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renderer: round boxes (#571)
* renderer: round boxes before matrix projection * renderer: use rounded boxes throughout
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4667f721be
commit
cc7ffe73e7
1 changed files with 18 additions and 14 deletions
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@ -240,8 +240,9 @@ CRenderer::SRenderFeedback CRenderer::renderLock(const CSessionLockSurface& surf
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}
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}
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void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
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void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
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Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
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const auto ROUNDEDBOX = box.copy().round();
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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glUseProgram(rectShader.program);
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glUseProgram(rectShader.program);
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@ -250,8 +251,8 @@ void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
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// premultiply the color as well as we don't work with straight alpha
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// premultiply the color as well as we don't work with straight alpha
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glUniform4f(rectShader.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
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glUniform4f(rectShader.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
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const auto TOPLEFT = Vector2D(box.x, box.y);
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const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
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const auto FULLSIZE = Vector2D(box.width, box.height);
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const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
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// Rounded corners
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// Rounded corners
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glUniform2f(rectShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(rectShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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@ -268,8 +269,9 @@ void CRenderer::renderRect(const CBox& box, const CColor& col, int rounding) {
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}
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}
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void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient, int thickness, int rounding, float alpha) {
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void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient, int thickness, int rounding, float alpha) {
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Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
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const auto ROUNDEDBOX = box.copy().round();
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, HYPRUTILS_TRANSFORM_NORMAL, box.rot);
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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glUseProgram(borderShader.program);
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glUseProgram(borderShader.program);
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@ -282,8 +284,8 @@ void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient
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glUniform1f(borderShader.angle, (int)(gradient.m_fAngle / (M_PI / 180.0)) % 360 * (M_PI / 180.0));
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glUniform1f(borderShader.angle, (int)(gradient.m_fAngle / (M_PI / 180.0)) % 360 * (M_PI / 180.0));
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glUniform1f(borderShader.alpha, alpha);
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glUniform1f(borderShader.alpha, alpha);
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const auto TOPLEFT = Vector2D(box.x, box.y);
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const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
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const auto FULLSIZE = Vector2D(box.width, box.height);
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const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
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glUniform2f(borderShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(borderShader.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(borderShader.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform2f(borderShader.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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@ -305,10 +307,11 @@ void CRenderer::renderBorder(const CBox& box, const CGradientValueData& gradient
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}
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}
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void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int rounding, std::optional<eTransform> tr) {
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void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int rounding, std::optional<eTransform> tr) {
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Mat3x3 matrix = projMatrix.projectBox(box, tr.value_or(HYPRUTILS_TRANSFORM_FLIPPED_180), box.rot);
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const auto ROUNDEDBOX = box.copy().round();
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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Mat3x3 matrix = projMatrix.projectBox(ROUNDEDBOX, tr.value_or(HYPRUTILS_TRANSFORM_FLIPPED_180), box.rot);
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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CShader* shader = &texShader;
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CShader* shader = &texShader;
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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@ -318,8 +321,8 @@ void CRenderer::renderTexture(const CBox& box, const CTexture& tex, float a, int
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glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data());
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glUniform1i(shader->tex, 0);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, a);
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glUniform1f(shader->alpha, a);
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const auto TOPLEFT = Vector2D(box.x, box.y);
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const auto TOPLEFT = Vector2D(ROUNDEDBOX.x, ROUNDEDBOX.y);
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const auto FULLSIZE = Vector2D(box.width, box.height);
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const auto FULLSIZE = Vector2D(ROUNDEDBOX.width, ROUNDEDBOX.height);
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// Rounded corners
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// Rounded corners
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glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
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glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
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@ -406,7 +409,8 @@ void CRenderer::blurFB(const CFramebuffer& outfb, SBlurParams params) {
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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CBox box{0, 0, outfb.m_vSize.x, outfb.m_vSize.y};
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CBox box{0, 0, outfb.m_vSize.x, outfb.m_vSize.y};
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box.round();
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Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, 0);
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Mat3x3 matrix = projMatrix.projectBox(box, HYPRUTILS_TRANSFORM_NORMAL, 0);
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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Mat3x3 glMatrix = projection.copy().multiply(matrix);
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