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basic window rounded corners
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@@ -163,13 +163,13 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
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glDisableVertexAttribArray(m_shQUAD.posAttrib);
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}
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex,float matrix[9], float alpha) {
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex,float matrix[9], float alpha, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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renderTexture(CTexture(tex), matrix, alpha);
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renderTexture(CTexture(tex), matrix, alpha, round);
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}
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha) {
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void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float alpha, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
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RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
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@@ -210,6 +210,19 @@ void CHyprOpenGLImpl::renderTexture(const CTexture& tex, float matrix[9], float
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha / 255.f);
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// round is in px
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// so we need to do some maf
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const auto TOPLEFT = Vector2D(round, round);
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const auto BOTTOMRIGHT = Vector2D(tex.m_vSize.x - round, tex.m_vSize.y - round);
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const auto FULLSIZE = tex.m_vSize;
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// Rounded corners
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glUniform2f(glGetUniformLocation(shader->program, "topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(glGetUniformLocation(shader->program, "bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(glGetUniformLocation(shader->program, "fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(glGetUniformLocation(shader->program, "radius"), round);
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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