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https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-06-15 15:45:20 -04:00
Refactor shadow handling & improve connected chrome rendering
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@@ -1,7 +1,6 @@
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pragma ComponentBehavior: Bound
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import QtQuick
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import QtQuick.Effects
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import qs.Common
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Item {
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@@ -19,7 +18,12 @@ Item {
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property real bottomRightRadius: targetRadius
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property color borderColor: "transparent"
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property real borderWidth: 0
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property bool useCustomSource: false
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// Rounded-rect geometry within the item; defaults fill the item.
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property real sourceX: 0
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property real sourceY: 0
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property real sourceWidth: width
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property real sourceHeight: height
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property bool shadowEnabled: Theme.elevationEnabled
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property real shadowBlurPx: level && level.blurPx !== undefined ? level.blurPx : 0
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@@ -28,36 +32,26 @@ Item {
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property real shadowOffsetY: Theme.elevationOffsetYFor(level, direction, fallbackOffset)
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property color shadowColor: Theme.elevationShadowColor(level)
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property real shadowOpacity: 1
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property real blurMax: Theme.elevationBlurMax
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property alias sourceRect: sourceRect
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readonly property var _ambient: Theme.elevationAmbient(level)
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readonly property real _pad: shadowEnabled ? Math.ceil(Math.max(shadowBlurPx + shadowSpreadPx + Math.max(Math.abs(shadowOffsetX), Math.abs(shadowOffsetY)), _ambient.blurPx + _ambient.spreadPx) + 2) : 0
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layer.enabled: shadowEnabled
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layer.effect: MultiEffect {
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autoPaddingEnabled: true
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shadowEnabled: true
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blurEnabled: false
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maskEnabled: false
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shadowBlur: Math.max(0, Math.min(1, root.shadowBlurPx / Math.max(1, root.blurMax)))
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shadowScale: 1 + (2 * root.shadowSpreadPx) / Math.max(1, Math.min(root.width, root.height))
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shadowHorizontalOffset: root.shadowOffsetX
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shadowVerticalOffset: root.shadowOffsetY
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blurMax: root.blurMax
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shadowColor: root.shadowColor
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shadowOpacity: root.shadowOpacity
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}
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Rectangle {
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id: sourceRect
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// Fill + border + key/ambient shadows drawn analytically on one oversized
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// quad — no FBO, no blur passes.
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ShaderEffect {
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anchors.fill: parent
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visible: !root.useCustomSource
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topLeftRadius: root.topLeftRadius
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topRightRadius: root.topRightRadius
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bottomLeftRadius: root.bottomLeftRadius
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bottomRightRadius: root.bottomRightRadius
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color: root.targetColor
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border.color: root.borderColor
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border.width: root.borderWidth
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anchors.margins: -root._pad
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fragmentShader: Qt.resolvedUrl("../Shaders/qsb/elevation_rect.frag.qsb")
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property real widthPx: width
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property real heightPx: height
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property real borderWidth: root.borderWidth
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property vector4d rectPx: Qt.vector4d(root._pad + root.sourceX, root._pad + root.sourceY, root.sourceWidth, root.sourceHeight)
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property vector4d cornerRadius: Qt.vector4d(root.topLeftRadius, root.topRightRadius, root.bottomRightRadius, root.bottomLeftRadius)
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property vector4d fillColor: Qt.vector4d(root.targetColor.r, root.targetColor.g, root.targetColor.b, root.targetColor.a)
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property vector4d borderColor: Qt.vector4d(root.borderColor.r, root.borderColor.g, root.borderColor.b, root.borderColor.a)
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property vector4d shadowColor: Qt.vector4d(root.shadowColor.r, root.shadowColor.g, root.shadowColor.b, root.shadowEnabled ? root.shadowColor.a * root.shadowOpacity : 0)
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property vector4d shadowParam: Qt.vector4d(Math.max(0, root.shadowBlurPx), root.shadowSpreadPx, root.shadowOffsetX, root.shadowOffsetY)
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property vector4d ambientParam: Qt.vector4d(root._ambient.blurPx, root._ambient.spreadPx, root.shadowEnabled ? root._ambient.alpha * root.shadowOpacity : 0, 0)
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}
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}
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@@ -911,6 +911,19 @@ Singleton {
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}
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return Qt.rgba(r, g, b, alpha);
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}
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// Non-directional ambient layer of the M3 two-part shadow model (key +
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// ambient). Derived from the key level so user intensity/opacity settings
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// scale both layers together.
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function elevationAmbient(level) {
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const blur = (level && level.blurPx !== undefined) ? Math.max(0, level.blurPx) : 0;
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const alpha = ((level && level.alpha !== undefined) ? level.alpha : 0.3) * 0.5;
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return {
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blurPx: blur * 1.75,
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spreadPx: 1,
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alpha: alpha
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};
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}
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function elevationTintOpacity(level) {
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if (!level)
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return 0;
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