mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-06-24 20:15:21 -04:00
shader-based scrolling wallpaper mode (#1802)
* feat: parallax-scroll wallpaper Add a `Scrolling` wallpaper fill mode that translates the wallpaper crop with the active workspace — like Android home-screen parallax, but along niri's vertical workspace axis. The image is scaled to cover the screen on its non-scroll axis, and the active workspace index drives a fractional offset into the cropped overflow along the scroll axis. Scroll position is spring-animated CPU-side and handed to a minimal single-texture shader as a UV offset. Per-monitor scroll position is published into SessionData so the lock screen renders the same crop as the active workspace, keeping visual continuity across lock/unlock. Two implementation details worth calling out for review: - QSG_USE_SIMPLE_ANIMATION_DRIVER=1 is exported to the spawned quickshell process. The default animation driver advances in fixed ~16ms steps, capping the scroll at 60Hz and desyncing it from compositor motion on high-refresh displays; the simple driver advances by real elapsed time, restoring native-refresh pacing. Removing it visibly regresses to 60Hz. - The wallpaper survives wl_output rebind cycles (e.g. OLED image-cleaning on DPMS soft-off), which otherwise leave a stuck or void background. Recovery re-anchors the scroll target on output-lifecycle signals, rebuilds the ShaderEffect against the current render context, and re-attaches the wallpaper-layer surface on unlock for parallax-active monitors — guarded against lock state so the shader gets reliable frame hints. * simplify bindings and gate lock screen shader in a loader --------- Co-authored-by: bbedward <bbedward@gmail.com>
This commit is contained in:
@@ -13,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
|
||||
float progress;
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad, 7=scroll
|
||||
float imageWidth1; // Width of source1 image
|
||||
float imageHeight1; // Height of source1 image
|
||||
float imageWidth2; // Width of source2 image
|
||||
@@ -21,6 +21,10 @@ layout(std140, binding = 0) uniform buf {
|
||||
float screenWidth; // Screen width
|
||||
float screenHeight; // Screen height
|
||||
vec4 fillColor; // Fill color for empty areas (default: black)
|
||||
|
||||
// Scroll position (0-100 range, only used when fillMode >= 6.5)
|
||||
float scrollX;
|
||||
float scrollY;
|
||||
} ubuf;
|
||||
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
@@ -54,12 +58,33 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
else if (ubuf.fillMode < 6.5) {
|
||||
// fillMode 6 = Pad
|
||||
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 {
|
||||
// fillMode 7 = Scroll (Crop with variable offset)
|
||||
float imageAspect = imgWidth / imgHeight;
|
||||
float screenAspect = ubuf.screenWidth / ubuf.screenHeight;
|
||||
|
||||
float scale = max(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (scaledImageSize - vec2(ubuf.screenWidth, ubuf.screenHeight)) / scaledImageSize;
|
||||
|
||||
// Determine scroll axis based on aspect ratio
|
||||
bool scrollHorizontal = imageAspect > screenAspect + 0.01;
|
||||
bool scrollVertical = imageAspect < screenAspect - 0.01;
|
||||
|
||||
vec2 scrollOffset = vec2(
|
||||
scrollHorizontal ? offset.x * (ubuf.scrollX / 100.0) : offset.x * 0.5,
|
||||
scrollVertical ? offset.y * (ubuf.scrollY / 100.0) : offset.y * 0.5
|
||||
);
|
||||
|
||||
transformedUV = uv * (vec2(1.0) - offset) + scrollOffset;
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
// ===== wp_parallax_scroll.frag =====
|
||||
// Parallax scrolling wallpaper shader: samples a single pre-scaled texture
|
||||
// and applies a CPU-computed UV offset (scrollX/scrollY) along the overflow
|
||||
// axis. Independent of the transition-effect shaders.
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 qt_TexCoord0;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(binding = 1) uniform sampler2D source;
|
||||
|
||||
layout(std140, binding = 0) uniform buf {
|
||||
mat4 qt_Matrix;
|
||||
float qt_Opacity;
|
||||
|
||||
float scrollX; // 0-100 scroll position
|
||||
float scrollY; // 0-100 scroll position
|
||||
float uvScaleX; // Pre-computed: screenWidth / scaledImageWidth
|
||||
float uvScaleY; // Pre-computed: screenHeight / scaledImageHeight
|
||||
float scrollRangeX; // Pre-computed: 1.0 - uvScaleX (or 0 if not scrollable)
|
||||
float scrollRangeY; // Pre-computed: 1.0 - uvScaleY (or 0 if not scrollable)
|
||||
} ubuf;
|
||||
|
||||
void main() {
|
||||
vec2 uv = qt_TexCoord0;
|
||||
|
||||
// Apply UV scale and scroll offset
|
||||
vec2 scrollOffset = vec2(
|
||||
ubuf.scrollRangeX * (ubuf.scrollX / 100.0),
|
||||
ubuf.scrollRangeY * (ubuf.scrollY / 100.0)
|
||||
);
|
||||
|
||||
vec2 finalUV = uv * vec2(ubuf.uvScaleX, ubuf.uvScaleY) + scrollOffset;
|
||||
|
||||
fragColor = texture(source, finalUV) * ubuf.qt_Opacity;
|
||||
}
|
||||
Reference in New Issue
Block a user