elements: Add custom backdrop element
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parent
ea3f158374
commit
64752fe31a
4 changed files with 205 additions and 80 deletions
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@ -48,7 +48,7 @@ use smithay::{
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damage::{Error as RenderError, OutputDamageTracker, OutputNoMode},
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element::{
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utils::{Relocate, RelocateRenderElement},
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AsRenderElements, Element, RenderElement, RenderElementStates,
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AsRenderElements, Element, Id, RenderElement, RenderElementStates,
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},
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gles::{
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element::PixelShaderElement, GlesError, GlesPixelProgram, GlesRenderer, Uniform,
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@ -61,7 +61,7 @@ use smithay::{
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},
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desktop::layer_map_for_output,
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output::Output,
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utils::{IsAlive, Logical, Physical, Point, Rectangle, Scale, Size},
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utils::{IsAlive, Logical, Physical, Point, Rectangle, Scale},
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wayland::{
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dmabuf::get_dmabuf,
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shell::wlr_layer::Layer,
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@ -85,41 +85,43 @@ pub static CLEAR_COLOR: [f32; 4] = [0.153, 0.161, 0.165, 1.0];
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pub static ACTIVE_GROUP_COLOR: [f32; 3] = [0.678, 0.635, 0.619];
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pub static GROUP_COLOR: [f32; 3] = [0.431, 0.404, 0.396];
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pub static FOCUS_INDICATOR_COLOR: [f32; 3] = [0.580, 0.921, 0.921];
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pub static FOCUS_INDICATOR_SHADER: &str = include_str!("./shaders/focus_indicator.frag");
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pub static OUTLINE_SHADER: &str = include_str!("./shaders/rounded_outline.frag");
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pub static RECTANGLE_SHADER: &str = include_str!("./shaders/rounded_rectangle.frag");
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pub struct IndicatorShader(pub GlesPixelProgram);
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#[derive(Clone)]
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pub enum Key {
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pub enum IndicatorKey {
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Group(Weak<()>),
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Window(CosmicMapped),
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}
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impl std::hash::Hash for Key {
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impl std::hash::Hash for IndicatorKey {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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match self {
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Key::Group(arc) => (arc.as_ptr() as usize).hash(state),
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Key::Window(window) => window.hash(state),
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IndicatorKey::Group(arc) => (arc.as_ptr() as usize).hash(state),
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IndicatorKey::Window(window) => window.hash(state),
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}
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}
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}
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impl PartialEq for Key {
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impl PartialEq for IndicatorKey {
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fn eq(&self, other: &Self) -> bool {
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match (self, other) {
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(Key::Group(g1), Key::Group(g2)) => Weak::ptr_eq(g1, g2),
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(Key::Window(w1), Key::Window(w2)) => w1 == w2,
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(IndicatorKey::Group(g1), IndicatorKey::Group(g2)) => Weak::ptr_eq(g1, g2),
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(IndicatorKey::Window(w1), IndicatorKey::Window(w2)) => w1 == w2,
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_ => false,
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}
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}
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}
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impl Eq for Key {}
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impl From<CosmicMapped> for Key {
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impl Eq for IndicatorKey {}
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impl From<CosmicMapped> for IndicatorKey {
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fn from(window: CosmicMapped) -> Self {
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Key::Window(window)
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IndicatorKey::Window(window)
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}
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}
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impl From<WindowGroup> for Key {
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impl From<WindowGroup> for IndicatorKey {
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fn from(group: WindowGroup) -> Self {
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Key::Group(group.alive.clone())
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IndicatorKey::Group(group.alive.clone())
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}
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}
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@ -129,7 +131,7 @@ struct IndicatorSettings {
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alpha: f32,
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color: [f32; 3],
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}
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type IndicatorCache = RefCell<HashMap<Key, (IndicatorSettings, PixelShaderElement)>>;
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type IndicatorCache = RefCell<HashMap<IndicatorKey, (IndicatorSettings, PixelShaderElement)>>;
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impl IndicatorShader {
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pub fn get<R: AsGlowRenderer>(renderer: &R) -> GlesPixelProgram {
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@ -144,7 +146,7 @@ impl IndicatorShader {
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pub fn focus_element<R: AsGlowRenderer>(
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renderer: &R,
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key: impl Into<Key>,
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key: impl Into<IndicatorKey>,
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mut element_geo: Rectangle<i32, Logical>,
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thickness: u8,
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alpha: f32,
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@ -159,7 +161,7 @@ impl IndicatorShader {
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pub fn element<R: AsGlowRenderer>(
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renderer: &R,
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key: impl Into<Key>,
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key: impl Into<IndicatorKey>,
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geo: Rectangle<i32, Logical>,
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thickness: u8,
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alpha: f32,
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@ -178,8 +180,8 @@ impl IndicatorShader {
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user_data.insert_if_missing(|| IndicatorCache::new(HashMap::new()));
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let mut cache = user_data.get::<IndicatorCache>().unwrap().borrow_mut();
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cache.retain(|k, _| match k {
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Key::Group(w) => w.upgrade().is_some(),
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Key::Window(w) => w.alive(),
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IndicatorKey::Group(w) => w.upgrade().is_some(),
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IndicatorKey::Window(w) => w.alive(),
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});
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let key = key.into();
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@ -213,23 +215,139 @@ impl IndicatorShader {
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}
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}
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pub struct BackdropShader(pub GlesPixelProgram);
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#[derive(Clone)]
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pub enum BackdropKey {
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Static(Id),
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Window(CosmicMapped),
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}
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impl std::hash::Hash for BackdropKey {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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match self {
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BackdropKey::Static(id) => id.hash(state),
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BackdropKey::Window(window) => window.hash(state),
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}
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}
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}
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impl PartialEq for BackdropKey {
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fn eq(&self, other: &Self) -> bool {
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match (self, other) {
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(BackdropKey::Static(s1), BackdropKey::Static(s2)) => s1 == s2,
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(BackdropKey::Window(w1), BackdropKey::Window(w2)) => w1 == w2,
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_ => false,
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}
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}
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}
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impl Eq for BackdropKey {}
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impl From<CosmicMapped> for BackdropKey {
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fn from(window: CosmicMapped) -> Self {
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BackdropKey::Window(window)
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}
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}
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impl From<Id> for BackdropKey {
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fn from(id: Id) -> Self {
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BackdropKey::Static(id)
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}
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}
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#[derive(PartialEq)]
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struct BackdropSettings {
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radius: f32,
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alpha: f32,
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color: [f32; 3],
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}
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type BackdropCache = RefCell<HashMap<BackdropKey, (BackdropSettings, PixelShaderElement)>>;
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impl BackdropShader {
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pub fn get<R: AsGlowRenderer>(renderer: &R) -> GlesPixelProgram {
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Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
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.egl_context()
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.user_data()
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.get::<BackdropShader>()
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.expect("Custom Shaders not initialized")
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.0
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.clone()
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}
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pub fn element<R: AsGlowRenderer>(
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renderer: &R,
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key: impl Into<BackdropKey>,
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geo: Rectangle<i32, Logical>,
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radius: f32,
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alpha: f32,
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color: [f32; 3],
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) -> PixelShaderElement {
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let settings = BackdropSettings {
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radius,
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alpha,
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color,
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};
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let user_data = Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
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.egl_context()
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.user_data();
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user_data.insert_if_missing(|| BackdropCache::new(HashMap::new()));
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let mut cache = user_data.get::<BackdropCache>().unwrap().borrow_mut();
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cache.retain(|k, _| match k {
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BackdropKey::Static(_) => true,
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BackdropKey::Window(w) => w.alive(),
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});
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let key = key.into();
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if cache
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.get(&key)
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.filter(|(old_settings, _)| &settings == old_settings)
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.is_none()
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{
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let shader = Self::get(renderer);
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let elem = PixelShaderElement::new(
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shader,
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geo,
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None, // TODO
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alpha,
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vec![Uniform::new("color", color), Uniform::new("radius", radius)],
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);
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cache.insert(key.clone(), (settings, elem));
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}
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let elem = &mut cache.get_mut(&key).unwrap().1;
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if elem.geometry(1.0.into()).to_logical(1) != geo {
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elem.resize(geo, None);
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}
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elem.clone()
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}
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}
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pub fn init_shaders<R: AsGlowRenderer>(renderer: &mut R) -> Result<(), GlesError> {
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let glow_renderer = renderer.glow_renderer_mut();
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let gles_renderer: &mut GlesRenderer = glow_renderer.borrow_mut();
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let indicator_shader = gles_renderer.compile_custom_pixel_shader(
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FOCUS_INDICATOR_SHADER,
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let outline_shader = gles_renderer.compile_custom_pixel_shader(
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OUTLINE_SHADER,
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&[
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UniformName::new("color", UniformType::_3f),
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UniformName::new("thickness", UniformType::_1f),
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UniformName::new("radius", UniformType::_1f),
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],
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)?;
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let rectangle_shader = gles_renderer.compile_custom_pixel_shader(
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RECTANGLE_SHADER,
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&[
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UniformName::new("color", UniformType::_3f),
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UniformName::new("radius", UniformType::_1f),
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],
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)?;
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let egl_context = gles_renderer.egl_context();
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egl_context
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.user_data()
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.insert_if_missing(|| IndicatorShader(indicator_shader));
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.insert_if_missing(|| IndicatorShader(outline_shader));
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egl_context
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.user_data()
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.insert_if_missing(|| BackdropShader(rectangle_shader));
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Ok(())
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}
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@ -19,7 +19,7 @@ void main() {
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vec2 location = v_coords * size;
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vec4 mix_color;
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float distance = rounded_box(location - center, size / 2.0 - vec2(thickness / 2.0), radius);
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float distance = rounded_box(location - center, (size / 2.0) - (thickness / 2.0), radius);
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float smoothedAlpha = 1.0 - smoothstep(0.0, 1.0, abs(distance) - (thickness / 2.0));
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mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha);
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32
src/backend/render/shaders/rounded_rectangle.frag
Normal file
32
src/backend/render/shaders/rounded_rectangle.frag
Normal file
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@ -0,0 +1,32 @@
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precision mediump float;
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uniform float alpha;
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#if defined(DEBUG_FLAGS)
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uniform float tint;
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#endif
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uniform vec2 size;
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varying vec2 v_coords;
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uniform vec3 color;
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uniform float radius;
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float rounded_box(vec2 center, vec2 size, float radius) {
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return length(max(abs(center) - size + radius, 0.0)) - radius;
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}
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void main() {
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vec2 center = size / 2.0;
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vec2 location = v_coords * size;
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vec4 mix_color;
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float distance = rounded_box(location - center, size / 2.0, radius);
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float smoothedAlpha = 1.0 - smoothstep(0.0, 1.0, distance);
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mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha);
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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mix_color = vec4(0.0, 0.3, 0.0, 0.2) + mix_color * 0.8;
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#endif
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gl_FragColor = mix_color;
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}
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