Wallpaper: added fillMode to all shaders (no, crop, fit, stretch)
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cb7b1d92c6
commit
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12 changed files with 463 additions and 76 deletions
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@ -174,6 +174,7 @@ Singleton {
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property string directory: "/usr/share/wallpapers"
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property bool enableMultiMonitorDirectories: false
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property bool setWallpaperOnAllMonitors: true
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property string fillMode: "crop"
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property bool randomEnabled: false
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property int randomIntervalSec: 300 // 5 min
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property int transitionDuration: 1500 // 1500 ms
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@ -39,12 +39,24 @@ Variants {
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// Used to debounce wallpaper changes
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property string futureWallpaper: ""
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// Fillmode default is "crop"
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property real fillMode: 1.0
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// On startup assign wallpaper immediately
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Component.onCompleted: {
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fillMode = WallpaperService.getFillModeUniform()
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var path = modelData ? WallpaperService.getWallpaper(modelData.name) : ""
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setWallpaperImmediate(path)
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}
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Connections {
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target: Settings.data.wallpaper
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function onFillModeChanged() {
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fillMode = WallpaperService.getFillModeUniform()
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}
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}
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// External state management
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Connections {
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target: WallpaperService
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@ -84,8 +96,6 @@ Variants {
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Image {
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id: currentWallpaper
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anchors.fill: parent
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fillMode: Image.PreserveAspectCrop
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source: ""
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smooth: true
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mipmap: false
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@ -97,8 +107,6 @@ Variants {
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Image {
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id: nextWallpaper
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anchors.fill: parent
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fillMode: Image.PreserveAspectCrop
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source: ""
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smooth: true
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mipmap: false
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@ -116,6 +124,17 @@ Variants {
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property variant source1: currentWallpaper
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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// Fill mode properties
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property real fillMode: root.fillMode
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property real imageWidth1: source1.sourceSize.width
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property real imageHeight1: source1.sourceSize.height
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property real imageWidth2: source2.sourceSize.width
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property real imageHeight2: source2.sourceSize.height
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property real screenWidth: width
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property real screenHeight: height
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property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_fade.frag.qsb")
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}
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@ -131,6 +150,16 @@ Variants {
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property real smoothness: root.edgeSmoothness
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property real direction: root.wipeDirection
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// Fill mode properties
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property real fillMode: root.fillMode
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property real imageWidth1: source1.sourceSize.width
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property real imageHeight1: source1.sourceSize.height
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property real imageWidth2: source2.sourceSize.width
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property real imageHeight2: source2.sourceSize.height
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property real screenWidth: width
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property real screenHeight: height
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property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_wipe.frag.qsb")
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}
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@ -148,6 +177,16 @@ Variants {
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property real centerX: root.discCenterX
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property real centerY: root.discCenterY
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// Fill mode properties
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property real fillMode: root.fillMode
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property real imageWidth1: source1.sourceSize.width
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property real imageHeight1: source1.sourceSize.height
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property real imageWidth2: source2.sourceSize.width
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property real imageHeight2: source2.sourceSize.height
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property real screenWidth: width
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property real screenHeight: height
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property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_disc.frag.qsb")
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}
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@ -165,6 +204,16 @@ Variants {
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property real stripeCount: root.stripesCount
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property real angle: root.stripesAngle
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// Fill mode properties
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property real fillMode: root.fillMode
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property real imageWidth1: source1.sourceSize.width
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property real imageHeight1: source1.sourceSize.height
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property real imageWidth2: source2.sourceSize.width
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property real imageHeight2: source2.sourceSize.height
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property real screenWidth: width
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property real screenHeight: height
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property vector4d fillColor: Qt.vector4d(0.0, 0.0, 0.0, 1.0) // Black
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fragmentShader: Qt.resolvedUrl("../../Shaders/qsb/wp_stripes.frag.qsb")
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}
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@ -84,6 +84,93 @@ ColumnLayout {
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Layout.bottomMargin: Style.marginXL * scaling
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}
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ColumnLayout {
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visible: Settings.data.wallpaper.enabled
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spacing: Style.marginL * scaling
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Layout.fillWidth: true
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NText {
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text: "Look & Feel"
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font.pointSize: Style.fontSizeXXL * scaling
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font.weight: Style.fontWeightBold
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color: Color.mSecondary
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}
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// Fill Mode
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NComboBox {
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label: "Fill Mode"
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description: "Select how the image should scale to match your monitor's resolution."
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model: WallpaperService.fillModeModel
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currentKey: Settings.data.wallpaper.fillMode
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onSelected: key => Settings.data.wallpaper.fillMode = key
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}
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// Transition Type
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NComboBox {
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label: "Transition Type"
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description: "Animation type when switching between wallpapers."
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model: WallpaperService.transitionsModel
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currentKey: Settings.data.wallpaper.transitionType
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onSelected: key => Settings.data.wallpaper.transitionType = key
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}
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// Transition Duration
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ColumnLayout {
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NLabel {
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label: "Transition Duration"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 100
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to: 5000
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stepSize: 100
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value: Settings.data.wallpaper.transitionDuration
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onMoved: Settings.data.wallpaper.transitionDuration = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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// Edge Smoothness
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ColumnLayout {
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NLabel {
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label: "Transition Edge Smoothness"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 0.0
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to: 1.0
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value: Settings.data.wallpaper.transitionEdgeSmoothness
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onMoved: Settings.data.wallpaper.transitionEdgeSmoothness = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: Math.round(Settings.data.wallpaper.transitionEdgeSmoothness * 100) + "%"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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}
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NDivider {
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visible: Settings.data.wallpaper.enabled
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Layout.fillWidth: true
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Layout.topMargin: Style.marginXL * scaling
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Layout.bottomMargin: Style.marginXL * scaling
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}
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ColumnLayout {
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visible: Settings.data.wallpaper.enabled
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spacing: Style.marginL * scaling
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@ -202,64 +289,6 @@ ColumnLayout {
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}
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}
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}
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// Transition Type
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NComboBox {
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label: "Transition Type"
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description: "Animation type when switching between wallpapers."
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model: WallpaperService.transitionsModel
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currentKey: Settings.data.wallpaper.transitionType
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onSelected: key => Settings.data.wallpaper.transitionType = key
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}
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// Transition Duration
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ColumnLayout {
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NLabel {
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label: "Transition Duration"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 100
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to: 5000
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stepSize: 100
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value: Settings.data.wallpaper.transitionDuration
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onMoved: Settings.data.wallpaper.transitionDuration = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: (Settings.data.wallpaper.transitionDuration / 1000).toFixed(2) + "s"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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// Edge Smoothness
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ColumnLayout {
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NLabel {
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label: "Transition Edge Smoothness"
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description: "Duration of transition animations in seconds."
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}
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RowLayout {
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spacing: Style.marginL * scaling
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NSlider {
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Layout.fillWidth: true
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from: 0.0
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to: 1.0
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value: Settings.data.wallpaper.transitionEdgeSmoothness
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onMoved: Settings.data.wallpaper.transitionEdgeSmoothness = value
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cutoutColor: Color.mSurface
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}
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NText {
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text: Math.round(Settings.data.wallpaper.transitionEdgeSmoothness * 100) + "%"
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Layout.alignment: Qt.AlignVCenter | Qt.AlignRight
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}
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}
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}
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}
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// Reusable component for interval preset chips
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@ -49,6 +49,51 @@ Singleton {
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}
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}
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readonly property ListModel fillModeModel: ListModel {
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// Centers image without resizing
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// Pads with fillColor if image is smaller than screen
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ListElement {
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key: "center"
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name: "Center"
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uniform: 0.0
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}
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// Scales image to fill entire screen
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// Crops portions that exceed screen bounds
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// Maintains aspect ratio
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ListElement {
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key: "crop"
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name: "Crop (Fill/Cover)"
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uniform: 1.0
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}
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// Scales image to fit entirely within screen
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// Maintains aspect ratio
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// May show fillColor bars on sides
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ListElement {
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key: "fit"
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name: "Fit (Contain)"
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uniform: 2.0
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}
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// Stretches image to exact screen dimensions
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// Does NOT maintain aspect ratio
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// May distort the image
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ListElement {
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key: "stretch"
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name: "Stretch"
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uniform: 3.0
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}
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}
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function getFillModeUniform() {
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for (var i = 0; i < fillModeModel.count; i++) {
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const mode = fillModeModel.get(i)
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if (mode.key === Settings.data.wallpaper.fillMode) {
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return mode.uniform
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}
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}
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// Fallback to crop
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return 1.0
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}
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// All transition keys but filter out "none" and "random" so we are left with the real transitions
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readonly property var allTransitions: Array.from({
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"length": transitionsModel.count
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@ -15,17 +15,82 @@ layout(std140, binding = 0) uniform buf {
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float centerY; // Y coordinate of disc center (0.0 to 1.0)
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float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
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float aspectRatio; // Width / Height of the screen
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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float imageWidth1; // Width of source1 image
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float imageHeight1; // Height of source1 image
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float imageWidth2; // Width of source2 image
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float imageHeight2; // Height of source2 image
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float screenWidth; // Screen width
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float screenHeight; // Screen height
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vec4 fillColor; // Fill color for empty areas (default: black)
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} ubuf;
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// Calculate UV coordinates based on fill mode
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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float imageAspect = imgWidth / imgHeight;
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float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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// Mode 0: no (center) - No resize, center image at original size
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// Convert UV to pixel coordinates, offset, then back to UV in image space
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 1.5) {
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// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
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else if (ubuf.fillMode < 2.5) {
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// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
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float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
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// Convert screen UV to pixel coordinates
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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// Adjust for offset and scale
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vec2 imagePixel = (screenPixel - offset) / scale;
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// Convert back to UV coordinates in image space
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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// Mode 3: stretch - Use original UV (stretches to fit)
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// No transformation needed for stretch mode
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return transformedUV;
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}
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// Sample texture with fill mode and handle out-of-bounds
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vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
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vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
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// Check if UV is out of bounds
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if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
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transformedUV.y < 0.0 || transformedUV.y > 1.0) {
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return ubuf.fillColor;
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}
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return texture(tex, transformedUV);
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}
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void main() {
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vec2 uv = qt_TexCoord0;
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vec4 color1 = texture(source1, uv); // Current (old) wallpaper
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vec4 color2 = texture(source2, uv); // Next (new) wallpaper
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// Sample textures with fill mode
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vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
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vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
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// Map smoothness from 0.0-1.0 to 0.001-0.5 range
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// Using a non-linear mapping for better control
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float mappedSmoothness = mix(0.001, 0.5, ubuf.smoothness * ubuf.smoothness);
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// Adjust UV coordinates to compensate for aspect ratio
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// This makes distances circular instead of elliptical
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vec2 adjustedUV = vec2(uv.x * ubuf.aspectRatio, uv.y);
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@ -54,4 +119,4 @@ void main() {
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fragColor = mix(color2, color1, factor);
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fragColor *= ubuf.qt_Opacity;
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}
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}
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@ -1,19 +1,88 @@
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// ===== wp_fade.frag =====
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#version 450
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layout(location = 0) in vec2 qt_TexCoord0;
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layout(location = 0) out vec4 fragColor;
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layout(binding = 1) uniform sampler2D source1;
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layout(binding = 2) uniform sampler2D source2;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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float qt_Opacity;
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float progress;
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};
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// Fill mode parameters
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float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
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float imageWidth1; // Width of source1 image
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float imageHeight1; // Height of source1 image
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float imageWidth2; // Width of source2 image
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float imageHeight2; // Height of source2 image
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float screenWidth; // Screen width
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float screenHeight; // Screen height
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vec4 fillColor; // Fill color for empty areas (default: black)
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} ubuf;
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// Calculate UV coordinates based on fill mode
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vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
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float imageAspect = imgWidth / imgHeight;
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float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
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vec2 transformedUV = uv;
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if (ubuf.fillMode < 0.5) {
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// Mode 0: no (center) - No resize, center image at original size
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// Convert UV to pixel coordinates, offset, then back to UV in image space
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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
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vec2 imagePixel = screenPixel - imageOffset;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 1.5) {
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// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
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float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
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vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
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vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
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transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
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}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
|
||||
|
||||
// Convert screen UV to pixel coordinates
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
// Adjust for offset and scale
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
// Convert back to UV coordinates in image space
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// Mode 3: stretch - Use original UV (stretches to fit)
|
||||
// No transformation needed for stretch mode
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
// Sample texture with fill mode and handle out-of-bounds
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
// Check if UV is out of bounds
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 color1 = texture(source1, qt_TexCoord0);
|
||||
vec4 color2 = texture(source2, qt_TexCoord0);
|
||||
vec2 uv = qt_TexCoord0;
|
||||
|
||||
// Sample textures with fill mode
|
||||
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// Mix the two textures based on progress value
|
||||
fragColor = mix(color1, color2, progress) * qt_Opacity;
|
||||
fragColor = mix(color1, color2, ubuf.progress) * ubuf.qt_Opacity;
|
||||
}
|
||||
|
|
@ -15,12 +15,77 @@ layout(std140, binding = 0) uniform buf {
|
|||
float angle; // Angle of stripes in degrees (default 30.0)
|
||||
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
|
||||
float aspectRatio; // Width / Height of the screen
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
|
||||
float imageWidth1; // Width of source1 image
|
||||
float imageHeight1; // Height of source1 image
|
||||
float imageWidth2; // Width of source2 image
|
||||
float imageHeight2; // Height of source2 image
|
||||
float screenWidth; // Screen width
|
||||
float screenHeight; // Screen height
|
||||
vec4 fillColor; // Fill color for empty areas (default: black)
|
||||
} ubuf;
|
||||
|
||||
// Calculate UV coordinates based on fill mode
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
float imageAspect = imgWidth / imgHeight;
|
||||
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
// Mode 0: no (center) - No resize, center image at original size
|
||||
// Convert UV to pixel coordinates, offset, then back to UV in image space
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
|
||||
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
|
||||
|
||||
// Convert screen UV to pixel coordinates
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
// Adjust for offset and scale
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
// Convert back to UV coordinates in image space
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// Mode 3: stretch - Use original UV (stretches to fit)
|
||||
// No transformation needed for stretch mode
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
// Sample texture with fill mode and handle out-of-bounds
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
// Check if UV is out of bounds
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
||||
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
|
||||
|
||||
// Sample textures with fill mode
|
||||
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// Map smoothness from 0.0-1.0 to 0.001-0.3 range
|
||||
// Using a non-linear mapping for better control at low values
|
||||
|
|
|
|||
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
// ===== wp_wipe.frag =====
|
||||
#version 450
|
||||
|
||||
|
|
@ -14,12 +13,77 @@ layout(std140, binding = 0) uniform buf {
|
|||
float progress; // Transition progress (0.0 to 1.0)
|
||||
float direction; // 0=left, 1=right, 2=up, 3=down
|
||||
float smoothness; // Edge smoothness (0.0 to 1.0, 0=sharp, 1=very smooth)
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
|
||||
float imageWidth1; // Width of source1 image
|
||||
float imageHeight1; // Height of source1 image
|
||||
float imageWidth2; // Width of source2 image
|
||||
float imageHeight2; // Height of source2 image
|
||||
float screenWidth; // Screen width
|
||||
float screenHeight; // Screen height
|
||||
vec4 fillColor; // Fill color for empty areas (default: black)
|
||||
} ubuf;
|
||||
|
||||
// Calculate UV coordinates based on fill mode
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
float imageAspect = imgWidth / imgHeight;
|
||||
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
// Mode 0: no (center) - No resize, center image at original size
|
||||
// Convert UV to pixel coordinates, offset, then back to UV in image space
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
|
||||
transformedUV = uv * (vec2(1.0) - offset) + offset * 0.5;
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
// Mode 2: fit (contain) - Fit inside screen, maintain aspect ratio
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - scaledImageSize) * 0.5;
|
||||
|
||||
// Convert screen UV to pixel coordinates
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
// Adjust for offset and scale
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
// Convert back to UV coordinates in image space
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// Mode 3: stretch - Use original UV (stretches to fit)
|
||||
// No transformation needed for stretch mode
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
// Sample texture with fill mode and handle out-of-bounds
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
// Check if UV is out of bounds
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
vec4 color1 = texture(source1, uv); // Current (old) wallpaper
|
||||
vec4 color2 = texture(source2, uv); // Next (new) wallpaper
|
||||
|
||||
// Sample textures with fill mode
|
||||
vec4 color1 = sampleWithFillMode(source1, uv, ubuf.imageWidth1, ubuf.imageHeight1);
|
||||
vec4 color2 = sampleWithFillMode(source2, uv, ubuf.imageWidth2, ubuf.imageHeight2);
|
||||
|
||||
// Map smoothness from 0.0-1.0 to 0.001-0.5 range
|
||||
// Using a non-linear mapping for better control
|
||||
|
|
|
|||
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Add table
Add a link
Reference in a new issue