, box->y + box->height, box->width, (int)*PBORDERSIZE};
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borderbox = {box->x, box->y + box->height, box->width, (int)scaledBorderSize};
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renderRect(&borderbox, col, 0); // bottom
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return;
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}
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// adjust box
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box->x -= *PBORDERSIZE;
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box->y -= *PBORDERSIZE;
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box->width += 2 * *PBORDERSIZE;
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box->height += 2 * *PBORDERSIZE;
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box->x -= scaledBorderSize;
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box->y -= scaledBorderSize;
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box->width += 2 * scaledBorderSize;
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box->height += 2 * scaledBorderSize;
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round += *PBORDERSIZE;
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round += scaledBorderSize;
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float matrix[9];
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wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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@ -828,7 +823,7 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
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glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, *PBORDERSIZE);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -6,9 +6,10 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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return R"#(
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// branchless baby!
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vec2 pixCoord = v_texcoord - vec2(0.5);
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
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pixCoord -= (bottomRight - topLeft) * vec2(0.5);
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highp vec2 pixCoord = vec2(gl_FragCoord);
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pixCoord -= topLeft + fullSize / vec2(2.0);
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0);
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pixCoord -= fullSize * vec2(0.5) - vec2(radius);
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if (all(greaterThan(pixCoord, vec2(0.0)))) {
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@ -59,7 +60,6 @@ varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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@ -88,7 +88,6 @@ void main() {
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v_texcoord = texcoord;
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})#";
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// this is texture rendering!!
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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@ -96,7 +95,6 @@ uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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@ -134,7 +132,6 @@ uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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@ -221,7 +218,6 @@ uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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