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Kiko 2024-07-05 11:59:31 +00:00 committed by GitHub
commit 1735c4e462
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13 changed files with 137 additions and 31 deletions

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@ -413,6 +413,8 @@ pub struct Gradient {
pub angle: i16,
#[knuffel(property, default)]
pub relative_to: GradientRelativeTo,
#[knuffel(property, default)]
pub gradient_type: GradientType,
}
#[derive(knuffel::DecodeScalar, Debug, Default, Clone, Copy, PartialEq, Eq)]
@ -422,6 +424,15 @@ pub enum GradientRelativeTo {
WorkspaceView,
}
#[derive(knuffel::DecodeScalar, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub enum GradientType {
#[default]
CssLinear,
Linear,
Oklab,
Lch,
}
#[derive(knuffel::Decode, Debug, Clone, Copy, PartialEq)]
pub struct Border {
#[knuffel(child)]

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@ -152,6 +152,7 @@ layout {
// The angle is the same as in linear-gradient, and is optional,
// defaulting to 180 (top-to-bottom gradient).
// You can use any CSS linear-gradient tool on the web to set these up.
// for gradient types visit the wiki
//
// active-gradient from="#80c8ff" to="#bbddff" angle=45

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@ -1,7 +1,7 @@
use std::iter::zip;
use arrayvec::ArrayVec;
use niri_config::{CornerRadius, Gradient, GradientRelativeTo};
use niri_config::{CornerRadius, Gradient, GradientRelativeTo, GradientType};
use smithay::backend::renderer::element::Kind;
use smithay::utils::{Logical, Point, Rectangle, Size};
@ -91,6 +91,7 @@ impl FocusRing {
to: color,
angle: 0,
relative_to: GradientRelativeTo::Window,
gradient_type: GradientType::CssLinear,
});
let full_rect = Rectangle::from_loc_and_size((-width, -width), self.full_size);
@ -99,6 +100,13 @@ impl FocusRing {
GradientRelativeTo::WorkspaceView => view_rect,
};
let gradient_format = match gradient.gradient_type {
GradientType::CssLinear => 0.,
GradientType::Linear => 1.,
GradientType::Oklab => 2.,
GradientType::Lch => 3.,
};
let rounded_corner_border_width = if self.is_border {
// HACK: increase the border width used for the inner rounded corners a tiny bit to
// reduce background bleed.
@ -178,6 +186,7 @@ impl FocusRing {
border.update(
size,
Rectangle::from_loc_and_size(gradient_area.loc - loc, gradient_area.size),
gradient_format,
gradient.from.into(),
gradient.to.into(),
((gradient.angle as f32) - 90.).to_radians(),
@ -198,6 +207,7 @@ impl FocusRing {
gradient_area.loc - self.locations[0],
gradient_area.size,
),
gradient_format,
gradient.from.into(),
gradient.to.into(),
((gradient.angle as f32) - 90.).to_radians(),

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@ -757,6 +757,7 @@ impl<W: LayoutElement> Tile<W> {
return BorderRenderElement::new(
geo.size,
Rectangle::from_loc_and_size((0., 0.), geo.size),
0.,
elem.color(),
elem.color(),
0.,

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@ -28,6 +28,7 @@ pub struct BorderRenderElement {
struct Parameters {
size: Size<f64, Logical>,
gradient_area: Rectangle<f64, Logical>,
gradient_format: f32,
color_from: [f32; 4],
color_to: [f32; 4],
angle: f32,
@ -43,6 +44,7 @@ impl BorderRenderElement {
pub fn new(
size: Size<f64, Logical>,
gradient_area: Rectangle<f64, Logical>,
gradient_format: f32,
color_from: [f32; 4],
color_to: [f32; 4],
angle: f32,
@ -57,6 +59,7 @@ impl BorderRenderElement {
params: Parameters {
size,
gradient_area,
gradient_format,
color_from,
color_to,
angle,
@ -77,6 +80,7 @@ impl BorderRenderElement {
params: Parameters {
size: Default::default(),
gradient_area: Default::default(),
gradient_format: 0.,
color_from: Default::default(),
color_to: Default::default(),
angle: 0.,
@ -97,6 +101,7 @@ impl BorderRenderElement {
&mut self,
size: Size<f64, Logical>,
gradient_area: Rectangle<f64, Logical>,
gradient_format: f32,
color_from: [f32; 4],
color_to: [f32; 4],
angle: f32,
@ -108,6 +113,7 @@ impl BorderRenderElement {
let params = Parameters {
size,
gradient_area,
gradient_format,
color_from,
color_to,
angle,
@ -128,6 +134,7 @@ impl BorderRenderElement {
let Parameters {
size,
gradient_area,
gradient_format,
color_from,
color_to,
angle,
@ -167,6 +174,7 @@ impl BorderRenderElement {
None,
scale,
vec![
Uniform::new("grad_format", gradient_format),
Uniform::new("color_from", color_from),
Uniform::new("color_to", color_to),
Uniform::new("grad_offset", grad_offset.to_array()),

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@ -1,26 +1,3 @@
precision mediump float;
#if defined(DEBUG_FLAGS)
uniform float niri_tint;
#endif
uniform float niri_alpha;
uniform float niri_scale;
uniform vec2 niri_size;
varying vec2 niri_v_coords;
uniform vec4 color_from;
uniform vec4 color_to;
uniform vec2 grad_offset;
uniform float grad_width;
uniform vec2 grad_vec;
uniform mat3 input_to_geo;
uniform vec2 geo_size;
uniform vec4 outer_radius;
uniform float border_width;
vec4 gradient_color(vec2 coords) {
coords = coords + grad_offset;
@ -33,7 +10,7 @@ vec4 gradient_color(vec2 coords) {
frac += 1.0;
frac = clamp(frac, 0.0, 1.0);
return mix(color_from, color_to, frac);
return color_mix(color_from, color_to, frac);
}
float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) {

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@ -0,0 +1,30 @@
precision mediump float;
#if defined(DEBUG_FLAGS)
uniform float niri_tint;
#endif
uniform float niri_alpha;
uniform float niri_scale;
uniform vec2 niri_size;
varying vec2 niri_v_coords;
uniform float grad_format;
uniform vec4 color_from;
uniform vec4 color_to;
uniform vec2 grad_offset;
uniform float grad_width;
uniform vec2 grad_vec;
uniform mat3 input_to_geo;
uniform vec2 geo_size;
uniform vec4 outer_radius;
uniform float border_width;
// FIXME this is a terrible solution however,
// I need to insert a different file with
// functions after this part as adding them ahead will cause errors at runtime
// and havent found a clean way to do this
// this is prob super simple and im just too stupid

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@ -0,0 +1,42 @@
vec4 color_linear(vec4 color) {
return vec4(
pow(color.r, 2.0),
pow(color.g, 2.0),
pow(color.b, 2.0),
color.a
);
}
vec4 color_root(vec4 color) {
return vec4(
sqrt(color.r),
sqrt(color.g),
sqrt(color.b),
color.a
);
}
vec4 color_mix(vec4 color1, vec4 color2, float color_ratio) {
if(grad_format == 0.0) { // CssLinear
return mix(color1, color2, color_ratio);
}
vec4 color_out;
color1 = color_linear(color1);
color2 = color_linear(color2);
if (grad_format == 1.0) { // rgb linear
color_out = mix(
color1,
color2,
color_ratio
);
}else{
color_out = vec4(255.0,0.0,0.0,1.0);
}
return color_root(color_out);
}

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@ -32,8 +32,13 @@ impl Shaders {
let border = ShaderProgram::compile(
renderer,
include_str!("border.frag"),
concat!(
include_str!("border_head.frag"),
include_str!("color_interpol.frag"),
include_str!("border.frag")
),
&[
UniformName::new("grad_format", UniformType::_1f),
UniformName::new("color_from", UniformType::_4f),
UniformName::new("color_to", UniformType::_4f),
UniformName::new("grad_offset", UniformType::_2f),
@ -66,7 +71,13 @@ impl Shaders {
})
.ok();
let resize = compile_resize_program(renderer, include_str!("resize.frag"))
let resize = compile_resize_program(
renderer,
concat!(
include_str!("color_interpol.frag"),
include_str!("resize.frag")
)
)
.map_err(|err| {
warn!("error compiling resize shader: {err:?}");
})
@ -150,6 +161,7 @@ fn compile_resize_program(
renderer,
&program,
&[
UniformName::new("grad_format", UniformType::_1f),
UniformName::new("niri_input_to_curr_geo", UniformType::Matrix3x3),
UniformName::new("niri_curr_geo_to_prev_geo", UniformType::Matrix3x3),
UniformName::new("niri_curr_geo_to_next_geo", UniformType::Matrix3x3),

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@ -5,6 +5,6 @@ vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
vec4 color = mix(color_prev, color_next, niri_clamped_progress);
vec4 color = color_mix(color_prev, color_next, niri_clamped_progress);
return color;
}

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@ -7,6 +7,7 @@ uniform float niri_tint;
varying vec2 niri_v_coords;
uniform vec2 niri_size;
uniform float grad_format;
uniform mat3 niri_input_to_curr_geo;
uniform mat3 niri_curr_geo_to_prev_geo;
uniform mat3 niri_curr_geo_to_next_geo;

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@ -289,6 +289,7 @@ impl Mapped {
return BorderRenderElement::new(
geo.size,
Rectangle::from_loc_and_size((0., 0.), geo.size),
0.,
elem.color(),
elem.color(),
0.,

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@ -32,7 +32,7 @@ layout {
active-color "#ffc87f"
inactive-color "#505050"
// active-gradient from="#ffbb66" to="#ffc880" angle=45 relative-to="workspace-view"
// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view"
// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view" gradient-type="linear"
}
struts {
@ -169,7 +169,7 @@ layout {
inactive-color "#505050"
// active-gradient from="#ffbb66" to="#ffc880" angle=45 relative-to="workspace-view"
// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view"
// inactive-gradient from="#505050" to="#808080" angle=45 relative-to="workspace-view" gradient-type="linear"
}
}
```
@ -209,7 +209,7 @@ There's also a *deprecated* syntax for setting colors with four numbers represen
Similarly to colors, you can set `active-gradient` and `inactive-gradient`, which will take precedence.
Gradients are rendered the same as CSS [`linear-gradient(angle, from, to)`](https://developer.mozilla.org/en-US/docs/Web/CSS/gradient/linear-gradient).
Gradients can be rendered the same as CSS [`linear-gradient(angle, from, to)`](https://developer.mozilla.org/en-US/docs/Web/CSS/gradient/linear-gradient).
The angle works the same as in `linear-gradient`, and is optional, defaulting to `180` (top-to-bottom gradient).
You can use any CSS linear-gradient tool on the web to set these up, like [this one](https://www.css-gradient.com/).
@ -221,6 +221,18 @@ layout {
}
```
Gradients can be rendered with different kinds of color interpolation, this doesen't mean that the arguments the gradient takes
are any different. Except for an optional `gradient-type` argument which can currently be:
`gradient-type="css-linear"`(Default),
`gradient-type="linear"`,
`gradient-type="Oklab"`(Unimplemented),
`gradient-type="Lch"`
Gradients can be colored relative to windows individually (the default), or to the whole view of the workspace.
To do that, set `relative-to="workspace-view"`.
Here's a visual example: