Files
niri/src/render_helpers/border.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

268 lines
7.8 KiB
Rust

use std::collections::HashMap;
use glam::{Mat3, Vec2};
use niri_config::CornerRadius;
use smithay::backend::renderer::element::{Element, Id, Kind, RenderElement, UnderlyingStorage};
use smithay::backend::renderer::gles::{GlesError, GlesFrame, GlesRenderer, Uniform};
use smithay::backend::renderer::utils::{CommitCounter, DamageSet, OpaqueRegions};
use smithay::utils::{Buffer, Logical, Physical, Point, Rectangle, Scale, Size, Transform};
use super::renderer::NiriRenderer;
use super::shader_element::ShaderRenderElement;
use super::shaders::{mat3_uniform, ProgramType, Shaders};
use crate::backend::tty::{TtyFrame, TtyRenderer, TtyRendererError};
/// Renders a wide variety of borders and border parts.
///
/// This includes:
/// * sub- or super-rect of an angled linear gradient like CSS linear-gradient(angle, a, b).
/// * corner rounding.
/// * as a background rectangle and as parts of a border line.
#[derive(Debug, Clone)]
pub struct BorderRenderElement {
inner: ShaderRenderElement,
params: Parameters,
}
#[derive(Debug, Clone, Copy, PartialEq)]
struct Parameters {
size: Size<f64, Logical>,
gradient_area: Rectangle<f64, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
angle: f32,
geometry: Rectangle<f64, Logical>,
border_width: f32,
corner_radius: CornerRadius,
}
impl BorderRenderElement {
#[allow(clippy::too_many_arguments)]
pub fn new(
size: Size<f64, Logical>,
gradient_area: Rectangle<f64, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
angle: f32,
geometry: Rectangle<f64, Logical>,
border_width: f32,
corner_radius: CornerRadius,
) -> Self {
let inner = ShaderRenderElement::empty(ProgramType::Border, Kind::Unspecified);
let mut rv = Self {
inner,
params: Parameters {
size,
gradient_area,
color_from,
color_to,
angle,
geometry,
border_width,
corner_radius,
},
};
rv.update_inner();
rv
}
pub fn empty() -> Self {
let inner = ShaderRenderElement::empty(ProgramType::Border, Kind::Unspecified);
Self {
inner,
params: Parameters {
size: Default::default(),
gradient_area: Default::default(),
color_from: Default::default(),
color_to: Default::default(),
angle: 0.,
geometry: Default::default(),
border_width: 0.,
corner_radius: Default::default(),
},
}
}
pub fn damage_all(&mut self) {
self.inner.damage_all();
}
#[allow(clippy::too_many_arguments)]
pub fn update(
&mut self,
size: Size<f64, Logical>,
gradient_area: Rectangle<f64, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
angle: f32,
geometry: Rectangle<f64, Logical>,
border_width: f32,
corner_radius: CornerRadius,
) {
let params = Parameters {
size,
gradient_area,
color_from,
color_to,
angle,
geometry,
border_width,
corner_radius,
};
if self.params == params {
return;
}
self.params = params;
self.update_inner();
}
fn update_inner(&mut self) {
let Parameters {
size,
gradient_area,
color_from,
color_to,
angle,
geometry,
border_width,
corner_radius,
} = self.params;
let grad_offset = geometry.loc - gradient_area.loc;
let grad_offset = Vec2::new(grad_offset.x as f32, grad_offset.y as f32);
let grad_dir = Vec2::from_angle(angle);
let (w, h) = (gradient_area.size.w as f32, gradient_area.size.h as f32);
let mut grad_area_diag = Vec2::new(w, h);
if (grad_dir.x < 0. && 0. <= grad_dir.y) || (0. <= grad_dir.x && grad_dir.y < 0.) {
grad_area_diag.x = -w;
}
let mut grad_vec = grad_area_diag.project_onto(grad_dir);
if grad_dir.y <= 0. {
grad_vec = -grad_vec;
}
let area_size = Vec2::new(size.w as f32, size.h as f32);
let geo_loc = Vec2::new(geometry.loc.x as f32, geometry.loc.y as f32);
let geo_size = Vec2::new(geometry.size.w as f32, geometry.size.h as f32);
let input_to_geo =
Mat3::from_scale(area_size) * Mat3::from_translation(-geo_loc / area_size);
self.inner.update(
size,
None,
vec![
Uniform::new("color_from", color_from),
Uniform::new("color_to", color_to),
Uniform::new("grad_offset", grad_offset.to_array()),
Uniform::new("grad_width", w),
Uniform::new("grad_vec", grad_vec.to_array()),
mat3_uniform("input_to_geo", input_to_geo),
Uniform::new("geo_size", geo_size.to_array()),
Uniform::new("outer_radius", <[f32; 4]>::from(corner_radius)),
Uniform::new("border_width", border_width),
],
HashMap::new(),
);
}
pub fn with_location(mut self, location: Point<f64, Logical>) -> Self {
self.inner = self.inner.with_location(location);
self
}
pub fn has_shader(renderer: &mut impl NiriRenderer) -> bool {
Shaders::get(renderer)
.program(ProgramType::Border)
.is_some()
}
}
impl Default for BorderRenderElement {
fn default() -> Self {
Self::empty()
}
}
impl Element for BorderRenderElement {
fn id(&self) -> &Id {
self.inner.id()
}
fn current_commit(&self) -> CommitCounter {
self.inner.current_commit()
}
fn geometry(&self, scale: Scale<f64>) -> Rectangle<i32, Physical> {
self.inner.geometry(scale)
}
fn transform(&self) -> Transform {
self.inner.transform()
}
fn src(&self) -> Rectangle<f64, Buffer> {
self.inner.src()
}
fn damage_since(
&self,
scale: Scale<f64>,
commit: Option<CommitCounter>,
) -> DamageSet<i32, Physical> {
self.inner.damage_since(scale, commit)
}
fn opaque_regions(&self, scale: Scale<f64>) -> OpaqueRegions<i32, Physical> {
self.inner.opaque_regions(scale)
}
fn alpha(&self) -> f32 {
self.inner.alpha()
}
fn kind(&self) -> Kind {
self.inner.kind()
}
}
impl RenderElement<GlesRenderer> for BorderRenderElement {
fn draw(
&self,
frame: &mut GlesFrame<'_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
opaque_regions: &[Rectangle<i32, Physical>],
) -> Result<(), GlesError> {
RenderElement::<GlesRenderer>::draw(&self.inner, frame, src, dst, damage, opaque_regions)
}
fn underlying_storage(&self, renderer: &mut GlesRenderer) -> Option<UnderlyingStorage> {
self.inner.underlying_storage(renderer)
}
}
impl<'render> RenderElement<TtyRenderer<'render>> for BorderRenderElement {
fn draw(
&self,
frame: &mut TtyFrame<'_, '_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
opaque_regions: &[Rectangle<i32, Physical>],
) -> Result<(), TtyRendererError<'render>> {
RenderElement::<TtyRenderer<'_>>::draw(&self.inner, frame, src, dst, damage, opaque_regions)
}
fn underlying_storage(&self, renderer: &mut TtyRenderer<'render>) -> Option<UnderlyingStorage> {
self.inner.underlying_storage(renderer)
}
}