renderer: round boxes (#571)

* renderer: round boxes before matrix projection

* renderer: use rounded boxes throughout
This commit is contained in:
Maximilian Seidler 2024-12-01 18:13:55 +01:00 committed by GitHub
parent 4667f721be
commit cc7ffe73e7
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@ -240,8 +240,9 @@ CRenderer::SRenderFeedback CRenderer::renderLock(const CSessionLockSurface& surf
} }
void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) { void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, box.rot); const auto ROUNDEDBOX = box.copy().round();
Mat3x3 glMatrix = projection.copy().multiply(matrix); Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
glUseProgram(rectShader.program); glUseProgram(rectShader.program);
@ -250,8 +251,8 @@ void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
// premultiply the color as well as we don't work with straight alpha // premultiply the color as well as we don't work with straight alpha
glUniform4f(rectShader.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a); glUniform4f(rectShader.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
const auto TOPLEFT = Vector2D(box.x, box.y); const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(box.width, box.height); const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
// Rounded corners // Rounded corners
glUniform2f(rectShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(rectShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
@ -268,8 +269,9 @@ void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
} }
void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient, int thickness, int rounding, float alpha) { void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient, int thickness, int rounding, float alpha) {
Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, box.rot); const auto ROUNDEDBOX = box.copy().round();
Mat3x3 glMatrix = projection.copy().multiply(matrix); Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
glUseProgram(borderShader.program); glUseProgram(borderShader.program);
@ -282,8 +284,8 @@ void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient
glUniform1f(borderShader.angle, (int)(gradient.m_fAngle / (M_PI / 180.0)) % 360 * (M_PI / 180.0)); glUniform1f(borderShader.angle, (int)(gradient.m_fAngle / (M_PI / 180.0)) % 360 * (M_PI / 180.0));
glUniform1f(borderShader.alpha, alpha); glUniform1f(borderShader.alpha, alpha);
const auto TOPLEFT = Vector2D(box.x, box.y); const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(box.width, box.height); const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
glUniform2f(borderShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(borderShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(borderShader.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(borderShader.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
@ -305,10 +307,11 @@ void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient
} }
void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int rounding, std::optional<eTransform> tr) { void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int rounding, std::optional<eTransform> tr) {
Mat3x3 matrix = projMatrix.projectBox(box, tr.value_or(HYPRUTILS_TRANSFORM_FLIPPED_180), box.rot); const auto ROUNDEDBOX = box.copy().round();
Mat3x3 glMatrix = projection.copy().multiply(matrix); Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, tr.value_or(HYPRUTILS_TRANSFORM_FLIPPED_180), box.rot);
Mat3x3 glMatrix = projection.copy().multiply(matrix);
CShader* shader = &texShader; CShader* shader = &texShader;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID); glBindTexture(tex.m_iTarget, tex.m_iTexID);
@ -318,8 +321,8 @@ void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int
glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data()); glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
glUniform1i(shader->tex, 0); glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, a); glUniform1f(shader->alpha, a);
const auto TOPLEFT = Vector2D(box.x, box.y); const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
const auto FULLSIZE = Vector2D(box.width, box.height); const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
// Rounded corners // Rounded corners
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y); glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
@ -406,7 +409,8 @@ void CRenderer::blurFB(const CFramebuffer& outfb, SBlurParams params) {
glDisable(GL_BLEND); glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
CBox box{0, 0, outfb.m_vSize.x, outfb.m_vSize.y}; CBox box{0, 0, outfb.m_vSize.x, outfb.m_vSize.y};
box.round();
Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, 0); Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, 0);
Mat3x3 glMatrix = projection.copy().multiply(matrix); Mat3x3 glMatrix = projection.copy().multiply(matrix);