Merge branch 'fix_rounding_in_size_changing_windows' into rework_rounding_shader

This commit is contained in:
Felix Dick 2022-09-30 01:51:40 +02:00
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) {
g_pHyprRenderer->arrangeLayersForMonitor(PMONITOR->ID);
wlr_surface_send_enter(layersurface->layerSurface->surface, layersurface->layerSurface->output);
if (layersurface->layerSurface->current.keyboard_interactive && (!g_pCompositor->m_sSeat.mouse || !g_pCompositor->m_sSeat.mouse->currentConstraint)) { // don't focus if constrained
wlr_surface_send_enter(layersurface->layerSurface->surface, layersurface->layerSurface->output);
g_pCompositor->focusSurface(layersurface->layerSurface->surface);
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
PWINDOW->m_vPosition = pNode->position;
static auto *const PNOGAPSWHENONLY = &g_pConfigManager->getConfigValuePtr("dwindle:no_gaps_when_only")->intValue;
float scaledBorderSize = *PBORDERSIZE / PMONITOR->scale;
auto calcPos = PWINDOW->m_vPosition + Vector2D(scaledBorderSize, scaledBorderSize);
auto calcSize = PWINDOW->m_vSize - Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
auto calcPos = PWINDOW->m_vPosition + Vector2D(*PBORDERSIZE, *PBORDERSIZE);
auto calcSize = PWINDOW->m_vSize - Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
const auto NODESONWORKSPACE = getNodesOnWorkspace(PWINDOW->m_iWorkspaceID);
if (*PNOGAPSWHENONLY && PWINDOW->m_iWorkspaceID != SPECIAL_WORKSPACE_ID && (NODESONWORKSPACE == 1 || (pNode->isGroupMember() && pNode->getGroupMemberCount() == NODESONWORKSPACE))) {
PWINDOW->m_vRealPosition = calcPos - Vector2D(scaledBorderSize, scaledBorderSize);
PWINDOW->m_vRealSize = calcSize + Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
PWINDOW->m_vRealPosition = calcPos - Vector2D(*PBORDERSIZE, *PBORDERSIZE);
PWINDOW->m_vRealSize = calcSize + Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
PWINDOW->updateWindowDecos();

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@ -241,14 +241,12 @@ void CHyprMasterLayout::applyNodeDataToWindow(SMasterNodeData* pNode) {
PWINDOW->m_vSize = pNode->size;
PWINDOW->m_vPosition = pNode->position;
float scaledBorderSize = *PBORDERSIZE / PMONITOR->scale;
auto calcPos = PWINDOW->m_vPosition + Vector2D(scaledBorderSize, scaledBorderSize);
auto calcSize = PWINDOW->m_vSize - Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
auto calcPos = PWINDOW->m_vPosition + Vector2D(*PBORDERSIZE, *PBORDERSIZE);
auto calcSize = PWINDOW->m_vSize - Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
if (*PNOGAPSWHENONLY && PWINDOW->m_iWorkspaceID != SPECIAL_WORKSPACE_ID && getNodesOnWorkspace(PWINDOW->m_iWorkspaceID) == 1) {
PWINDOW->m_vRealPosition = calcPos - Vector2D(scaledBorderSize, scaledBorderSize);
PWINDOW->m_vRealSize = calcSize + Vector2D(2 * scaledBorderSize, 2 * scaledBorderSize);
PWINDOW->m_vRealPosition = calcPos - Vector2D(*PBORDERSIZE, *PBORDERSIZE);
PWINDOW->m_vRealSize = calcSize + Vector2D(2 * *PBORDERSIZE, 2 * *PBORDERSIZE);
PWINDOW->updateWindowDecos();

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@ -152,7 +152,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
@ -166,7 +165,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
@ -182,7 +180,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
@ -198,7 +195,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
@ -338,15 +334,13 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
const auto TOPLEFT = Vector2D(box->x, box->y);
const auto FULLSIZE = Vector2D(box->width, box->height);
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
@ -442,9 +436,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners
glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform2f(shader->topLeft, pBox->x, pBox->y);
glUniform2f(shader->fullSize, pBox->width, pBox->height);
glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
@ -781,27 +774,29 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
if (*PBORDERSIZE < 1)
return;
int scaledBorderSize = *PBORDERSIZE * m_RenderData.pMonitor->scale;
if (round < 1) {
// zero rounding, just lines
wlr_box borderbox = {box->x - *PBORDERSIZE, box->y - *PBORDERSIZE, *PBORDERSIZE, box->height + 2 * *PBORDERSIZE};
wlr_box borderbox = {box->x - scaledBorderSize, box->y - scaledBorderSize, scaledBorderSize, box->height + 2 * scaledBorderSize};
renderRect(&borderbox, col, 0); // left
borderbox = {box->x, box->y - (int)*PBORDERSIZE, box->width + (int)*PBORDERSIZE, (int)*PBORDERSIZE};
borderbox = {box->x, box->y - (int)scaledBorderSize, box->width + (int)scaledBorderSize, (int)scaledBorderSize};
renderRect(&borderbox, col, 0); // top
borderbox = {box->x + box->width, box->y, (int)*PBORDERSIZE, box->height + (int)*PBORDERSIZE};
borderbox = {box->x + box->width, box->y, (int)scaledBorderSize, box->height + (int)scaledBorderSize};
renderRect(&borderbox, col, 0); // right
borderbox = {box->x, box->y + box->height, box->width, (int)*PBORDERSIZE};
borderbox = {box->x, box->y + box->height, box->width, (int)scaledBorderSize};
renderRect(&borderbox, col, 0); // bottom
return;
}
// adjust box
box->x -= *PBORDERSIZE;
box->y -= *PBORDERSIZE;
box->width += 2 * *PBORDERSIZE;
box->height += 2 * *PBORDERSIZE;
box->x -= scaledBorderSize;
box->y -= scaledBorderSize;
box->width += 2 * scaledBorderSize;
box->height += 2 * scaledBorderSize;
round += *PBORDERSIZE;
round += scaledBorderSize;
float matrix[9];
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
@ -828,7 +823,7 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, *PBORDERSIZE);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
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
return R"#(
// branchless baby!
vec2 pixCoord = v_texcoord - vec2(0.5);
pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
pixCoord -= (bottomRight - topLeft) * vec2(0.5);
highp vec2 pixCoord = vec2(gl_FragCoord);
pixCoord -= topLeft + fullSize / vec2(2.0);
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0);
pixCoord -= fullSize * vec2(0.5) - vec2(radius);
if (all(greaterThan(pixCoord, vec2(0.0)))) {
@ -59,7 +60,6 @@ varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@ -88,7 +88,6 @@ void main() {
v_texcoord = texcoord;
})#";
// this is texture rendering!!
inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
@ -96,7 +95,6 @@ uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@ -134,7 +132,6 @@ uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
@ -221,7 +218,6 @@ uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;