feat: add round borders (#22)

Co-authored-by: Erik Reider <35975961+ErikReider@users.noreply.github.com>
This commit is contained in:
William McKinnon 2022-10-09 11:47:34 -04:00 committed by GitHub
parent 22a6aba9f0
commit 90a80e7041
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
5 changed files with 301 additions and 18 deletions

View file

@ -130,6 +130,25 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
// Border corners
prog = link_program(quad_vertex_src, corner_fragment_src);
renderer->shaders.corner.program = prog;
if (!renderer->shaders.corner.program) {
goto error;
}
renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
renderer->shaders.tex_rgba.program = prog;
if (!renderer->shaders.tex_rgba.program) {
@ -183,6 +202,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
error:
glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.corner.program);
glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
@ -332,7 +352,8 @@ bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_text
return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, dst_box, matrix, alpha, radius);
}
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) {
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9]) {
if (box->width == 0 || box->height == 0) {
return;
}
@ -368,3 +389,69 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, con
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
}
void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9],
enum corner_location corner_location, int radius, int border_thickness) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
if (color[3] == 1.0 && !radius) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glUseProgram(renderer->shaders.corner.program);
glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
glUniform1f(renderer->shaders.corner.is_top_left, false);
glUniform1f(renderer->shaders.corner.is_top_right, false);
glUniform1f(renderer->shaders.corner.is_bottom_left, false);
glUniform1f(renderer->shaders.corner.is_bottom_right, false);
switch (corner_location) {
case TOP_LEFT:
glUniform1f(renderer->shaders.corner.is_top_left, true);
break;
case TOP_RIGHT:
glUniform1f(renderer->shaders.corner.is_top_right, true);
break;
case BOTTOM_LEFT:
glUniform1f(renderer->shaders.corner.is_bottom_left, true);
break;
case BOTTOM_RIGHT:
glUniform1f(renderer->shaders.corner.is_bottom_right, true);
break;
default:
return;
}
glUniform1f(renderer->shaders.corner.width, box->width);
glUniform1f(renderer->shaders.corner.height, box->height);
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
glUniform1f(renderer->shaders.corner.radius, radius);
glUniform1f(renderer->shaders.corner.thickness, border_thickness);
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
}