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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2022-04-05 16:47:03 +0200
committervaxerski <43317083+vaxerski@users.noreply.github.com>2022-04-05 16:47:03 +0200
commit3385269dcadf286aaab0f8e23147a956c13d7699 (patch)
tree1ecc89a7196419c9cad8a2f65463bdaaca71b5d8 /src/render
parent27c06758e4e2fb9cc06233ec967bde62f447de0f (diff)
Added rounded borders.
Diffstat (limited to 'src/render')
-rw-r--r--src/render/OpenGL.cpp90
-rw-r--r--src/render/OpenGL.hpp1
-rw-r--r--src/render/Renderer.cpp19
3 files changed, 94 insertions, 16 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 330b2578..335e9f9a 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -235,4 +235,94 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
+}
+
+void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
+ // 0-1 space god damnit
+ arr[counter * 2 + 0] = x / box->width;
+ arr[counter * 2 + 1] = y / box->height;
+ counter++;
+}
+
+void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int thick, int radius) {
+ RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
+ RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
+
+ float matrix[9];
+ wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
+
+ float glMatrix[9];
+ wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
+ wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
+
+ wlr_matrix_transpose(glMatrix, glMatrix);
+
+ if (col.a == 255.f)
+ glDisable(GL_BLEND);
+ else
+ glEnable(GL_BLEND);
+
+ glUseProgram(m_shQUAD.program);
+
+ glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
+ glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
+
+ // Sides are ONLY for corners meaning they have to be divisible by 4.
+ // 32 sides shouldn't be taxing at all on the performance.
+ const int SIDES = 32; // sides
+ const int SIDES34 = 24; // 3/4th of the sides
+ float verts[(SIDES + 8 + 1) * 4]; // 8 for the connections and 1 because last is doubled (begin/end)
+ int vertNo = 0;
+
+ // start from 0,0 tex coord space
+ float x = 0, y = 0, w = box->width, h = box->height;
+
+ pushVert2D(x + radius, y + h, verts, vertNo, box);
+ pushVert2D(x + w - radius, y + h, verts, vertNo, box);
+
+ float x1 = x + w - radius;
+ float y1 = y + h - radius;
+
+ for (int i = 0; i <= SIDES / 4; i++) {
+ pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
+ }
+
+ // Right Line
+ pushVert2D(x + w, y + radius, verts, vertNo, box);
+
+ x1 = x + w - radius;
+ y1 = y + radius;
+
+ for (int i = SIDES / 4; i <= SIDES / 2; i++) {
+ pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
+ }
+
+ // Top Line
+ pushVert2D(x + radius, y, verts, vertNo, box);
+
+ x1 = x + radius;
+ y1 = y + radius;
+
+ for (int i = SIDES / 2; i <= SIDES34; i++) {
+ pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
+ }
+
+ // Left Line
+ pushVert2D(x, y + h - radius, verts, vertNo, box);
+
+ x1 = x + radius;
+ y1 = y + h - radius;
+
+ for (int i = SIDES34; i <= SIDES; i++) {
+ pushVert2D(x1 + (sin((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), y1 + (cos((i * (360.f / (float)SIDES) * 3.141526f / 180)) * radius), verts, vertNo, box);
+ }
+
+ glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
+
+ glEnableVertexAttribArray(m_shQUAD.posAttrib);
+
+ glLineWidth(thick);
+ glDrawArrays(GL_LINE_STRIP, 0, 41);
+
+ glDisableVertexAttribArray(m_shQUAD.posAttrib);
} \ No newline at end of file
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index 7aa74e6c..43fa6c6c 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -38,6 +38,7 @@ public:
void renderRect(wlr_box*, const CColor&);
void renderTexture(wlr_texture*, float matrix[9], float a, int round = 0);
void renderTexture(const CTexture&, float matrix[9], float a, int round = 0);
+ void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
void clear(const CColor&);
void scissor(const wlr_box*);
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index f128b955..c3ec7994 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -402,24 +402,11 @@ void CHyprRenderer::drawBorderForWindow(CWindow* pWindow, SMonitor* pMonitor) {
const auto BORDERCOL = pWindow->m_cRealBorderColor;
Vector2D correctPos = pWindow->m_vRealPosition - pMonitor->vecPosition;
+ Vector2D correctSize = pWindow->m_vRealSize;
// top
- wlr_box border = {correctPos.x - BORDERSIZE, correctPos.y - BORDERSIZE, pWindow->m_vRealSize.x + 2 * BORDERSIZE, BORDERSIZE};
- g_pHyprOpenGL->renderRect(&border, BORDERCOL);
-
- // bottom
- border.y = correctPos.y + pWindow->m_vRealSize.y;
- g_pHyprOpenGL->renderRect(&border, BORDERCOL);
-
- // left
- border.y = correctPos.y;
- border.width = BORDERSIZE;
- border.height = pWindow->m_vRealSize.y;
- g_pHyprOpenGL->renderRect(&border, BORDERCOL);
-
- // right
- border.x = correctPos.x + pWindow->m_vRealSize.x;
- g_pHyprOpenGL->renderRect(&border, BORDERCOL);
+ wlr_box border = {correctPos.x - BORDERSIZE / 2.f, correctPos.y - BORDERSIZE / 2.f, pWindow->m_vRealSize.x + BORDERSIZE, pWindow->m_vRealSize.y + BORDERSIZE};
+ g_pHyprOpenGL->renderBorder(&border, BORDERCOL, BORDERSIZE, g_pConfigManager->getInt("decoration:rounding"));
}
void damageSurfaceIter(struct wlr_surface* surface, int x, int y, void* data) {