mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2025-12-06 05:25:41 -05:00
wallpaper: support different fill modes
This commit is contained in:
@@ -64,6 +64,7 @@ Singleton {
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property bool useFahrenheit: false
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property bool nightModeEnabled: false
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property int animationSpeed: SettingsData.AnimationSpeed.Short
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property string wallpaperFillMode: "Fill"
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property bool showLauncherButton: true
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property bool showWorkspaceSwitcher: true
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@@ -486,6 +487,7 @@ Singleton {
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widgetBackgroundColor = settings.widgetBackgroundColor !== undefined ? settings.widgetBackgroundColor : "sch"
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surfaceBase = settings.surfaceBase !== undefined ? settings.surfaceBase : "s"
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screenPreferences = settings.screenPreferences !== undefined ? settings.screenPreferences : ({})
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wallpaperFillMode = settings.wallpaperFillMode !== undefined ? settings.wallpaperFillMode : "Fill"
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animationSpeed = settings.animationSpeed !== undefined ? settings.animationSpeed : SettingsData.AnimationSpeed.Short
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acMonitorTimeout = settings.acMonitorTimeout !== undefined ? settings.acMonitorTimeout : 0
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acLockTimeout = settings.acLockTimeout !== undefined ? settings.acLockTimeout : 0
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@@ -648,6 +650,7 @@ Singleton {
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"hideBrightnessSlider": hideBrightnessSlider,
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"widgetBackgroundColor": widgetBackgroundColor,
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"surfaceBase": surfaceBase,
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"wallpaperFillMode": wallpaperFillMode,
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"notificationTimeoutLow": notificationTimeoutLow,
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"notificationTimeoutNormal": notificationTimeoutNormal,
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"notificationTimeoutCritical": notificationTimeoutCritical,
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@@ -722,7 +725,7 @@ Singleton {
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"dankBarGothCornersEnabled", "dankBarBorderEnabled", "dankBarBorderColor",
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"dankBarBorderOpacity", "dankBarBorderThickness", "popupGapsAuto", "popupGapsManual",
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"dankBarPosition", "lockScreenShowPowerActions", "enableFprint", "maxFprintTries",
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"hideBrightnessSlider", "widgetBackgroundColor", "surfaceBase",
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"hideBrightnessSlider", "widgetBackgroundColor", "surfaceBase", "wallpaperFillMode",
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"notificationTimeoutLow", "notificationTimeoutNormal", "notificationTimeoutCritical",
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"notificationPopupPosition", "osdAlwaysShowValue", "powerActionConfirm",
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"customPowerActionLock", "customPowerActionLogout", "customPowerActionSuspend",
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@@ -1055,6 +1058,11 @@ Singleton {
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saveSettings()
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}
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function setWallpaperFillMode(mode) {
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wallpaperFillMode = mode
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saveSettings()
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}
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function setShowLauncherButton(enabled) {
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showLauncherButton = enabled
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saveSettings()
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@@ -410,6 +410,56 @@ Item {
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}
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}
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Item {
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width: parent.width
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height: fillModeGroup.height
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visible: {
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var currentWallpaper = SessionData.perMonitorWallpaper ? SessionData.getMonitorWallpaper(selectedMonitorName) : SessionData.wallpaperPath
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return currentWallpaper !== "" && !currentWallpaper.startsWith("#")
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}
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DankButtonGroup {
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id: fillModeGroup
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anchors.horizontalCenter: parent.horizontalCenter
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model: ["Stretch", "Fit", "Fill", "Tile", "Tile V", "Tile H", "Pad"]
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selectionMode: "single"
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buttonHeight: 28
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minButtonWidth: 48
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buttonPadding: Theme.spacingS
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checkIconSize: 0
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textSize: Theme.fontSizeSmall
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checkEnabled: false
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currentIndex: {
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const modes = ["Stretch", "Fit", "Fill", "Tile", "TileVertically", "TileHorizontally", "Pad"]
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return modes.indexOf(SettingsData.wallpaperFillMode)
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}
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onSelectionChanged: (index, selected) => {
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if (selected) {
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const modes = ["Stretch", "Fit", "Fill", "Tile", "TileVertically", "TileHorizontally", "Pad"]
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SettingsData.setWallpaperFillMode(modes[index])
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}
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}
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Connections {
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target: SettingsData
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function onWallpaperFillModeChanged() {
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const modes = ["Stretch", "Fit", "Fill", "Tile", "TileVertically", "TileHorizontally", "Pad"]
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fillModeGroup.currentIndex = modes.indexOf(SettingsData.wallpaperFillMode)
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}
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}
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Connections {
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target: personalizationTab
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function onSelectedMonitorNameChanged() {
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Qt.callLater(() => {
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const modes = ["Stretch", "Fit", "Fill", "Tile", "TileVertically", "TileHorizontally", "Pad"]
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fillModeGroup.currentIndex = modes.indexOf(SettingsData.wallpaperFillMode)
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})
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}
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}
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}
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}
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// Per-Mode Wallpaper Section - Full Width
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Rectangle {
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width: parent.width
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@@ -40,6 +40,7 @@ Variants {
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property bool isColorSource: source.startsWith("#")
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property string transitionType: SessionData.wallpaperTransition
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property string actualTransitionType: transitionType
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property bool isInitialized: false
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Connections {
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target: SessionData
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@@ -71,7 +72,7 @@ Variants {
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}
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}
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property real transitionProgress: 0
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property real fillMode: 1.0
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property real shaderFillMode: getFillMode(SettingsData.wallpaperFillMode)
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property vector4d fillColor: Qt.vector4d(0, 0, 0, 1)
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property real edgeSmoothness: 0.1
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@@ -86,11 +87,34 @@ Variants {
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property bool hasCurrent: currentWallpaper.status === Image.Ready && !!currentWallpaper.source
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property bool booting: !hasCurrent && nextWallpaper.status === Image.Ready
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function getFillMode(modeName) {
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switch(modeName) {
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case "Stretch": return Image.Stretch
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case "Fit":
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case "PreserveAspectFit": return Image.PreserveAspectFit
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case "Fill":
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case "PreserveAspectCrop": return Image.PreserveAspectCrop
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case "Tile": return Image.Tile
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case "TileVertically": return Image.TileVertically
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case "TileHorizontally": return Image.TileHorizontally
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case "Pad": return Image.Pad
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default: return Image.PreserveAspectCrop
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}
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}
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WallpaperEngineProc {
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id: weProc
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monitor: modelData.name
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}
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Component.onCompleted: {
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if (source) {
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const formattedSource = source.startsWith("file://") ? source : "file://" + source
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setWallpaperImmediate(formattedSource)
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}
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isInitialized = true
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}
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Component.onDestruction: {
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weProc.stop()
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}
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@@ -109,9 +133,9 @@ Variants {
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} else if (isColor) {
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setWallpaperImmediate("")
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} else {
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// Always set immediately if there's no current wallpaper (startup)
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if (!currentWallpaper.source) {
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if (!isInitialized || !currentWallpaper.source) {
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setWallpaperImmediate(source.startsWith("file://") ? source : "file://" + source)
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isInitialized = true
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} else {
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changeWallpaper(source.startsWith("file://") ? source : "file://" + source)
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}
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@@ -211,7 +235,7 @@ Variants {
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asynchronous: true
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smooth: true
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cache: true
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fillMode: Image.PreserveAspectCrop
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fillMode: root.getFillMode(SettingsData.wallpaperFillMode)
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}
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Image {
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@@ -223,7 +247,7 @@ Variants {
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asynchronous: true
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smooth: true
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cache: true
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fillMode: Image.PreserveAspectCrop
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fillMode: root.getFillMode(SettingsData.wallpaperFillMode)
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onStatusChanged: {
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if (status !== Image.Ready)
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@@ -275,7 +299,7 @@ Variants {
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property variant source1: root.hasCurrent ? currentWallpaper : transparentSource
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -296,7 +320,7 @@ Variants {
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real direction: root.wipeDirection
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -319,7 +343,7 @@ Variants {
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property real aspectRatio: root.width / root.height
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property real centerX: root.discCenterX
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property real centerY: root.discCenterY
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -342,7 +366,7 @@ Variants {
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property real aspectRatio: root.width / root.height
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property real stripeCount: root.stripesCount
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property real angle: root.stripesAngle
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -365,7 +389,7 @@ Variants {
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property real centerX: 0.5
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property real centerY: 0.5
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property real aspectRatio: root.width / root.height
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -385,7 +409,7 @@ Variants {
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property variant source2: nextWallpaper
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property real progress: root.transitionProgress
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property real smoothness: root.edgeSmoothness
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -411,7 +435,7 @@ Variants {
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property real aspectRatio: root.width / root.height
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property real centerX: root.discCenterX
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property real centerY: root.discCenterY
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property real fillMode: root.fillMode
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property real fillMode: root.shaderFillMode
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property vector4d fillColor: root.fillColor
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property real imageWidth1: Math.max(1, root.hasCurrent ? source1.sourceSize.width : modelData.width)
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property real imageHeight1: Math.max(1, root.hasCurrent ? source1.sourceSize.height : modelData.height)
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@@ -16,67 +16,69 @@ layout(std140, binding = 0) uniform buf {
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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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float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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float imageWidth1;
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float imageHeight1;
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float imageWidth2;
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float imageHeight2;
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float screenWidth;
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float screenHeight;
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vec4 fillColor;
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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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transformedUV = uv;
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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 = 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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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 2.5) {
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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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else if (ubuf.fillMode < 3.5) {
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transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
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}
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else if (ubuf.fillMode < 4.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(uv.x, fract(tileUV.y));
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}
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else if (ubuf.fillMode < 5.5) {
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vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
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transformedUV = vec2(fract(tileUV.x), uv.y);
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}
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else {
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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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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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// 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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if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
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return texture(tex, transformedUV);
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}
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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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@@ -13,7 +13,7 @@ layout(std140, binding = 0) uniform buf {
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float progress;
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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 fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
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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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@@ -23,56 +23,59 @@ layout(std140, binding = 0) uniform buf {
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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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transformedUV = uv;
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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 = 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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vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
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vec2 imagePixel = (screenPixel - offset) / scale;
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transformedUV = imagePixel / vec2(imgWidth, imgHeight);
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}
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else if (ubuf.fillMode < 2.5) {
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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
|
||||
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
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
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 ||
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ layout(std140, binding = 0) uniform buf {
|
||||
float smoothness;
|
||||
float aspectRatio;
|
||||
|
||||
float fillMode;
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
@@ -28,35 +28,58 @@ layout(std140, binding = 0) uniform buf {
|
||||
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
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);
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
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;
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
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) {
|
||||
float scale = min(ubuf.screenWidth / imgWidth, ubuf.screenHeight / imgHeight);
|
||||
vec2 scaledImageSize = vec2(imgWidth, imgHeight) * scale;
|
||||
vec2 offset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(scaledImageSize)) * 0.5;
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 tuv = calculateUV(uv, imgWidth, imgHeight);
|
||||
if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
return texture(tex, tuv);
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
@@ -16,8 +16,7 @@ layout(std140, binding = 0) uniform buf {
|
||||
float smoothness; // controls starting block size (0..1)
|
||||
float aspectRatio; // (unused)
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop, 2=fit, 3=stretch
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
@@ -29,17 +28,11 @@ layout(std140, binding = 0) uniform buf {
|
||||
|
||||
vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
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) {
|
||||
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) {
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
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;
|
||||
@@ -47,13 +40,46 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
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 < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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);
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float w, float h) {
|
||||
vec2 tuv = calculateUV(uv, w, h);
|
||||
if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
|
||||
return texture(tex, tuv);
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
vec2 quantizeUV(vec2 uv, float cellPx) {
|
||||
|
||||
@@ -16,8 +16,7 @@ layout(std140, binding = 0) uniform buf {
|
||||
float smoothness; // 0..1 (edge softness)
|
||||
float aspectRatio; // width / height
|
||||
|
||||
// Fill mode parameters
|
||||
float fillMode; // 0=no(center), 1=crop(fill), 2=fit(contain), 3=stretch
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
@@ -31,18 +30,9 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = uv;
|
||||
|
||||
if (ubuf.fillMode < 0.5) {
|
||||
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);
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
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) {
|
||||
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;
|
||||
@@ -50,15 +40,46 @@ vec2 calculateUV(vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
// else: stretch
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
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 < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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);
|
||||
}
|
||||
|
||||
return transformedUV;
|
||||
}
|
||||
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float w, float h) {
|
||||
vec2 tuv = calculateUV(uv, w, h);
|
||||
if (tuv.x < 0.0 || tuv.x > 1.0 || tuv.y < 0.0 || tuv.y > 1.0) return ubuf.fillColor;
|
||||
return texture(tex, tuv);
|
||||
vec4 sampleWithFillMode(sampler2D tex, vec2 uv, float imgWidth, float imgHeight) {
|
||||
vec2 transformedUV = calculateUV(uv, imgWidth, imgHeight);
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
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() {
|
||||
|
||||
@@ -16,67 +16,69 @@ layout(std140, binding = 0) uniform buf {
|
||||
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)
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
float imageHeight2;
|
||||
float screenWidth;
|
||||
float screenHeight;
|
||||
vec4 fillColor;
|
||||
} 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);
|
||||
}
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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;
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
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
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
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 ||
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
|
||||
@@ -14,67 +14,69 @@ layout(std140, binding = 0) uniform buf {
|
||||
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)
|
||||
float fillMode; // 0=stretch, 1=fit, 2=crop, 3=tile, 4=tileV, 5=tileH, 6=pad
|
||||
float imageWidth1;
|
||||
float imageHeight1;
|
||||
float imageWidth2;
|
||||
float imageHeight2;
|
||||
float screenWidth;
|
||||
float screenHeight;
|
||||
vec4 fillColor;
|
||||
} 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);
|
||||
}
|
||||
transformedUV = uv;
|
||||
}
|
||||
else if (ubuf.fillMode < 1.5) {
|
||||
// Mode 1: crop (fill/cover) - Fill screen, crop excess (default)
|
||||
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;
|
||||
vec2 screenPixel = uv * vec2(ubuf.screenWidth, ubuf.screenHeight);
|
||||
vec2 imagePixel = (screenPixel - offset) / scale;
|
||||
transformedUV = imagePixel / vec2(imgWidth, imgHeight);
|
||||
}
|
||||
else if (ubuf.fillMode < 2.5) {
|
||||
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
|
||||
else if (ubuf.fillMode < 3.5) {
|
||||
transformedUV = fract(uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight));
|
||||
}
|
||||
else if (ubuf.fillMode < 4.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(uv.x, fract(tileUV.y));
|
||||
}
|
||||
else if (ubuf.fillMode < 5.5) {
|
||||
vec2 tileUV = uv * vec2(ubuf.screenWidth, ubuf.screenHeight) / vec2(imgWidth, imgHeight);
|
||||
transformedUV = vec2(fract(tileUV.x), uv.y);
|
||||
}
|
||||
else {
|
||||
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
|
||||
vec2 imageOffset = (vec2(ubuf.screenWidth, ubuf.screenHeight) - vec2(imgWidth, imgHeight)) * 0.5;
|
||||
vec2 imagePixel = screenPixel - imageOffset;
|
||||
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 ||
|
||||
|
||||
if (ubuf.fillMode >= 2.5 && ubuf.fillMode <= 5.5) {
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
if (transformedUV.x < 0.0 || transformedUV.x > 1.0 ||
|
||||
transformedUV.y < 0.0 || transformedUV.y > 1.0) {
|
||||
return ubuf.fillColor;
|
||||
}
|
||||
|
||||
|
||||
return texture(tex, transformedUV);
|
||||
}
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user