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use std::f32::consts::{self, FRAC_PI_2, PI};
use smithay::backend::renderer::element::{Element, Id, Kind, RenderElement, UnderlyingStorage};
use smithay::backend::renderer::gles::element::PixelShaderElement;
use smithay::backend::renderer::gles::{GlesError, GlesFrame, GlesRenderer, Uniform};
use smithay::backend::renderer::utils::CommitCounter;
use smithay::utils::{Buffer, Logical, Physical, Rectangle, Scale, Transform};
use super::primary_gpu_pixel_shader::PrimaryGpuPixelShaderRenderElement;
use super::renderer::NiriRenderer;
use super::shaders::Shaders;
use crate::backend::tty::{TtyFrame, TtyRenderer, TtyRendererError};
/// Renders a sub- or super-rect of an angled linear gradient like CSS linear-gradient(angle, a, b).
#[derive(Debug)]
pub struct GradientRenderElement(PrimaryGpuPixelShaderRenderElement);
impl GradientRenderElement {
pub fn new(
renderer: &mut impl NiriRenderer,
scale: Scale<f64>,
area: Rectangle<i32, Logical>,
gradient_area: Rectangle<i32, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
mut angle: f32,
) -> Option<Self> {
let shader = Shaders::get(renderer).gradient_border.clone()?;
let g_offset = (area.loc - gradient_area.loc).to_f64().to_physical(scale);
let g_size = gradient_area.size.to_f64().to_physical(scale);
let (w, h) = (g_size.w as f32, g_size.h as f32);
let g_area_angle = f32::atan2(h, w);
let g_area_diag = f32::hypot(h, w);
// Normalize the angle to [0°; 360°).
while angle < 0. {
angle += consts::TAU;
}
while angle >= consts::TAU {
angle -= consts::TAU;
}
let angle_diag_to_grad =
if (0. ..=FRAC_PI_2).contains(&angle) || (PI..=PI + FRAC_PI_2).contains(&angle) {
angle - g_area_angle
} else {
(PI - angle) - g_area_angle
};
let g_total = angle_diag_to_grad.cos().abs() * g_area_diag;
let elem = PixelShaderElement::new(
shader,
area,
None,
1.,
vec![
Uniform::new("color_from", color_from),
Uniform::new("color_to", color_to),
Uniform::new("angle", angle),
Uniform::new("gradient_offset", (g_offset.x as f32, g_offset.y as f32)),
Uniform::new("gradient_width", w),
Uniform::new("gradient_total", g_total),
],
Kind::Unspecified,
);
Some(Self(PrimaryGpuPixelShaderRenderElement(elem)))
}
}
impl Element for GradientRenderElement {
fn id(&self) -> &Id {
self.0.id()
}
fn current_commit(&self) -> CommitCounter {
self.0.current_commit()
}
fn geometry(&self, scale: Scale<f64>) -> Rectangle<i32, Physical> {
self.0.geometry(scale)
}
fn transform(&self) -> Transform {
self.0.transform()
}
fn src(&self) -> Rectangle<f64, Buffer> {
self.0.src()
}
fn damage_since(
&self,
scale: Scale<f64>,
commit: Option<CommitCounter>,
) -> Vec<Rectangle<i32, Physical>> {
self.0.damage_since(scale, commit)
}
fn opaque_regions(&self, scale: Scale<f64>) -> Vec<Rectangle<i32, Physical>> {
self.0.opaque_regions(scale)
}
fn alpha(&self) -> f32 {
self.0.alpha()
}
fn kind(&self) -> Kind {
self.0.kind()
}
}
impl RenderElement<GlesRenderer> for GradientRenderElement {
fn draw(
&self,
frame: &mut GlesFrame<'_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
) -> Result<(), GlesError> {
RenderElement::<GlesRenderer>::draw(&self.0, frame, src, dst, damage)
}
fn underlying_storage(&self, renderer: &mut GlesRenderer) -> Option<UnderlyingStorage> {
self.0.underlying_storage(renderer)
}
}
impl<'render> RenderElement<TtyRenderer<'render>> for GradientRenderElement {
fn draw(
&self,
frame: &mut TtyFrame<'_, '_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
) -> Result<(), TtyRendererError<'render>> {
RenderElement::<TtyRenderer<'_>>::draw(&self.0, frame, src, dst, damage)
}
fn underlying_storage(&self, renderer: &mut TtyRenderer<'render>) -> Option<UnderlyingStorage> {
self.0.underlying_storage(renderer)
}
}
|