render/outline: Handler inner/outer radius properly and ceil thickness

This commit is contained in:
Victoria Brekenfeld 2025-12-22 17:59:56 +01:00 committed by Victoria Brekenfeld
parent d5734b4b68
commit 8f7dc7f00c
7 changed files with 78 additions and 25 deletions

View file

@ -182,9 +182,10 @@ impl From<Id> for Key {
#[derive(PartialEq)]
struct IndicatorSettings {
thickness: u8,
radius: [u8; 4],
outer_radius: [u8; 4],
alpha: f32,
color: [f32; 3],
scale: f64,
}
type IndicatorCache = RefCell<HashMap<Key, (IndicatorSettings, PixelShaderElement)>>;
@ -204,21 +205,24 @@ impl IndicatorShader {
key: impl Into<Key>,
mut element_geo: Rectangle<i32, Local>,
thickness: u8,
radius: [u8; 4],
inner_radius: [u8; 4],
alpha: f32,
scale: f64,
active_window_hint: [f32; 3],
) -> PixelShaderElement {
let t = thickness as i32;
element_geo.loc -= (t, t).into();
element_geo.size += (t * 2, t * 2).into();
let outer_radius = inner_radius.map(|r| r + thickness);
IndicatorShader::element(
renderer,
key,
element_geo,
thickness,
radius,
outer_radius,
alpha,
scale,
active_window_hint,
)
}
@ -228,14 +232,16 @@ impl IndicatorShader {
key: impl Into<Key>,
geo: Rectangle<i32, Local>,
thickness: u8,
radius: [u8; 4],
outer_radius: [u8; 4],
alpha: f32,
scale: f64,
color: [f32; 3],
) -> PixelShaderElement {
let settings = IndicatorSettings {
thickness,
radius,
outer_radius,
alpha,
scale,
color,
};
@ -257,7 +263,7 @@ impl IndicatorShader {
.filter(|(old_settings, _)| &settings == old_settings)
.is_none()
{
let thickness: f32 = thickness as f32;
let thickness: f32 = ((thickness as f64 * scale).ceil() / scale) as f32;
let shader = Self::get(renderer);
let elem = PixelShaderElement::new(
@ -274,12 +280,13 @@ impl IndicatorShader {
Uniform::new(
"radius",
[
radius[0] as f32 + thickness / 2.,
radius[1] as f32 + thickness / 2.,
radius[2] as f32 + thickness / 2.,
radius[3] as f32 + thickness / 2.,
outer_radius[0] as f32,
outer_radius[1] as f32,
outer_radius[2] as f32,
outer_radius[3] as f32,
],
),
Uniform::new("scale", scale as f32),
],
Kind::Unspecified,
);
@ -392,6 +399,7 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
&[
UniformName::new("color", UniformType::_3f),
UniformName::new("thickness", UniformType::_1f),
UniformName::new("scale", UniformType::_1f),
UniformName::new("radius", UniformType::_4f),
],
)?;

View file

@ -9,29 +9,56 @@ varying vec2 v_coords;
uniform vec3 color;
uniform float thickness;
uniform vec4 radius;
uniform float scale;
float rounded_box(in vec2 p, in vec2 b, in vec4 r)
{
r.xy = (p.x > 0.0) ? r.xy : r.zw;
r.x = (p.y > 0.0) ? r.x : r.y;
vec2 q = abs(p) - b + r.x;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
float rounding_alpha(vec2 coords, vec2 size, vec4 radius) {
vec2 center;
float r;
if (coords.x < radius.x && coords.y < radius.x) {
r = radius.x;
center = vec2(r, r);
} else if (size.x - radius.y < coords.x && coords.y < radius.y) {
r = radius.y;
center = vec2(size.x - r, r);
} else if (size.x - radius.z < coords.x && size.y - radius.z < coords.y) {
r = radius.z;
center = vec2(size.x - r, size.y - r);
} else if (coords.x < radius.w && size.y - radius.w < coords.y) {
r = radius.w;
center = vec2(r, size.y - r);
} else {
return 1.0;
}
float dist = distance(coords, center);
float half_px = 0.5 / scale;
return 1.0 - smoothstep(r - half_px, r + half_px, dist);
}
void main() {
vec2 center = size / 2.0;
vec2 location = v_coords * size;
vec4 mix_color;
float distance = rounded_box(location - center, (size / 2.0) - (thickness / 2.0), radius);
float smoothedAlpha = 1.0 - smoothstep(-0.5, 0.5, abs(distance) - (thickness / 2.0));
float outer_alpha = rounding_alpha(v_coords * size, size, radius);
float inner_alpha = 1.0;
mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), smoothedAlpha);
#if defined(DEBUG_FLAGS)
if (thickness > 0.0) {
location -= vec2(thickness);
vec2 inner_size = size - vec2(thickness * 2.0);
if (0.0 <= location.x && location.x <= inner_size.x
&& 0.0 <= location.y && location.y <= inner_size.y)
{
vec4 inner_radius = radius - vec4(thickness);
inner_alpha = 1.0 - rounding_alpha(location, inner_size, inner_radius);
}
}
vec4 mix_color = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(color, alpha), outer_alpha * inner_alpha);
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
mix_color = vec4(0.0, 0.3, 0.0, 0.2) + mix_color * 0.8;
#endif
#endif
gl_FragColor = mix_color;
}
}

View file

@ -782,6 +782,7 @@ impl CosmicStack {
1,
radii.unwrap_or([0, 0, 0, 0]),
a * alpha,
scale.x,
[r, g, b],
))
});

View file

@ -503,6 +503,7 @@ impl CosmicWindow {
1,
radii,
a * alpha,
scale.x,
[r, g, b],
));
elements.push(elem);

View file

@ -131,6 +131,7 @@ impl MoveGrabState {
self.indicator_thickness,
radius,
alpha,
output_scale.x,
[
active_window_hint.red,
active_window_hint.green,
@ -167,6 +168,7 @@ impl MoveGrabState {
theme.radius_s()[3] as u8,
],
1.0,
output_scale.x,
[
active_window_hint.red,
active_window_hint.green,

View file

@ -1622,6 +1622,7 @@ impl FloatingLayout {
indicator_thickness,
radius,
alpha,
output_scale,
[
active_window_hint.red,
active_window_hint.green,

View file

@ -3400,6 +3400,7 @@ impl TilingLayout {
Option::<&mut GlowRenderer>::None,
non_exclusive_zone,
None,
self.output.current_scale().fractional_scale(),
1.0,
overview.alpha().unwrap(),
&self.backdrop_id,
@ -4054,6 +4055,7 @@ impl TilingLayout {
non_exclusive_zone,
seat, // TODO: Would be better to be an old focus,
// but for that we have to associate focus with a tree (and animate focus changes properly)
output_scale,
1.0 - transition,
transition,
&self.backdrop_id,
@ -4091,6 +4093,7 @@ impl TilingLayout {
&mut *renderer,
non_exclusive_zone,
seat,
output_scale,
transition,
transition,
&self.backdrop_id,
@ -4203,6 +4206,7 @@ impl TilingLayout {
non_exclusive_zone,
seat, // TODO: Would be better to be an old focus,
// but for that we have to associate focus with a tree (and animate focus changes properly)
output_scale,
1.0 - transition,
transition,
&self.backdrop_id,
@ -4238,6 +4242,7 @@ impl TilingLayout {
&mut *renderer,
non_exclusive_zone,
seat,
output_scale,
transition,
transition,
&self.backdrop_id,
@ -4312,6 +4317,7 @@ fn geometries_for_groupview<'a, R>(
renderer: impl Into<Option<&'a mut R>>,
non_exclusive_zone: Rectangle<i32, Local>,
seat: Option<&Seat<State>>,
scale: f64,
alpha: f32,
transition: f32,
backdrop_id: &Id,
@ -4512,6 +4518,7 @@ where
4,
[if render_active_child { 16 } else { 8 }; 4],
alpha * if render_potential_group { 0.40 } else { 1.0 },
scale,
group_color,
)
.into(),
@ -4529,6 +4536,7 @@ where
4,
[8; 4],
alpha * 0.40,
scale,
group_color,
)
.into(),
@ -4592,6 +4600,7 @@ where
4,
[8; 4],
alpha * 0.15,
scale,
group_color,
)
.into(),
@ -4828,6 +4837,7 @@ where
4,
[8; 4],
alpha * 0.40,
scale,
group_color,
)
.into(),
@ -5068,6 +5078,7 @@ where
indicator_thickness,
radius,
alpha,
output_scale,
[window_hint.red, window_hint.green, window_hint.blue],
),
));
@ -5347,6 +5358,7 @@ where
4,
radius,
transition.unwrap_or(1.0),
output_scale,
[window_hint.red, window_hint.green, window_hint.blue],
),
));
@ -5464,6 +5476,7 @@ where
},
radius,
alpha,
output_scale,
[window_hint.red, window_hint.green, window_hint.blue],
),
));