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https://github.com/hyprwm/Hyprland
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Merge pull request #742 from Dickby/rework_rounding_shader
Rework rounding shader
This commit is contained in:
commit
7bdfdaa28a
2 changed files with 68 additions and 200 deletions
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@ -1,3 +1,4 @@
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#include "Shaders.hpp"
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#include "OpenGL.hpp"
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#include "../Compositor.hpp"
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#include "../helpers/MiscFunctions.hpp"
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@ -152,7 +153,6 @@ 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 +166,6 @@ 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 +181,6 @@ 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 +196,6 @@ 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 +335,13 @@ 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 +437,8 @@ 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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@ -3,140 +3,38 @@
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#include <string>
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inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
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return R"#(
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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return R"#(
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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// branchless baby!
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highp vec2 pixCoord = vec2(gl_FragCoord);
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoord -= fullSize * 0.5 - radius;
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float topLeftDistance = distance(topLeft, pixCoord);
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if (pixCoord.x + pixCoord.y > radius) {
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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float dist = length(pixCoord);
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if (distances == 0.0) {
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discard;
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return;
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}
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if (dist > radius)
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discard;
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distances = distances / 4.0;
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if (primitiveMultisample == 1 && dist > radius - 1.0) {
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float distances = 0.0;
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distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius);
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distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius);
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distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius);
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distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius);
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distances == 0.0)
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discard;
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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distances /= 4.0;
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float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (ignoreCorners == 1) {
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discard;
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return;
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}
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float topLeftDistance = distance(bottomRight, pixCoord);
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if (topLeftDistance > radius - 1.0) {
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if (primitiveMultisample == 0 && topLeftDistance > radius) {
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discard;
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return;
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} else if (primitiveMultisample == 1) {
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float distances = 0.0;
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
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if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0) {
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discard;
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return;
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}
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distances = distances / 4.0;
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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}
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}
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)#";
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}
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)#";
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};
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inline const std::string QUADVERTSRC = R"#(
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@ -159,26 +57,20 @@ 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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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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if (radius == 0.0) {
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gl_FragColor = v_color;
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return;
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}
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vec4 pixColor = v_color;
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vec2 pixCoord = fullSize * v_texcoord;
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vec4 pixColor = v_color;
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if (radius > 0.0) {
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor;
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gl_FragColor = pixColor;
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})#";
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inline const std::string TEXVERTSRC = R"#(
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@ -188,8 +80,8 @@ attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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})#";
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inline const std::string TEXFRAGSRCRGBA = R"#(
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@ -199,7 +91,6 @@ 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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@ -209,29 +100,24 @@ uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
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discard;
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return;
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}
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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@ -241,7 +127,6 @@ 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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@ -251,29 +136,23 @@ uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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uniform int ignoreCorners;
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void main() {
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if (discardOpaque == 1 && alpha == 1.0) {
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discard;
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return;
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}
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if (discardOpaque == 1 && alpha == 1.0)
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discard;
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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vec2 pixCoord = fullSize * v_texcoord;
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" + ROUNDED_SHADER_FUNC("pixColor") +
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R"#(
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gl_FragColor = pixColor * alpha;
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string FRAGBLUR1 = R"#(
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@ -286,13 +165,14 @@ uniform float radius;
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uniform vec2 halfpixel;
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void main() {
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vec2 uv = v_texcoord * 2.0;
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vec2 uv = v_texcoord * 2.0;
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vec4 sum = texture2D(tex, uv) * 4.0;
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sum += texture2D(tex, uv - halfpixel.xy * radius);
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sum += texture2D(tex, uv + halfpixel.xy * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
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sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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}
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)#";
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@ -307,7 +187,7 @@ uniform float radius;
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uniform vec2 halfpixel;
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void main() {
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vec2 uv = v_texcoord / 2.0;
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vec2 uv = v_texcoord / 2.0;
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vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
|
||||
|
||||
|
@ -332,7 +212,6 @@ uniform samplerExternalOES texture0;
|
|||
uniform float alpha;
|
||||
|
||||
uniform vec2 topLeft;
|
||||
uniform vec2 bottomRight;
|
||||
uniform vec2 fullSize;
|
||||
uniform float radius;
|
||||
|
||||
|
@ -342,27 +221,22 @@ uniform int applyTint;
|
|||
uniform vec3 tint;
|
||||
|
||||
uniform int primitiveMultisample;
|
||||
uniform int ignoreCorners;
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 pixColor = texture2D(texture0, v_texcoord);
|
||||
vec4 pixColor = texture2D(texture0, v_texcoord);
|
||||
|
||||
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
|
||||
discard;
|
||||
|
||||
if (applyTint == 1) {
|
||||
pixColor[0] = pixColor[0] * tint[0];
|
||||
pixColor[1] = pixColor[1] * tint[1];
|
||||
pixColor[2] = pixColor[2] * tint[2];
|
||||
}
|
||||
if (applyTint == 1) {
|
||||
pixColor[0] = pixColor[0] * tint[0];
|
||||
pixColor[1] = pixColor[1] * tint[1];
|
||||
pixColor[2] = pixColor[2] * tint[2];
|
||||
}
|
||||
|
||||
vec2 pixCoord = fullSize * v_texcoord;
|
||||
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
|
||||
|
||||
)#" + ROUNDED_SHADER_FUNC("pixColor") +
|
||||
R"#(
|
||||
|
||||
gl_FragColor = pixColor * alpha;
|
||||
})#";
|
||||
gl_FragColor = pixColor * alpha;
|
||||
}
|
||||
)#";
|
||||
|
|
Loading…
Reference in a new issue