Files
niri/src/layout/closing_window.rs
T
Ivan Molodetskikh 1dae45c58d Refactor layout to fractional-logical
Lets borders, gaps, and everything else stay pixel-perfect even with
fractional scale. Allows setting fractional border widths, gaps,
struts.

See the new wiki .md for more details.
2024-06-18 14:01:28 +03:00

212 lines
7.3 KiB
Rust

use std::collections::HashMap;
use std::time::Duration;
use anyhow::Context as _;
use glam::{Mat3, Vec2};
use niri_config::BlockOutFrom;
use smithay::backend::allocator::Fourcc;
use smithay::backend::renderer::element::utils::{
Relocate, RelocateRenderElement, RescaleRenderElement,
};
use smithay::backend::renderer::element::{Kind, RenderElement};
use smithay::backend::renderer::gles::{GlesRenderer, GlesTexture, Uniform};
use smithay::backend::renderer::Texture;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform};
use crate::animation::Animation;
use crate::niri_render_elements;
use crate::render_helpers::primary_gpu_texture::PrimaryGpuTextureRenderElement;
use crate::render_helpers::shader_element::ShaderRenderElement;
use crate::render_helpers::shaders::{mat3_uniform, ProgramType, Shaders};
use crate::render_helpers::snapshot::RenderSnapshot;
use crate::render_helpers::texture::{TextureBuffer, TextureRenderElement};
use crate::render_helpers::{render_to_encompassing_texture, RenderTarget};
#[derive(Debug)]
pub struct ClosingWindow {
/// Contents of the window.
buffer: TextureBuffer<GlesTexture>,
/// Blocked-out contents of the window.
blocked_out_buffer: TextureBuffer<GlesTexture>,
/// Where the window should be blocked out from.
block_out_from: Option<BlockOutFrom>,
/// Size of the window geometry.
geo_size: Size<f64, Logical>,
/// Position in the workspace.
pos: Point<f64, Logical>,
/// How much the texture should be offset.
buffer_offset: Point<f64, Logical>,
/// How much the blocked-out texture should be offset.
blocked_out_buffer_offset: Point<f64, Logical>,
/// The closing animation.
anim: Animation,
/// Random seed for the shader.
random_seed: f32,
}
niri_render_elements! {
ClosingWindowRenderElement => {
Texture = RelocateRenderElement<RescaleRenderElement<PrimaryGpuTextureRenderElement>>,
Shader = ShaderRenderElement,
}
}
impl ClosingWindow {
pub fn new<E: RenderElement<GlesRenderer>>(
renderer: &mut GlesRenderer,
snapshot: RenderSnapshot<E, E>,
scale: Scale<f64>,
geo_size: Size<f64, Logical>,
pos: Point<f64, Logical>,
anim: Animation,
) -> anyhow::Result<Self> {
let _span = tracy_client::span!("ClosingWindow::new");
let mut render_to_texture = |elements: Vec<E>| -> anyhow::Result<_> {
let (texture, _sync_point, geo) = render_to_encompassing_texture(
renderer,
scale,
Transform::Normal,
Fourcc::Abgr8888,
&elements,
)
.context("error rendering to texture")?;
let buffer = TextureBuffer::from_texture(
renderer,
texture,
scale,
Transform::Normal,
Vec::new(),
);
let offset = geo.loc.to_f64().to_logical(scale);
Ok((buffer, offset))
};
let (buffer, buffer_offset) =
render_to_texture(snapshot.contents).context("error rendering contents")?;
let (blocked_out_buffer, blocked_out_buffer_offset) =
render_to_texture(snapshot.blocked_out_contents)
.context("error rendering blocked-out contents")?;
Ok(Self {
buffer,
blocked_out_buffer,
block_out_from: snapshot.block_out_from,
geo_size,
pos,
buffer_offset,
blocked_out_buffer_offset,
anim,
random_seed: fastrand::f32(),
})
}
pub fn advance_animations(&mut self, current_time: Duration) {
self.anim.set_current_time(current_time);
}
pub fn are_animations_ongoing(&self) -> bool {
!self.anim.is_done()
}
pub fn render(
&self,
renderer: &mut GlesRenderer,
view_rect: Rectangle<f64, Logical>,
scale: Scale<f64>,
target: RenderTarget,
) -> ClosingWindowRenderElement {
let progress = self.anim.value();
let clamped_progress = self.anim.clamped_value().clamp(0., 1.);
let (buffer, offset) = if target.should_block_out(self.block_out_from) {
(&self.blocked_out_buffer, self.blocked_out_buffer_offset)
} else {
(&self.buffer, self.buffer_offset)
};
if Shaders::get(renderer).program(ProgramType::Close).is_some() {
let area_loc = Vec2::new(view_rect.loc.x as f32, view_rect.loc.y as f32);
let area_size = Vec2::new(view_rect.size.w as f32, view_rect.size.h as f32);
// Round to physical pixels relative to the view position. This is similar to what
// happens when rendering normal windows.
let relative = self.pos - view_rect.loc;
let pos = view_rect.loc + relative.to_physical_precise_round(scale).to_logical(scale);
let geo_loc = Vec2::new(pos.x as f32, pos.y as f32);
let geo_size = Vec2::new(self.geo_size.w as f32, self.geo_size.h as f32);
let input_to_geo = Mat3::from_scale(area_size / geo_size)
* Mat3::from_translation((area_loc - geo_loc) / area_size);
let tex_scale = self.buffer.texture_scale();
let tex_scale = Vec2::new(tex_scale.x as f32, tex_scale.y as f32);
let tex_loc = Vec2::new(offset.x as f32, offset.y as f32);
let tex_size = self.buffer.texture().size();
let tex_size = Vec2::new(tex_size.w as f32, tex_size.h as f32) / tex_scale;
let geo_to_tex =
Mat3::from_translation(-tex_loc / tex_size) * Mat3::from_scale(geo_size / tex_size);
return ShaderRenderElement::new(
ProgramType::Close,
view_rect.size,
None,
1.,
vec![
mat3_uniform("niri_input_to_geo", input_to_geo),
Uniform::new("niri_geo_size", geo_size.to_array()),
mat3_uniform("niri_geo_to_tex", geo_to_tex),
Uniform::new("niri_progress", progress as f32),
Uniform::new("niri_clamped_progress", clamped_progress as f32),
Uniform::new("niri_random_seed", self.random_seed),
],
HashMap::from([(String::from("niri_tex"), buffer.texture().clone())]),
Kind::Unspecified,
)
.with_location(Point::from((0., 0.)))
.into();
}
let elem = TextureRenderElement::from_texture_buffer(
buffer.clone(),
Point::from((0., 0.)),
1. - clamped_progress as f32,
None,
None,
Kind::Unspecified,
);
let elem = PrimaryGpuTextureRenderElement(elem);
let center = self.geo_size.to_point().downscale(2.);
let elem = RescaleRenderElement::from_element(
elem,
(center - offset).to_physical_precise_round(scale),
((1. - clamped_progress) / 5. + 0.8).max(0.),
);
let mut location = self.pos + offset;
location.x -= view_rect.loc.x;
let elem = RelocateRenderElement::from_element(
elem,
location.to_physical_precise_round(scale),
Relocate::Relative,
);
elem.into()
}
}