feat: render tiling move indicator with round corners
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parent
1881b01d3f
commit
6ca742d4f2
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@ -4,7 +4,7 @@
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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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enum corner_location { ALL, 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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@ -44,6 +44,7 @@ struct fx_renderer {
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GLint pos_attrib;
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} quad;
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struct rounded_quad_shader rounded_quad;
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struct rounded_quad_shader rounded_tl_quad;
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struct rounded_quad_shader rounded_tr_quad;
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@ -5,6 +5,7 @@
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#include <wayland-server-core.h>
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#include <wlr/types/wlr_output.h>
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#include "config.h"
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#include "sway/desktop/fx_renderer.h"
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#include "sway/tree/node.h"
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#include "sway/tree/view.h"
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@ -162,6 +163,12 @@ void render_rect(struct sway_output *output,
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pixman_region32_t *output_damage, const struct wlr_box *_box,
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float color[static 4]);
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void render_rounded_rect(struct sway_output *output,
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pixman_region32_t *output_damage, const struct wlr_box *_box,
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float color[static 4], int corner_radius,
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enum corner_location corner_location);
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void premultiply_alpha(float color[4], float opacity);
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void scale_box(struct wlr_box *box, float scale);
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@ -20,6 +20,7 @@
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// shaders
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#include "quad_vert_src.h"
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#include "quad_frag_src.h"
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#include "quad_round_frag_src.h"
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#include "quad_round_tl_frag_src.h"
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#include "quad_round_tr_frag_src.h"
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#include "corner_frag_src.h"
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@ -163,6 +164,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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// rounded quad fragment shaders
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prog = link_program(quad_vert_src, quad_round_frag_src);
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if (!init_rounded_quad_shader(&renderer->shaders.rounded_quad, prog)) {
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goto error;
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}
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prog = link_program(quad_vert_src, quad_round_tl_frag_src);
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if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) {
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goto error;
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@ -407,6 +412,9 @@ void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *
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struct rounded_quad_shader *shader = NULL;
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switch (corner_location) {
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case ALL:
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shader = &renderer->shaders.rounded_quad;
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break;
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case TOP_LEFT:
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shader = &renderer->shaders.rounded_tl_quad;
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break;
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@ -3,6 +3,7 @@ embed = find_program('./embed.sh', native: true)
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shaders = [
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'quad.vert',
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'quad.frag',
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'quad_round.frag',
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'quad_round_tl.frag',
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'quad_round_tr.frag',
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'corner.frag',
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15
sway/desktop/shaders/quad_round.frag
Normal file
15
sway/desktop/shaders/quad_round.frag
Normal file
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@ -0,0 +1,15 @@
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 size;
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uniform vec2 position;
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uniform float radius;
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void main() {
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vec2 half_size = size / 2.0;
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vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
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float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
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float smoothedAlpha = 1.0 - smoothstep(-1.0, 1.0, distance);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
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}
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@ -45,7 +45,8 @@ static void handle_render(struct sway_seat *seat,
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struct wlr_box box;
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memcpy(&box, &e->drop_box, sizeof(struct wlr_box));
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scale_box(&box, output->wlr_output->scale);
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render_rect(output, damage, &box, color);
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render_rounded_rect(output, damage, &box, color,
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e->con->corner_radius * output->wlr_output->scale, ALL);
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}
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}
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