mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-26 09:25:59 +01:00
borders are now gangsta
This commit is contained in:
parent
48b8ab3f65
commit
cad71218c0
8 changed files with 129 additions and 139 deletions
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@ -701,7 +701,7 @@ void CConfigManager::tick() {
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const std::string CONFIGPATH = ENVHOME + (ISDEBUG ? (std::string) "/.config/hypr/hyprlandd.conf" : (std::string) "/.config/hypr/hyprland.conf");
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if (!std::filesystem::exists(CONFIGPATH)) {
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loadConfigLoadVars();
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Debug::log(ERR, "Config doesn't exist??");
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return;
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}
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@ -54,6 +54,9 @@ struct SRenderData {
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// for alpha settings
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float alpha = 1.f;
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// for decorations (border)
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bool decorate = false;
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};
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struct SKeyboard {
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@ -30,6 +30,7 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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m_shQUAD.proj = glGetUniformLocation(prog, "proj");
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m_shQUAD.color = glGetUniformLocation(prog, "color");
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m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
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m_shRGBA.program = prog;
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@ -222,12 +223,10 @@ void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h
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scissor(&box);
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}
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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// TODO: respect damage
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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@ -237,23 +236,42 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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wlr_matrix_transpose(glMatrix, glMatrix);
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if (col.a == 255.f)
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glDisable(GL_BLEND);
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else
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_shQUAD.program);
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glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(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 FULLSIZE = Vector2D(box->width, box->height);
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// Rounded corners
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glUniform2f(glGetUniformLocation(m_shQUAD.program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(glGetUniformLocation(m_shQUAD.program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(m_shQUAD.program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(m_shQUAD.program, "radius"), round);
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glEnableVertexAttribArray(m_shQUAD.texAttrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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glDisableVertexAttribArray(m_shQUAD.texAttrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round) {
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@ -262,15 +280,15 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
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renderTexture(CTexture(tex), pBox, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque) {
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque);
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renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border);
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scissor((wlr_box*)nullptr);
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}
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque) {
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void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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@ -468,11 +486,11 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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return currentRenderToFB;
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool border) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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if (g_pConfigManager->getInt("decoration:blur") == 0) {
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renderTexture(tex, pBox, a, round);
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renderTexture(tex, pBox, a, round, false, border);
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return;
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}
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@ -528,16 +546,31 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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// render our great blurred FB
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, 255.f, &damage); // 255.f because we adjusted blur strength to a
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// render the window, but disable stencil for it
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// because stencil has ignoreopaque
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glDisable(GL_STENCIL_TEST);
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// render the window, but clear stencil
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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// and write to it
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round);
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// then stop
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glStencilFunc(GL_EQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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// disable the stencil (if no border), finalize everything
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if (!border) {
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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} else {
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auto BORDERCOL = m_pCurrentWindow->m_cRealBorderColor.col();
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BORDERCOL.a *= a / 255.f;
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renderBorder(pBox, BORDERCOL, g_pConfigManager->getInt("general:border_size"), round);
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}
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// disable the stencil, finalize everything
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glStencilMask(-1);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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glDisable(GL_STENCIL_TEST);
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pixman_region32_fini(&damage);
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scissor((wlr_box*)nullptr);
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@ -550,95 +583,21 @@ void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
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counter++;
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}
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void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int radius) {
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void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int round) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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scaleBox(box, m_RenderData.pMonitor->scale);
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// this method assumes a set stencil and scaled box
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box->x -= thick;
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box->y -= thick;
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box->width += 2 * thick;
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box->height += 2 * thick;
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
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// only draw on non-stencild.
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glStencilFunc(GL_NOTEQUAL, 1, -1);
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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glEnable(GL_BLEND);
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glUseProgram(m_shQUAD.program);
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glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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// Sides are ONLY for corners meaning they have to be divisible by 4.
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// 32 sides shouldn't be taxing at all on the performance.
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const int SIDES = 32; // sides
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const int SIDES34 = 24; // 3/4th of the sides
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float verts[(SIDES + 8 + 1) * 4]; // 8 for the connections and 1 because last is doubled (begin/end)
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int vertNo = 0;
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// start from 0,0 tex coord space
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float x = 0, y = 0, w = box->width, h = box->height;
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pushVert2D(x + radius, y + h, verts, vertNo, box);
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pushVert2D(x + w - radius, y + h, verts, vertNo, box);
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float x1 = x + w - radius;
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float y1 = y + h - radius;
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for (int i = 0; i <= SIDES / 4; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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// Right Line
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pushVert2D(x + w, y + radius, verts, vertNo, box);
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x1 = x + w - radius;
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y1 = y + radius;
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for (int i = SIDES / 4; i <= SIDES / 2; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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// Top Line
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pushVert2D(x + radius, y, verts, vertNo, box);
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x1 = x + radius;
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y1 = y + radius;
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for (int i = SIDES / 2; i <= SIDES34; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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// Left Line
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pushVert2D(x, y + h - radius, verts, vertNo, box);
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x1 = x + radius;
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y1 = y + h - radius;
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for (int i = SIDES34; i <= SIDES; i++) {
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pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
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}
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glLineWidth(thick);
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// draw with damage
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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glDrawArrays(GL_LINE_STRIP, 0, 41);
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}
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}
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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// draw a rounded rect
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renderRect(box, col, round);
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}
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void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
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@ -53,11 +53,10 @@ public:
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void begin(SMonitor*, pixman_region32_t*);
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void end();
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void renderRect(wlr_box*, const CColor&);
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
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void makeWindowSnapshot(CWindow*);
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void makeLayerSnapshot(SLayerSurface*);
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GLint m_iCurrentOutputFb = 0;
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GLint m_iWLROutputFb = 0;
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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pixman_region32_t m_rOriginalDamageRegion; // used for storing the pre-expanded region
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool border = false);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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};
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inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;
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@ -20,9 +20,9 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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scaleBox(&windowBox, RDATA->output->scale);
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if (RDATA->surface && surface == RDATA->surface)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding"));
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding"), RDATA->decorate);
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding"));
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, RDATA->dontRound ? 0 : g_pConfigManager->getInt("decoration:rounding"), false, RDATA->decorate);
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wlr_surface_send_frame_done(surface, RDATA->when);
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@ -97,17 +97,15 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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renderdata.h = pWindow->m_vRealSize.vec().y;
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renderdata.dontRound = pWindow->m_bIsFullscreen;
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renderdata.fadeAlpha = pWindow->m_fAlpha.fl() * (PWORKSPACE->m_fAlpha.fl() / 255.f);
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renderdata.alpha = pWindow->m_bIsFullscreen ? g_pConfigManager->getFloat("decoration:fullscreen_opacity") :
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pWindow == g_pCompositor->m_pLastWindow ? g_pConfigManager->getFloat("decoration:active_opacity") : g_pConfigManager->getFloat("decoration:inactive_opacity");
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renderdata.alpha = pWindow->m_bIsFullscreen ? g_pConfigManager->getFloat("decoration:fullscreen_opacity") : pWindow == g_pCompositor->m_pLastWindow ? g_pConfigManager->getFloat("decoration:active_opacity") : g_pConfigManager->getFloat("decoration:inactive_opacity");
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renderdata.decorate = decorate && !pWindow->m_bX11DoesntWantBorders;
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// apply window special data
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renderdata.alpha *= pWindow->m_sSpecialRenderData.alpha;
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wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
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g_pHyprOpenGL->m_pCurrentWindow = pWindow;
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// border
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if (decorate && !pWindow->m_bX11DoesntWantBorders)
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drawBorderForWindow(pWindow, pMonitor, renderdata.alpha * renderdata.fadeAlpha, PWORKSPACE->m_vRenderOffset.vec());
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wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);
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if (pWindow->m_bIsX11) {
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if (pWindow->m_uSurface.xwayland->surface) {
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@ -119,6 +117,8 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
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renderdata.pMonitor = pMonitor;
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wlr_xdg_surface_for_each_popup_surface(pWindow->m_uSurface.xdg, renderSurface, &renderdata);
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}
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g_pHyprOpenGL->m_pCurrentWindow = nullptr;
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}
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void CHyprRenderer::renderLayer(SLayerSurface* pLayer, SMonitor* pMonitor, timespec* time) {
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@ -438,23 +438,6 @@ void CHyprRenderer::arrangeLayersForMonitor(const int& monitor) {
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Debug::log(LOG, "Monitor %s layers arranged: reserved: %f %f %f %f", PMONITOR->szName.c_str(), PMONITOR->vecReservedTopLeft.x, PMONITOR->vecReservedTopLeft.y, PMONITOR->vecReservedBottomRight.x, PMONITOR->vecReservedBottomRight.y);
|
||||
}
|
||||
|
||||
void CHyprRenderer::drawBorderForWindow(CWindow* pWindow, SMonitor* pMonitor, float alpha, const Vector2D& offset) {
|
||||
const auto BORDERSIZE = g_pConfigManager->getInt("general:border_size");
|
||||
|
||||
if (BORDERSIZE < 1)
|
||||
return;
|
||||
|
||||
auto BORDERCOL = pWindow->m_cRealBorderColor.col();
|
||||
BORDERCOL.a *= (alpha / 255.f);
|
||||
|
||||
Vector2D correctPos = pWindow->m_vRealPosition.vec() - pMonitor->vecPosition;
|
||||
Vector2D correctSize = pWindow->m_vRealSize.vec();
|
||||
|
||||
// top
|
||||
wlr_box border = {correctPos.x - BORDERSIZE / 2.f + offset.x, correctPos.y - BORDERSIZE / 2.f + offset.y, pWindow->m_vRealSize.vec().x + BORDERSIZE, pWindow->m_vRealSize.vec().y + BORDERSIZE};
|
||||
g_pHyprOpenGL->renderBorder(&border, BORDERCOL, BORDERSIZE, g_pConfigManager->getInt("decoration:rounding"));
|
||||
}
|
||||
|
||||
void CHyprRenderer::damageSurface(wlr_surface* pSurface, double x, double y) {
|
||||
if (!pSurface)
|
||||
return; // wut?
|
||||
|
|
|
@ -34,7 +34,6 @@ public:
|
|||
|
||||
private:
|
||||
void arrangeLayerArray(SMonitor*, const std::list<SLayerSurface*>&, bool, wlr_box*);
|
||||
void drawBorderForWindow(CWindow*, SMonitor*, float a = 255.f, const Vector2D& offset = Vector2D(0,0));
|
||||
void renderWorkspaceWithFullscreenWindow(SMonitor*, CWorkspace*, timespec*);
|
||||
void renderWindow(CWindow*, SMonitor*, timespec*, bool);
|
||||
void renderLayer(SLayerSurface*, SMonitor*, timespec*);
|
||||
|
|
|
@ -7,6 +7,7 @@ struct SQuad {
|
|||
GLint proj;
|
||||
GLint color;
|
||||
GLint posAttrib;
|
||||
GLint texAttrib;
|
||||
};
|
||||
|
||||
class CShader {
|
||||
|
|
|
@ -21,8 +21,53 @@ precision mediump float;
|
|||
varying vec4 v_color;
|
||||
varying vec2 v_texcoord;
|
||||
|
||||
uniform vec2 topLeft;
|
||||
uniform vec2 bottomRight;
|
||||
uniform vec2 fullSize;
|
||||
uniform float radius;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = v_color;
|
||||
if (radius == 0.0) {
|
||||
gl_FragColor = v_color;
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 pixCoord = fullSize * v_texcoord;
|
||||
|
||||
if (pixCoord[0] < topLeft[0]) {
|
||||
// we're close left
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
if (distance(topLeft, pixCoord) > radius) {
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (pixCoord[0] > bottomRight[0]) {
|
||||
// we're close right
|
||||
if (pixCoord[1] < topLeft[1]) {
|
||||
// top
|
||||
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
} else if (pixCoord[1] > bottomRight[1]) {
|
||||
// bottom
|
||||
if (distance(bottomRight, pixCoord) > radius) {
|
||||
discard;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = v_color;
|
||||
})#";
|
||||
|
||||
inline const std::string TEXVERTSRC = R"#(
|
||||
|
|
Loading…
Reference in a new issue