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use std::collections::HashMap;
use anyhow::Context as _;
use glam::{Mat3, Vec2};
use smithay::backend::renderer::element::utils::{
Relocate, RelocateRenderElement, RescaleRenderElement,
};
use smithay::backend::renderer::element::{Element as _, Kind, RenderElement};
use smithay::backend::renderer::gles::{GlesRenderer, Uniform};
use smithay::backend::renderer::Texture;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size};
use crate::animation::Animation;
use crate::niri_render_elements;
use crate::render_helpers::offscreen::{OffscreenBuffer, OffscreenData, OffscreenRenderElement};
use crate::render_helpers::shader_element::ShaderRenderElement;
use crate::render_helpers::shaders::{mat3_uniform, ProgramType, Shaders};
#[derive(Debug)]
pub struct OpenAnimation {
anim: Animation,
random_seed: f32,
buffer: OffscreenBuffer,
}
niri_render_elements! {
OpeningWindowRenderElement => {
Offscreen = RelocateRenderElement<RescaleRenderElement<OffscreenRenderElement>>,
Shader = ShaderRenderElement,
}
}
impl OpenAnimation {
pub fn new(anim: Animation) -> Self {
Self {
anim,
random_seed: fastrand::f32(),
buffer: OffscreenBuffer::default(),
}
}
pub fn advance_animations(&mut self) {}
pub fn is_done(&self) -> bool {
self.anim.is_done()
}
// We can't depend on view_rect here, because the result of window opening can be snapshot and
// then rendered elsewhere.
pub fn render(
&self,
renderer: &mut GlesRenderer,
elements: &[impl RenderElement<GlesRenderer>],
geo_size: Size<f64, Logical>,
location: Point<f64, Logical>,
scale: Scale<f64>,
alpha: f32,
) -> anyhow::Result<(OpeningWindowRenderElement, OffscreenData)> {
let progress = self.anim.value();
let clamped_progress = self.anim.clamped_value().clamp(0., 1.);
let (elem, _sync_point, mut data) = self
.buffer
.render(renderer, scale, elements)
.context("error rendering to offscreen buffer")?;
if Shaders::get(renderer).program(ProgramType::Open).is_some() {
// OffscreenBuffer renders with Transform::Normal and the scale that we passed, so we
// can assume that below.
let offset = elem.offset();
let texture = elem.texture();
let texture_size = elem.logical_size();
let mut area = Rectangle::new(location + offset, texture_size);
// Expand the area a bit to allow for more varied effects.
let mut target_size = area.size.upscale(1.5);
target_size.w = f64::max(area.size.w + 1000., target_size.w);
target_size.h = f64::max(area.size.h + 1000., target_size.h);
let diff = (target_size.to_point() - area.size.to_point()).downscale(2.);
let diff = diff.to_physical_precise_round(scale).to_logical(scale);
area.loc -= diff;
area.size += diff.upscale(2.).to_size();
let area_loc = Vec2::new(area.loc.x as f32, area.loc.y as f32);
let area_size = Vec2::new(area.size.w as f32, area.size.h as f32);
let geo_loc = Vec2::new(location.x as f32, location.y as f32);
let geo_size = Vec2::new(geo_size.w as f32, geo_size.h as f32);
let input_to_geo = Mat3::from_scale(area_size / geo_size)
* Mat3::from_translation((area_loc - geo_loc) / area_size);
let tex_scale = Vec2::new(scale.x as f32, scale.y as f32);
let tex_loc = Vec2::new(offset.x as f32, offset.y as f32);
let tex_size = Vec2::new(texture.width() as f32, texture.height() as f32) / tex_scale;
let geo_to_tex =
Mat3::from_translation(-tex_loc / tex_size) * Mat3::from_scale(geo_size / tex_size);
let elem = ShaderRenderElement::new(
ProgramType::Open,
area.size,
None,
scale.x as f32,
alpha,
vec![
mat3_uniform("niri_input_to_geo", input_to_geo),
Uniform::new("niri_geo_size", geo_size.to_array()),
mat3_uniform("niri_geo_to_tex", geo_to_tex),
Uniform::new("niri_progress", progress as f32),
Uniform::new("niri_clamped_progress", clamped_progress as f32),
Uniform::new("niri_random_seed", self.random_seed),
],
HashMap::from([(String::from("niri_tex"), texture.clone())]),
Kind::Unspecified,
)
.with_location(area.loc);
// We're drawing the shader, not the offscreen itself.
data.id = elem.id().clone();
return Ok((elem.into(), data));
}
let elem = elem.with_alpha(clamped_progress as f32 * alpha);
let center = geo_size.to_point().downscale(2.);
let elem = RescaleRenderElement::from_element(
elem,
center.to_physical_precise_round(scale),
(progress / 2. + 0.5).max(0.),
);
let elem = RelocateRenderElement::from_element(
elem,
location.to_physical_precise_round(scale),
Relocate::Relative,
);
Ok((elem.into(), data))
}
}
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