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feat: add round borders (#22)
Co-authored-by: Erik Reider <35975961+ErikReider@users.noreply.github.com>
This commit is contained in:
parent
22a6aba9f0
commit
90a80e7041
5 changed files with 301 additions and 18 deletions
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@ -2,6 +2,9 @@
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#define _SWAY_OPENGL_H
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#include <GLES2/gl2.h>
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#include <stdbool.h>
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enum corner_location {NONE, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT};
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struct gles2_tex_shader {
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GLuint program;
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@ -29,6 +32,21 @@ struct fx_renderer {
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GLint color;
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GLint pos_attrib;
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} quad;
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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GLint pos_attrib;
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GLint is_top_left;
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GLint is_top_right;
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GLint is_bottom_left;
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GLint is_bottom_right;
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GLint width;
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GLint height;
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GLint position;
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GLint radius;
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GLint thickness;
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} corner;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgbx;
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struct gles2_tex_shader tex_ext;
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@ -55,4 +73,8 @@ bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_text
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void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9]);
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void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box,
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const float color[static 4], const float projection[static 9],
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enum corner_location corner_location, int radius, int border_thickness);
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#endif
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@ -1,6 +1,8 @@
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#ifndef _SWAY_SHADERS_H
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#define _SWAY_SHADERS_H
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#include <GLES2/gl2.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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@ -53,7 +55,7 @@ const GLchar tex_fragment_src_rgba[] =
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
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" float smooth = smoothstep(-1.0f, 1.0f, d);\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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@ -74,7 +76,7 @@ const GLchar tex_fragment_src_rgbx[] =
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
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" float smooth = smoothstep(-1.0f, 1.0f, d);\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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@ -96,9 +98,65 @@ const GLchar tex_fragment_src_external[] =
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
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" float smooth = smoothstep(-1.0f, 1.0f, d);\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar corner_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"uniform bool is_top_left;\n"
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"uniform bool is_top_right;\n"
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"uniform bool is_bottom_left;\n"
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"uniform bool is_bottom_right;\n"
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"\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"uniform float thickness;\n"
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"\n"
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"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
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" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
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"}\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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" vec2 size = vec2(width, height);\n"
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" vec2 pos = vec2(position.x - (width + thickness) * 0.5, position.y -\n"
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" (width + thickness) * 0.5);\n"
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" vec2 rel_pos = gl_FragCoord.xy - pos - size - thickness * 0.5;\n"
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"\n"
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" float distance = roundedBoxSDF(\n"
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" rel_pos,\n" // Center
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" (size - thickness) * 0.5,\n" // Size
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" radius + thickness * 0.5\n" // Radius
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" );\n"
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"\n"
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" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - thickness * 0.5);\n"
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// Creates a inner circle that isn't as anti-aliased as the outer ring
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" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + thickness * 0.5);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n"
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"\n"
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// top left
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" if (is_top_left && (rel_pos.y > 0.0 || rel_pos.x > 0.0)) {\n"
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" discard;\n"
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" }\n"
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// top right
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" else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.x < 0.0)) {\n"
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" discard;\n"
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" }\n"
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// bottom left
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" else if (is_bottom_left && (rel_pos.y < 0.0 || rel_pos.x > 0.0)) {\n"
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" discard;\n"
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" }\n"
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// bottom right
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" else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n"
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" discard;\n"
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" }\n"
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"}\n";
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#endif
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